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Old 02-27-12, 10:47 PM   #46
Raven_2012
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Quote:
Originally Posted by Raven2012 View Post
Does REM get installed before Equipment_Upgrades_Fix_v1_4_byTheBeast_With_Patch?
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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Old 02-27-12, 11:50 PM   #47
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Quote:
Originally Posted by Raven2012 View Post
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?
Put it after. And here you have what it changes:
Quote:
Originally Posted by Xrundel View Post
This MOD is compatible with SteelViking's interior mod.

But for reference:

Dial@radar_dial: Display Value: DispVmin 0
DispVmax 360

Real Value: RealVmin 360
RealVmax 0


Ir hit me when I decided to take a break and was watching last issue of Harry Potter saga
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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Old 11-25-12, 08:29 PM   #48
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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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Old 11-26-12, 07:44 AM   #49
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Originally Posted by Fish In The Water View Post
It might not be flashy, but important work all the same. Thanks for the mod and cheers!
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Old 02-07-13, 11:42 AM   #50
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Quote:
Originally Posted by whiskey111 View Post
I can confirm that REM causes the hydro sound problems.

1. When REM installed after IRAI and TDW UI: hydro works on surface down to about 30meters. If I go deeper there is no sound on hydro but sonarmen still gives the positions of ships.

2. When REM is not installed: hydro works OK with mods: TDW UI, IRAI and TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0 (this last mod is not installed during the first test)

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:
  • have you enabled TDW's compatibility patch after New UI's, IRAI and REM?
  • by any chance have you upgraded your hydrophone to the KDB model?
  • if the answer to my previous question is yes, was the standard hydrophone working correctly?
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Old 02-08-13, 05:44 AM   #51
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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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Old 02-08-13, 06:19 AM   #52
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Quote:
Originally Posted by whiskey111 View Post
I didn't use the compatibility patch.
You should

Quote:
Originally Posted by whiskey111 View Post
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 ?
after New UI, IRAI, Fx Update and REM

please, test again with the patch enabled in the above order, and answer my other two questions
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Old 02-08-13, 08:23 AM   #53
whiskey111
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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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Old 02-08-13, 08:59 AM   #54
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Quote:
Originally Posted by whiskey111 View Post
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.
Okay, your mod list is perfect now

Quote:
Originally Posted by whiskey111 View Post
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 ?
Try changing mission date to Sept. '39 and setting U-boat equipment to 'Early' (or simply start a new campaign without selecting any upgrade. In this way we should be sure that your sub is equipped with the standard (GHG) hydrophone.

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:
Originally Posted by whiskey111 View Post
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).
Please, do one last test following the above instructions, and let me know if the GHG is audible below 30 m with REM enabled

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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Old 02-08-13, 10:10 AM   #55
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Quote:
Originally Posted by gap View Post
I will check what's is the difference between the two hydrophones and (hopefully), I will be able to fix the mute KDB
Let me know if you will find a solution..

EDIT: and where
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Old 02-08-13, 01:22 PM   #56
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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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Old 02-08-13, 01:50 PM   #57
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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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Old 02-08-13, 02:08 PM   #58
gap
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Quote:
Originally Posted by volodya61 View Post
Do you think that adding one more controller to KDB and probably to BalconGerat would be enough?
Indeed, as demonstrated by Xrundel and TheBeast, we can add any number of controllers for creating smoother range intervals, but as I understand it it wouldn't fix the issue.

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:
Originally Posted by Rubini View Post
Leitender have noticed that the player only can listen from one of the layers (seems the more deep one, the other two are deaf for the player).
Anyhow, the sonarman and the game works normally on the hydro contacts and dinamics, as intend.
So, be adviced, until we find a solution, that this mod is not suitable for players that like to listen contacts by theirselfs
Later on I will have a look at Rubini's mod, and see if it can confirm my theory
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Old 02-08-13, 02:23 PM   #59
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To be honest, I was never a fan of listening to contacts by myself.. but couple of times I was asked about this issue in my mod-pack's thread on sukhoi.. and I didn't know what to say..
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Old 02-08-13, 03:25 PM   #60
gap
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Quote:
Originally Posted by volodya61 View Post
To be honest, I was never a fan of listening to contacts by myself.. but couple of times I was asked about this issue in my mod-pack's thread on sukhoi.. and I didn't know what to say..
So you haven't ever listened to OH's whale... it can be a trascendental experience
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