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Old 10-10-13, 02:49 PM   #451
plj
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I see...You say that their (eagle radars) appearance in the game is not authentic.On the other hand, adding "destructibility" for them wont hurt anyone, don't you think?
...actually .. if done correctly, it would :p
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Old 10-10-13, 03:25 PM   #452
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Sure, fine tuning will follow, no doubts about that...


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Actually, i was expected that some older moder will explain to me all those values, but apparently this is not the case...Those values are mystery for everyone...
Yep. As far as I know no one has experimented before with those values and, this is for sure, no mod released here messes with them.

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I will do some testing but that could take some time. Also, from this position I'm a bit skeptic regarding functionality of those values...
So do I , but if they worked the way I think they should, we can use them for simulating not fully reparable equipment, exaclty as you were suggesting

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I remember our talks about this issues and this is on my "To Do" list...Don't worry , i'll call for your help pretty soon...
I am ready to give you all the help you need

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I see...You say that their (eagle radars) appearance in the game is not authentic.
It wasn't me who said it. It was said by TheBeast himself


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On the other hand, adding "destructibility" for them wont hurt anyone, don't you think?
Not all, or maybe yes, going by plj's reasoning

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...actually .. if done correctly, it would :p
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Old 10-10-13, 05:08 PM   #453
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Today I will work on the R.E.M. add-on for R.S.D. and I will send it your way.
As promised:

R.S.D. & R.E.M. - GHG Hydrophone add-on

Available in two versions:

- normal: three depth/detection ranges as per R.E.M. settings; target detection on surface limited but still possible.
- no hyd on surface: three depth/detection ranges as above, but with target detection unabled on surface.

Enable it after R.S.D. - main mod. Mod order relative to R.E.M. not relevant (R.E.M. is actually not needed for this to work).
Let me know if it works as supposed.
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Old 10-10-13, 05:27 PM   #454
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Excellent Gap!
Now, i could built in next RSD update one version which will fix hyd.on surface bug (normal version sounds pretty cool ) and for the other one i can place link with the description in the first post...
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Old 10-10-13, 05:51 PM   #455
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Excellent Gap!
Now, i could built in next RSD update one version which will fix hyd.on surface bug (normal version sounds pretty cool ) and for the other one i can place link with the description in the first post...
...or, since their settings are identical to the ones of R.E.M, or only slightly modified by me, you can leave R.S.D. as it is now (the GHG is currently set as per stock settings IIRC), and include the two add-on's in the same package as optional mods. I thinks it is more correct this way: someone might still like stock hydrophone settings. If you want, I can also create a third version, with New UI's - no hydrophone on surface settings: same as one of the current add-ons, but without the 3 hydrophone ranges. What do you think?
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Old 10-10-13, 05:52 PM   #456
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As promised:

R.S.D. & R.E.M. - GHG Hydrophone add-on

Available in two versions:
What did you change there? I mean in sensors.sim?
I ask because, if you remember, I used my own edition and there were different layers, ranges etc..
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Old 10-10-13, 06:00 PM   #457
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What did you change there? I mean in sensors.sim?
I ask because, if you remember I used, my own edition and there were different layers, ranges etc..
no, in order to make the GHG hydrophone destructible without crashes, I had to add a mesh to it (similar to the funnel smoke, do you remember? Add a ship smoke controller to a dummy node, and the game will crash). But because it is not possible adding new meshes to a GR2 model which misses them, I had to create an external GHG, with invisible meshes and its own controllers. Yet, none of the current mods dealing with sensor ranges would affect the new hydrophone obviously, so I had to copy their controllers, paste them in the new sim file, and correct their parent Id's.

Make sure to do the same for your upcoming megamod, if you like to include RSD in it. I hope you didn't loose it during your hd crash
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Old 10-10-13, 06:13 PM   #458
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Make sure to do the same for your upcoming megamod, if you like to include RSD in it. I hope didn't loose it duing your hd crash
I just finished a low level scanning and moved all the found folders/files to another disk.. and I'm still not sure that I will be able to continue work on it.. perhaps the files were partly corrupted..
On the other hand, I'm tired and it has bothered me.. I mean SH5.. I can't work on it further because of constant CTDs..
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Old 10-10-13, 06:16 PM   #459
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I thinks it is more correct this way: someone might still like stock hydrophone settings.
Heh, much like You , i'm an also historical data/realism freak , so I think we shouldn't care much about what peple like (people like many things), only what is realistic and accurate as much SH controllers allowed us.

