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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
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Here's my problem: even after patching to 1.2, applying the .exe patch by TDW and activating the Equipment mod (seen in my mod soup below), I can't hear anything while using the hydro myself. The sonarman is calling out contacts but they aren't there on the hydro (I'm using the first available hydro at the beginning of the campaign). Also, he always calls out the numbers wrong: instead of saying vier und vierzich, he says vierzich und vier.
Generic Mod Enabler - v2.6.0.157 [D:\Hunter 5\MODS] nVidia missing lights No Damn Bubbles, No Damn Halo Mod NDB,NDH OM#1 - No Dialog Indicator No magic skills v1.5 IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting FX_Update_0_0_19_ByTheDarkWraith NewUIs_TDC_6_8_0_ByTheDarkWraith Manos Scopes-patch for 8x5 Critical hits 1.1 Torpedos Dynamic Environment SH5 Basemod (realistic version) V2.1 Dynamic Environment SH5 BrighterNights V2.1 Dynamic Environment SH5 Waves (realistic version) V2.1 Dynamic Environment SH5 Sounds V2.1 Cerberus62 Additional Merchant Ships 1.1 (Part 1) Cerberus62 Additional Merchant Ships 1.1 (Part 2) OPEN HORIZONS II_full v1.4 OHII v1.4 Patch2 Full OHII - Cerberus ship patch Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english TDW_Waypoint_Contacts_No_Symbols_1_1_0 TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 Equipment_Upgrades_Fix_1_2_byTheBeast Grossdeutscher Rundfunk |
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#2 |
Black Magic
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Try removing all mods except for my UIs mod and see if the problem exists. You should only have one mod enabled for this test - just my UIs mod.
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#3 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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#4 | |
The Old Man
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There is no DSD file for UBoot_Sensors and we did not HEX the GR2 in the "Repaired Equipment MOD by Xrundel and TheBeast" MOD. If using STOCK "data\Sounds\sh.sdl" and same MOD config, are you able to reproduce this issue? ![]() Also, do any MOD's change the Uboats DSD file? Regards! TheBeast |
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#5 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
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As far as I can remember, this is an old bug (or wrong feature?) inherited from SH4. Some ships cannot be heard on hydrophone at speeds under 4 knots. I remember having checked this in the early days of SH4, by making a custom mission with pairs of ships of the same type: one going at 3 knots and the other at 5 or 6. The former could not be heard on the hydrophone. I remember this was a common behavior in SH4.
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#6 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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I'm still in the process of trying things out, I haven't removed any mods yet, just tried to reproduce the bug with all mods still activated.
This time I was on the east coast of Britain, with one ship on my starboard, and two ships on my 180 bearing. All three could be heard on the hydro, but this time the sonarman wouldn't call out the contacts. I would click the button for him to tell me the nearest sound contact, but nothing would happen. There wouldn't even be a record in the small log screen in the bottom right. Just to be clear, I reinstalled the game earlier today, downloaded all the mods all over again and then activated them using JSGME after I patched the game. I also took some screenshots to prove it all: ![]() Here I am listening to the contact and pressing the button below. The sonarman is silent. ![]() The first contact to my right. ![]() And the two behind me. |
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#7 |
Ace of the deep .
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I think one problem is the rotating hydro upgrade only picks up sounds from the sides and not front or rear . Its all messed up .
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#8 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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This is the first hydro you get in 1939, it's not upgraded at all.
The one thing that's bothering me is that sometimes everything works fine, and then thirty minutes later either the sonarman can't hear anything and I can, or the sonarman hears something and I can't hear it on the hydro. Maybe it's just the effect of that same soup the cook has been making for 14 days straight. |
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#9 | |
Black Magic
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#10 |
The Old Man
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The GHG (Side Mount) has arc sweep of 120 or 140 degree on each side of boat. Blind spots both fore and aft.
The KDB (Deck Mount) has arc sweep starting at 200 degree to 160 degree with 40 degree blind spot to aft. The Balkon Gerat (Foreward Keel Mount) has a 330 degree arc sweep but has 30 degree blind spot to aft and Blind spot directly above boat. The Nibelung (Bow Mount near Keel, foreward of Diveplanes) NOT ACTIVE in SH5 |
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#11 |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
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I have same type of errors witth the second version of the hydro( Not that I didn t have it with the first but I just don t think this has to do with blindzones). The errors don t seem to follow a pattern. I have noticed I need the hydroguy to sweep over the area the boats are to report them. usually helps.
sometimes I don t hear reported boats . Many times I hear a boat, but hydroguy don t report.(guess theyre "supposed" to be out of range.) I f I have multiple targets around me I can just guess wich target it pings when using sonar. I have tested a lot and the only thing that is certain is that I get same distance no matter what direction I point the sonar( hydro) .I assume I ping in the direction I listen. I tested with boats all around me... they were lying still so that might have caused trouble maybe. but hydroguy reported and I could ping them.That was aob practice tutorial. ping said 1860 meters. no boat was 1860 meters away from me. When I tested with a moving single target it worked excellent. I know I wrote about this before but lost track of the thread ![]() Magnum_Opus_v0_0_1 Enhanced FunelSmoke1.2_by HanSolo78 Dynamic Environment SH5 Basemod (realistic version) V2.1 Dynamic Environment SH5 Waves (realistic version) V2.1 Dynamic Environment SH5 Atlantic Floor V2.1 Dynamic Environmental SH5 Realistic Colors V2.1 Dynamic Environment SH5 Undersea (temperate and polar) V2.1 Dynamic Environmental SH5 Shallow Waters V2.1 Dynamic Environment SH5 Shallow Waters V2.1 Patch TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 FX_Update_0_0_19_ByTheDarkWraith NewUIs_TDC_6_8_0_ByTheDarkWraith NewUIs_TDC_6_8_0_Das_Boot_Crew_Mod_by_Illyustrator NewUIs_TDC_6_8_0_No_Snorkel_Exhaust_Smoke Manos Scopes-patch for 16x9 IO_StrategicMap_4_5_for_TDWv680 IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_hydrophone_on_surface NewUIs_TDC_6_8_0_Real_Navigation Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy Stormys DBSM SH5 v1.3 optional NavMap babelling Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz Stormys DBSM SH5 v1.3 additional crew sounds beta6 Stormys DBSM SH5 v1.3 optional louder engine sounds Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v2.8 I have antilag and patched exe for hydrophone also. Used patcher and tested result with Hex editor (I know most ppl say put Irai before New Uis but as long as TDW say after in the Irai first post I stick to that.) Last edited by Husksubsky; 11-09-11 at 02:00 AM. |
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