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#46 |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
Uploads: 0
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OK, I know R.E.M. goes after Equipment Upgrade mod, but I am using SteelVikings interior mod 1.2.2 patched and it wants to overwrite the Room_QR1.sim. So do I put R.E.M. before SteelVikings Interior mod or after? If it can be answered also what does the Room_QR1.sim change?
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#47 | |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
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I´ve changed this values in Room_QR1.sim in SteelViking's interior mod for MMM, so now both are the same. |
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#48 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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It might not be flashy, but important work all the same. Thanks for the mod and cheers!
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"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell. ![]() ![]() ![]() |
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#49 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#50 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Okay, since TheBeast and Xrundel have not been very active in the last months, I could look into why this is happening, but I have a few questions:
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#51 |
Machinist's Mate
![]() Join Date: Jan 2006
Location: Poland
Posts: 129
Downloads: 185
Uploads: 0
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I didn't use the compatibility patch. I have installed NewUIs_TDC_7_1_0_ByTheDarkWraith.
Do I have to instal this patch after new UI and before REM or after new UI and after REM ? |
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#52 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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You should
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![]() please, test again with the patch enabled in the above order, and answer my other two questions ![]() |
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#53 |
Machinist's Mate
![]() Join Date: Jan 2006
Location: Poland
Posts: 129
Downloads: 185
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Q: have you enabled TDW's compatibility patch after New UI's, IRAI and REM?
A: Yes, I have just done it. The patch was installed last in order. Same effect, same bad issue. Q: By any chance have you upgraded your hydrophone to the KDB model? A: It is test single mission made by me. U-boot 7C: CfgDate=19430101 I don't know how to check the hydrophone model in single mission. Any tip ? Q: if the answer to my previous question is yes, was the standard hydrophone working correctly? A: the hydrophone without REM works fine. With REM, sonarman gives the contact on surface and diving below 30m I cannot hear anything in hydro (but sonarman AI gives the contacts). Below my test mods list: TDW_Generic Patcher v1.0.74.0 Accurate German Flags RemoveLogoIntroTheDarkWraith DBM Background Video Real Environment - Revision_3 German U-Boat Crew Language Pack OPEN HORIZONS II_full v2 NewUIs_TDC_7_1_0_ByTheDarkWraith NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_7_1_0_New_radio_messages_German NewUIs_TDC_7_1_0_Das_Boot_Crew_Mod_by_Illyustrator NewUIs_TDC_7_1_0_Real_Navigation NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha EQuaTool 01.01 by AvM - Kriegsmarine Regular Style IRAI_0_0_39_ByTheDarkWraith FX_Update_0_0_21_ByTheDarkWraith R.E.M_by_Xrundel_TheBeast_1.2 uboot_sensor_patch |
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#54 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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It is easy to recognize which hydrophone your sub is equipped with, since KDB sensors are T shaped spinning things, and they should protrude from your deck, whereas the GHG ones are inside the hull and cannot be seen in external view. Quote:
According to other memeber's reports, it should. If you will confirm this fact, I will check what's is the difference between the two hydrophones and (hopefully), I will be able to fix the mute KDB ![]() |
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#55 | |
Ocean Warrior
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![]() EDIT: and where ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#56 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Just compared GHG and KDB hydrophones.
The GHG got three SensorData controllers with different SensoHeight and MaxRange settings. Sorted by their Index number, they are as follows: SensorData #1 MaxRange: 15000 MinSensorHeight: -500 MaxSensorHeight: 0 SensorData #2 MaxRange: 100000 MinSensorHeight: -500 MaxSensorHeight: -28 SensorData #3 MaxRange: 22000 MinSensorHeight: -28 MaxSensorHeight: -10 As for the KDB hydrophone, it got only two controllers, whose settings are: SensorData #1 MaxRange: 22000 MinSensorHeight: -20 MaxSensorHeight: -1 SensorData #2 MaxRange: 100000 MinSensorHeight: -500 MaxSensorHeight: -20 My suspect is that, as far as human audibility is concerned, only one of the SensorData controllers is applied, the highest index having priority over the lower ones. It would explain why the GHG is not mute along its whole range (first controller set to 0-500 m), whereas KDB contacts are only audible above 20 m of depth (first controller set to 1-20 m). ![]() |
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#57 |
Ocean Warrior
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Do you think that adding one more controller to KDB and probably to BalconGerat would be enough?
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#58 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I can be wrong, but just by looking at R.E.M hydrophone settings, I would say that changing MinSensorHeight of the first KDB SensorData controller from -20 to -500 should make the trick. Is there any volunteer who wants to test it? ![]() P.S: seems that this mod have been ported by Rubini to SH3, with similar complications: ![]() http://www.subsim.com/radioroom/show...00&postcount=1 Quote:
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#59 |
Ocean Warrior
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To be honest, I was never a fan of listening to contacts by myself..
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#60 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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