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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Engineer
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Mod by macardigan. 04/2013 (google translation, sorry xDD)
-------19/04/2013---------- Real RPM Hydrophone Merchants 2.0 New version here: http://www.subsim.com/radioroom/showthread.php?t=203850 New chart and more rpm. up to 100. ----------Old versions:----------------------------------------------- RPM Hydrophone merchants 1.1 -final version- 22 ships reconfigurated. This MOD contains a PDF file with the rpm table for 22 merchants. (It also contains the tutorial). and contains files. "sim" and ". dsd" with RPM reconfigured. Files with extension. Dsd. are modified. Now a hospital ship is heard as "Liberty" by the hydrophone. for example. They are classified by type of propulsion. CARGO, LIBERTY, OILTANKER and PASSENGER. RPM chart is within the PDF tutorial. (english version) file within the MOD. recommend print. MOD LINK (english version): http://www.mediafire.com/?2sh52pajek4jsmg MOD LINK (spanish version): http://www.mediafire.com/?16z4gbmggspz8gv RPM chart preview: ![]() I hope you like. It has taken me a long time to do. greetings. ![]() Last edited by Macardigan; 04-20-13 at 01:03 AM. |
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#2 |
Navy Seal
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Macardigan, great work
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#3 |
Navy Seal
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Bien hecho Macardigan, muchas gracias por compartir este mod
![]() Por curiosidad: adjustaste las RPM de los buques presentes en el juego, para que reflectan su velocidad real? Además: the diste cuenta que es possible incluir en en el juego cualquier nuevo sonido por lo que cada buque puede eser personalizado? Si no sabes como, puedo echarte una mano en este aspecto. ![]() === Out of curiosity: have you adjusted the RPM of ships featured in game, so to match them with their real speed? Moreover: are you aware that, in order to customize each ship, you can add in game as many new sounds as you want? If you don't know how to do it, I would be glad to help you. |
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#4 | |
Engineer
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Hola gap que tal. INTERESANTE lo que comentas. Si modifico el archivo "propeller 4.wav" con algún editor de audio para que vaya más rápido podría eliminar la barrera de las 47 RPM que tiene el juego. creo. a tu pregunta. NO. Porque si las ajusto rpm/velocidad real se salen de la tabla o se quedan sin sonido, etc.. mil problemas. Está encasillado para poder hacer los cálculos. Posiblemente algunos barcos den revoluciones bajas a velocidades altas, es porque si no se salen de la tabla de revoluciones y sería muy dificil clacular la velocidad de un buque que da 47rpm de 5 a 17 nudos. Sería interesante ponerle sonidos nuevos. Si encuentras alguno dímelo y lo meto. -Algo bueno sería poder meter la tabla en el juego junto con las de las velocidades. pero no se como. Un saludo y buena caza. ----------------english:------------------------------------------------------------------------------------------------------------------------------------------ Hello that such gap. Interesting what you mention. If I edit the file "propeller 4.wav" with any audio editor to go faster could eliminate the barrier of the 47 RPM that has the game. I think. your question. NOT. Because if I adjust rpm / real speed out of the table or run out of sound, etc. .. thousand problems. 's Box to do the calculations. It would be interesting to put new sounds. If you find any tell me and I put it. Regards and good hunting. Last edited by Macardigan; 04-15-13 at 02:45 PM. |
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#5 | |||
Navy Seal
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Aquí todo bien colega
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De hecho, este límite me parece muy bajo, ya que las revoluciones maximas de muchos buques mercantes de la SGM eran aún más altas (por exemplo, los buques Liberty tenian una revoluciones maximas de 76 rpm, y la velocidad de revolución de los buques C1 era de 220/110 rpm [motor/árbol de transmisión]). Además, me pregunto si este parametro no pueda affectar otras característica de los buques, como sus torques, aparte de la velocidad de sus hélices. -------------------- So, if I got your explainations correctly, the main obstacle to the realistic adjustement of ship rpm's, is that beyond the 47 rpm limit (eng_rpm parameter in the .sim files) audible rpm's don't change with ship's speed in knots, or ships' sound gets not audible at low/medium speeds; is this correct? As a matter of fact, this limit seems very low to me, as max revolutions of many WWII merchant ships were even higher (for instance, Liberty ships max rpm was 76, and C1 ship's rpm's were 220/110 [engine/shaft]). Moreover, I am wondering if this parameter affects other ship's specs, as their torque, besides the speed of their propellers. In any case, I think that your idea of adjusting propeller sound's speed, is worth a few tests. ![]() Quote:
![]() En vez de poner nuevos sonidos, puedes duplicar los existentes y, modificandos sus velocidades, arreglar las RPM audibles para cada buque ![]() -------------------- okay, but instead of adding new sounds, you might duplicate the ones already featured in game and, by altering their speed, adjust audible RPM's of each ship. Quote:
-------------------- You can ask TDW or DrJones to add your chart to their UI Mods. A while ago, I discussed with TDW about a way to make New UI's charts fully customizable, but this function is not implemented yet. |
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#6 |
Engineer
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gracias por tu respuesta.
