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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Apr 2011
Location: Greece
Posts: 5
Downloads: 208
Uploads: 0
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After weeks of testing with mods finally found the correct combination for my computer and i can play the game without CTDs , Runtime error's etc. I want to thank the community and those who built the mods and share with us.
![]() I have a question about hydrophone search. I give an order to my sound guy to follow nearest sound contact,my sound guy gives me a report that the estimate range to contact for example is 4800m distance.Why the Precise range to contact report is 12.000m ? (those reports given at the same time) Why is so much difference between those reports for the same target at the same time? Which report is reliable and accurate between precise and estimate range to contact report ? I am using these mods: Aram Victoria Curam Anti Lag Speech recognition Mitons NewUI edition 0.41 NewUI TDC 6.5.0 by TheDarkWraith NewUI TDC 6.5.0 Real Navigation Trevally automated scripts 0.5 Trevally Harbour & Kiel Canal pilot 2.4 Trevally Harbour & Kiel Canal pilot patch Trevally TDC help v2 Trevally tutorials all v0.2 (for TDW UI) EqualTool 01.01 by Avm-double set-Large plus flat style Carotio Intercontinental Radio pack emtguf Periscope rework v1.7 Emtgufs Aspect ratio patch game version 1.2 + SH5 exe patch 001+002+003 Forgive me for errors in syntax and spelling of English is not my language |
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#2 |
Navy Seal
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Welcome to subsim Petross
![]() I have never tried nor noticed the issue you are seeing here ![]() To test and if you can also see the target - you can get the actual range by using "AOB_Range_Finder" in the automation page. |
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#3 |
Swabbie
![]() Join Date: Apr 2011
Location: Greece
Posts: 5
Downloads: 208
Uploads: 0
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Trevally ,i can not use the attack periscope because my Sound guy can not find the target...for example : 2 days in a row i'm hunting in medium fog.I make a search with hydro and i have a target based on estimate range to contact at 20.000km , that time i decide to go on surface and guess what , i have a merchant ship 1.700 km in front of me.
example 2 : i m on the surface and i have a report for a ship at 6.300 km away (i can see the ship from the surface).To test again the Hydrophone i go on 20m deep and i ask for nearest sound contact , guess what No2 : no sound contact ... The strange think is that everything works perfect on Historical Missions. |
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#4 | |
Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
Posts: 1,013
Downloads: 124
Uploads: 0
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![]() Quote:
![]() TheDarkWraith Has fixed the hydrophone. See here ---> http://www.subsim.com/radioroom/showthread.php?t=181433 You no longer need to do any hex edits... TDW has provided a patcher program that you can download. The patcher can be found at the bottom of his 1st post in the link I posted above. Hope this helps. ![]() Edit. I see that you have already applied the .exe patch (v0.0.1: fixes broken hydrophone station).... Not sure why your hydrophone operator is not hearing the contacts. Since I applied the patch all has worked fine. It may be worth using the patcher to ensure that it looks like this (note that the red line says "Enabled: True"... ![]()
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Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. Last edited by jwilliams; 05-11-11 at 06:25 AM. |
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#5 | |
Navy Seal
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![]() Quote:
![]() I remember before the exe fix that speed ot target could effect you sound guy. If a ship was under something like 25% of its possible speed - your sound man could not here it even if you can by manually using the hydro. Not sure if this is the same issue or not. |
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#6 |
Swabbie
![]() Join Date: Apr 2011
Location: Greece
Posts: 5
Downloads: 208
Uploads: 0
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jwilliams i have already applied the patch and i have double check the patch for possible mistakes but not.I m playing with the patch a few days and everything goes perfect except for the last 2 days.i m using the same mod soup as i mention before but until i find the perfect combination for my taste on graphics and gameplay i test almost every mod that exist.I see that my problem is unique (even with the patch applied).Maybe a clean instalation with the specific mod soup will fix my sound guy ears. Thank you guys...
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