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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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Last Update Version 2.0
-Fixed the absence of sounds on hydro station for some layers. Brilliant solution found by gap (from Sh5 mod forum)! (see below some directions and comments) See also, on the botton, an optional reworked version by Leitender. From the readme of the mod: Quote:
Version 2.0 New_Hydrophones_layersV2.0.7z Update 09 april 2014 Leitender made a reworked version with few more historical adjusts. More detailed info on the readme. http://www.mediafire.com/download/50....0_reworked.7z
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve Last edited by Rubini; 04-09-14 at 10:30 AM. |
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#2 |
Rear Admiral
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Location: Swindon, England
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Hmmmm sounds interesting Rubini
Look forward to giving it a try Nice to see you still tinkering with the files ![]() |
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#3 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
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I also are very interested. I have been unable to get into SH5. You will have to give us some insight.
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Irish1958 ![]() |
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#4 |
Seasoned Skipper
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that would be an excellent and well needed mod
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#5 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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Thanks guys!
@ How are you BBW? Nice to see you! The mod is ready! I just need the unmodded (and more actual) sensors.dat from GWX, from NYGM and from WAC. I don´t have them and need them to make the mod compatible. Can someone give me a link with them?
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#6 |
Seasoned Skipper
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#7 | |
Ocean Warrior
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Location: São Paulo Brazil
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![]() Quote:
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#8 |
Ocean Warrior
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"file not found"?
=============== Forget , got it! I was too quick!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#9 |
Sea Lord
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OK. Thanks Rubini.
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U-552 Tiger IDF |
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#10 | |
Navy Seal
![]() Join Date: Jan 2011
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I suggest you to go through the last posts of Repaired Equipment MOD's thread: it seems that I and volodya61 managed to fix the above issue, making hydrophone contacts audible along the whole sensor's depth range. Hopefully our method will work for SHIII as well ![]() |
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#11 | |
Ocean Warrior
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#12 |
Ocean Warrior
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Ok, first quick test done:
it works also on SH3! Great find guys! ![]() Some comments and limitations: 1. The solution is related to make the first sensor the more long one (more distance sensible, currently the more deep). In this original mod and also on my version for Sh3 the sequence was just the inverse: first the short one, last the long one. 2.With this correction the mod continues to work on Ai/sonarman crew side correctly...but 3. At player (human) side, besides the fact that now we have again a really working hydro station as before (I mean, we have again ambience and propelers sound there all the time), it have the flaw of working all the time, for any distance (from max 30km from almost 0km), independentely of the hydro layer. Conclusion: isn´t a perfect solution because the player will listen too much, independently of the hydro layer or uboat depth, but the AI/sonarman will works correctly, as the mod intention. Probably by game engine limitation, we will never have a perfect solution, but the mod is much better now!!(well, "never" can´t be used on SH3/4/5 mod community, we already fix a lot of unfixable things, no?) ![]() I will test it a bit more and make a new update package soon!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#13 |
Navy Seal
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Hi Rubini,
I am glad that, despite its limitations, the fix also worked for you. ![]() your conclusions are correct: - only the last SensorData controller of each hydrophone (the one with the bigger Index Id) is used for human audible contacts: its Min and Max SensorHeights must cover the whole depth range at which we want contacts to be audible by the player; - unfortunately human audible contacts are not affected by MaxRange settings: as noted by you, they are audible at any range. This is a limitation (or rather an unlimitation ![]() |
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#14 |
Ocean Warrior
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Hi guys,
After made more tests i can say that the gap fix really fixed the problem! Now the mod is complete!! I will make a new updated version and will post for download until tomorrow! Thanks gap! ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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