So,I refuse (vigorously) to have in main R.S.D. such nonsense like Benno's reports while diesels roaring...
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Old 10-10-13, 06:16 PM   #460
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I just finished a low level scanning and moved all the found folders/files to another disk.. and I'm still not sure that I will be able to continue work on it.. perhaps the files were partly corrupted..
On the other hand, I'm tired and it has bothered me.. I mean SH5.. I can't work on it further because of constant CTDs..
That's weird... what are your computer specs? Correct me if am wrong, but it all seem to have started since when you switched from XP to 7... have you thought of reinstalling XP on a partition of your hard drive?
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Old 10-10-13, 06:40 PM   #461
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That's weird... what are your computer specs? Correct me if am wrong, but it all seem to have started since when you switched from XP to 7... have you thought of reinstalling XP on a partition of your hard drive?
No, all the troubles started long ago.. I mean, CTDs on campaign start, CTDs on silentotto campaign start.. I thought it was due to my low-specs PC.. now I have Win7 Ult x64, CPU overclocked to 3,2 GHz, 8 Gb Ram, GTX650.. all the same.. what else does this game need?
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Old 10-10-13, 06:48 PM   #462
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Heh, much like You , i'm an also historical data/realism freak
- subsim + vdr1981

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...so I think we shouldn't care much about what peple like (people like many things), only what is realistic and accurate as much SH controllers allowed us.
...ond the other hand, this mod doesn't deal sensu stricto with sensor parameters, so when needed it should use parameters as standardised as possible. New and more historically accurate sensor settings could be part of a new project, or of a R.S.D. or R.E.M. expansion, exploiting the multi-controller concept introduced by the latter for hydrophones, but expanding its usage to other sensors and, if possible, increasing the number of layers/controllers for each sensor. This is an idea that I and Volodya had a while ago and that we never fully developped, but we didn't want to rush on it: it requires a lot of historical research, finetuning and testing, and if not perfect it would make things worse instead of better.

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...So,I refuse (vigorously) to have in main R.S.D. such nonsense like Benno's reports while diesels roaring...
Maybe I have a better idea, let's see if you like it: scrap stock settings; since this mod is based on (and requires) EUF for working, we could use its GHG settings as settings of the base mod. We can then add to it 4 optional and alternative GHG mods: the two R.E.M-based I have already prepared, + New UI's (basemod) version + New UI's (no hydrophone on surface) version. With credits to their own authors, indeed. This way, with a little effort and and even lesser increase of the pack size, we would ensure full customization and conformity with the sensor mods already released. What do you think?
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Old 10-10-13, 06:58 PM   #463
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No, all the troubles started long ago.. I mean, CTDs on campaign start, CTDs on silentotto campaign start.. I thought it was due to my low-specs PC.. now I have Win7 Ult x64, CPU overclocked to 3,2 GHz, 8 Gb Ram, GTX650.. all the same.. what else does this game need?
If you were a newbye, I would have suggested you to either scrap your current mod list or to consult an exorcist. Hadn't you reinstalled the game a few weeks ago, I would have suggested you to unistall it, clean the registry, and reinstall from scratch. Hadn't you totally overhauled your system up to recently, I would have suggested you to perform a low-level formatting of your HD and a general dusting of the remaining hardware.

Since neither of the above conditions applies to you, what else can I tell you, my friend, if not to keep on because this community needs for you? Have you seen plj's thread on the misterius silentotto ctd's, by the way

Last edited by gap; 10-10-13 at 07:08 PM.
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Old 10-10-13, 07:17 PM   #464
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..Have you seen plj's thread on the misterius silentotto ctd's, by the way
Yep.. I saw it.. all what I think about these mysterious things, I already said and my opinion is the same as before.. possibly we need TDW to look more closely at this issues, though he could did it long ago, when his UI didn't want to work together with MTNS.. it was first call of the game engine.. but for some reason modders don't think about it.. if their mods work fine with the stock game without other mods then everything fine.. and no one think about how all these mods will work together..
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Old 10-10-13, 07:30 PM   #465
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Yep.. I saw it.. all what I think about these mysterious things, I already said and my opinion is the same as before.. possibly we need TDW to look more closely at this issues, though he could did it long ago, when his UI didn't want to work together with MTNS.. it was first call of the game engine.. but for some reason modders don't think about it.. if their mods work fine with the stock game without other mods then everything fine.. and no one think about how all these mods will work together..
This is part of the debate I and Trevally had the other day. I am really sorry that he took it the wrong way
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