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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Watch Officer
![]() Join Date: Dec 2014
Location: Kansas City, Missouri
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So, glory be, I finally got a chance to get in and mess with it; was able to disable the file in RsRD, disable and thr rnable via JGSME, and then reload my saved mission with now-functioning hydrophones. Thanks for the help!
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"The sea shall ride over her and she shall live in it like a duck" ~John Ericsson |
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#17 |
Planesman
![]() Join Date: Jun 2014
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Anyone know how to modify this for RFB? The sensors are not in the same folder location firstly. Second, I found the same file in the RFB mod itself, modified them to 0m depth and I still can't hear anything in the surface with my hydrophones. Anyone know anything?
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#18 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
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Let's start with " The sensors are not in the same folder location".
What JGSME is, is essentially a glorified batch file which, when activated; 1. Reads the contents of C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\Data\Submarine (or whatever the mod is). 2. Moves to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\Data\Submarine and copies the same files to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\!BACKUP\Data\Submarine. 3. Copies the contents of C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\ to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\ to overwrite any file with the same name in the respective folders. 4. When you deactivate a mod, it copies the files of that mod (reading the info stored in C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\!INSTLOGS for which files to replace) into the main game folders, restoring the defaults. Assuming they WERE defaults in the first place, the main reason for starting with a virgin copy of the game and taking the "snapshot" with JGSME is to insure the original files in \MODS\!BACKUP actually ARE original. So when using JGSME you actually have 3 copies of each file from the mod - the one in the main folder, the modded file from the MODS folder, and the original stored in \MODS\!BACKUP. So the main problem is when using Silent 3ditor is making sure you're actually modifying the file you THINK you're modifying, and with three of them it can easily get confusing. Correct way, use JGSME to deactivate the mod. Edit the file(s) in the C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\Data\Submarine (or whatever the mod is) folder(s). Start JGSME and activate the mod again - this should replace the original with your new modified file(s). Basic computer operation; Open Windows Explorer (not the same thing as Internet Explorer, Windows Explorer is for managing files on your own computer instead of over the web) and you get pictures. They're adorable, but not very practical. First thing click on Tools, then Folder Options. Click the View tab, scroll down to the "Hide extensions for known file types" and click the checkbox to UNcheck that, then click Apply. Next click View, Details, so you're looking at actual file names instead of useless icons. Choose details, you can click name, size, type, and Date Modified, that makes it easier to look for files - click the "Type" tab, for example, and all the files ending with .txt or .jpg are grouped together. Now when you browse through the files, you find three named Sensors_sub_US.sim, you can look at the date and time the file was modified to confirm the one you modified is the one in the main folder. |
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#19 | |
Planesman
![]() Join Date: Jun 2014
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#20 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
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Hmmm, I don't have RFB and I have version 1.4 of the game, just did a search for sensor_sub_US.sim, no file by that name. I can only assume it's a new file from 1.5 or RFB, if it's a new one created by the mod itself there must be another CFG file someplace that references it. Either way nothing further I can do until I get 1.5, sorry.
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#21 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
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Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#22 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
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![]() Looking in a reserve copy of RFB 2.0, I find this file here: |
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#23 | |
Planesman
![]() Join Date: Jun 2014
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Yeah that's the one I changed and still the hydrophones won't work while surfaced. ![]() |
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#24 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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Okay, I do have a Sensors_sub_US.sim, but not in Data\Library, it's in \Data\Library\USSubParts. So the one you should be hacking (after deactivating with JGSME) would be \Silent Hunter 4 Wolves of the Pacific\MODS\RFB\Data\Library\USSubParts\Sensors_s ub_US.sim.
The way JGSME works if the path is something like \Silent Hunter 4 Wolves of the Pacific\MODS\RFB\Version2\Data\Library\USSubParts\ Sensors_sub_US.sim that won't work, since JGSME is looking for whatver is directly under \MODS\FolderName to copy that directly into \Silent Hunter 4 Wolves of the Pacific. So anything other than \MODS\FolderName\Data\RestOfThePath won't work correctly. Like Webster's torpedo mods for example, when the file is unzipped you have Webster's Improved US Torpedo for v1.4 and v1.5\Webster's Improved US Torpedo v1 plus V2 and V3. You cannot copy/extract that directly to MODS or you'll have \Silent Hunter 4 Wolves of the Pacific\MODS\Webster's Improved US Torpedo for v1.4 and v1.5\Webster's Improved US Torpedo v1 plus V2 and V3 Then when you run JGSME you end up with C:\sh4new\Silent Hunter 4 Wolves of the Pacific\Webster's Improved US Torpedo v1 plus v2 and v3 folders, which the game is not going to look in for data. So check the path in the MODS folder, make sure you don't have \Data buried inside two folders or something, then check the date on the \Silent Hunter 4 Wolves of the Pacific\MODS\RFB\Data\Library\USSubParts\Sensors_s ub_US.sim to make sure it's the one you just modified. |
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#25 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
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But you're using RFB_2.0_Patch_23April2010 aren't you? (You should be!) Last edited by TorpX; 01-15-15 at 01:59 AM. Reason: elaboration |
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#26 | |
Planesman
![]() Join Date: Jun 2014
Posts: 198
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Is it possible that it actually might be working but I won't hear enemy ships on the surface because my guys can technically see them on the surface even if they haven't called them out yet? Thing is I still can't even hear my own engines on the surface so I'm thinking it's not working at all. |
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#27 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
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Just to review: |
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#28 | |||
Admiral
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I'm suspecting RFB fooled around with those routes as well. Quote:
============ Follow what TorpX has written regarding changing the RFB_2.0_Patch_23April2010 file. If that's the last mod in your activation list.......that's the files you need to change.
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#29 |
DILLIGAF
Join Date: Feb 2007
Location: florida
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If a ship is traveling at less than half it's maximum speed you won't hear it. So if a ships top speed is 15 knts and it is traveling at 7 you will not hear it.
__________________
Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#30 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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At this point I would hunt up a copy of the original July 2007 file and use it to replace whatever is in there now.
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