Por cierto, has probado la tabla en el juego, que tal va??? En dónde puedo informarme sobre las rpm que alcanzaba cada buque en aquella época?. He estado buscando pero sólo encontré la del Liberty ship, 76 RPM. GAP: Pues, si he entendido bien tus explicaciones, el obstáculo principal al ajuste realistico de las revoluciones, es que pasado el límite de 47 rpm (parámetro eng_rpm en los ficheros .sim) las rpm audibles no varian con la velocidad en nudos del buque, o los buques se quedan del todo sin sonido a bajas/medias velocidades; es esto correcto? - Así es. Si subes las rpm se van acumulando las velocidades en 47 rpm. ------------------------- thanks for your response. Where I can find out about the rpm reaching each vessel at that time?. I've been looking but only found the Liberty ship, 76 RPM Last edited by Macardigan; 04-16-13 at 05:36 AM. |
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#7 | |
Navy Seal
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todavía no
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http://answers.yahoo.com/question/in...9051232AAQZcHe http://answers.yahoo.com/question/in...8231758AALod9j http://answers.yahoo.com/question/in...1193822AA6hl1R ------- Getting the information that you are looking for from the web is not that easy. You should look for it individually for each ship. In general, I think that modern merchant propellers can reach 70-120 rpm at maximum cruising speeds. Higher rpm's would cause cavitation issues. Sources: http://answers.yahoo.com/question/in...9051232AAQZcHe http://answers.yahoo.com/question/in...8231758AALod9j http://answers.yahoo.com/question/in...1193822AA6hl1R |
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#8 |
Engineer
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You have given me good ideas. I managed to unlock the barrier of 47 rpm accelerating tempo propeller 4_hyd.wav file. I've been tested and I've put a tanker class cimmaron to 92 rpm at 18 knots. (tested using the hydrophone). And tested with the editor as low rpm 18-4 knots. Incredible sound deceleration. xD
This means a new table, with ships to its actual maximum speeds and rpm a bit faster, to be counted as a 100/110rpm can not count with the hydrophone. Thanks for the tips. -------------------------------------------------------------------------- Me has dado buenas ideas. He conseguido desbloquear la barrera de 47 rpm acelerando el tempo del archivo propeller 4_hyd.wav. He hecho las pruebas y he puesto un cimmaron class tanker a 92 rpm a 18 nudos. (probado usando el hidrófono). Y probado con el editor como baja de rpm de 18 a 4 nudos. Increible la deceleración del sonido. xD Esto significa una nueva tabla, con los buques a sus velocidades máximas reales y las rpm un poco más rápidas, que se puedan contar ya que a 100/110rpm es imposible contarlas con el hydrophone. Gracias por el consejo. buena caza ![]() |
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#9 | ||
Navy Seal
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![]() Quote:
![]() creo que la mejor manera de arreglar los sonidos en el juego sea de ajustar las velocidades/rpm maximas según los datos historicos, y luego ajustar la duración de los sonidos de cada buque (tanto los que se oyen al hidrófono como los de la cámara exterior) de manera que ellos siguan los rpm reales. ------------------- I think that the best way to adjust ships' sounds, is setting speeds/rpm's according to the histrorical values, an then finetunig each ship's sounds (both hydrophone and external cam one) so that they match actual rpms. Quote:
![]() ------------------- Being an extreme realism fan, I would set rpm's to their real speeds, no matter if it implies that counting them will get harder at high cruising speeds: Kriegsmarine hydrophone operators had to face the same problem, and they could only provide approximate ship speeds, based on what they were able to hear Fue un placer ![]() |
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#10 | |
Engineer
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Cierto pero necesito las r.p.m máximas de cada mercante del juego.
Es muy dificil encontrarlas. He encontrado unas pocas. Si me echas una mano con estos datos puedo sacar el mod pronto. ---------------------------- True, but I need the maximum rpm every merchant in the game. It is very difficult to find. I found a few. If you give me a hand with this information I can get the mod soon. ------------------------ Cimarron class tanker = 96rpm max. Victory Cargo = 100rpm max. C1-b type medium merchant = 110 rpm max. C2-s-b1 Hull large merhant = ?¿?¿? North Sands (liberty engine) = 76 rpm max. Hog Island Typ A freighter = ???¿?¿? N3-s-a1 small merchant = ?¿¿?¿? Rongel Small Split Freighter(kasagisan maru) = ?¿¿?¿ Liberty Cargo Ship = 76 rpm max. etc... Quote:
El tema es modificar el propeller_4 para que dé las máximas revoluciones por minuto del mercante que más rpm saque de todos los que hay. Con esto ya podemos hacer la tabla de ahí hacía abajo con los demas mercantes. ------------------------------------- - Only one sound file to adjust the RPM of every merchant, is the "propeller_4.wav". And one for warships "Propeller_5.wav" The issue is to modify the propeller_4 to give the maximum revolutions per minute rpm merchant more kick all there. With this you can make the table from there downwards with the other merchant. saludos. |
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#11 |
Ocean Warrior
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Sorry for asking..
![]() Why do you communicate in two languages, guys? Is there some reason? just ask, don't kick me ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#12 | ||
Navy Seal
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---------------------------- Yes, getting the required information for all of the ships featured in game (including the ones coming with OHII) is not easy. I will do my best to help you in this task, and let's hope that some other forum memeber will do the same. ![]() Quote:
---------------------------- As I told you before, if needed you can clone the propeller_4.wav file and add new entries of it into sh.sdl. In this way each ship could have her own sound, and could be finetuned individually |
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#13 | |
Navy Seal
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![]() For my part, the reason is that as far I can see Macardigan doesn't know English, and I want to make sure that both he and other forum memebers can understand our discussion ![]() |
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#14 |
Ace of the Deep
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most likely because they understand each other better in the language that this forum primarely doesn't speak and they are trying to stay polite by not excluding everyone else from the conversation.
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#15 | ||
Ocean Warrior
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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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