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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seasoned Skipper
![]() Join Date: Sep 2012
Location: South Carolina, United States of America
Posts: 672
Downloads: 586
Uploads: 0
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Hey I've been playing sh4 w/ TMO+RSRDC +trav mod and I don't like how u need to be below periscope depth for the hydrophone to work so is there a way to change that so the hydrophone will work like it does in just TMO?
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#2 |
Weps
![]() Join Date: Dec 2012
Posts: 357
Downloads: 137
Uploads: 0
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There's a thread out on the SH4 forum where they explain how to reverse/change it.
Can't remember which one tho, maybe someone knows and will post the link for you. |
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#3 |
Seasoned Skipper
![]() Join Date: Sep 2012
Location: South Carolina, United States of America
Posts: 672
Downloads: 586
Uploads: 0
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PLEASE SOMEONE POST THE LINK!!
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#4 |
Captain
![]() Join Date: Feb 2011
Posts: 513
Downloads: 89
Uploads: 0
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Hello everyone. I hope you're all still enjoying Traveller Mod! Due to the interest, I've decided to release a small patch for Traveller Mod v2.6 that re-enables the ability to use sub hydrophones on the surface. It can be downloaded at the link below:
http://www.datafilehost.com/d/98bc4316 Have fun! ![]() Traveller Last edited by Traveller; 07-10-14 at 09:11 PM. |
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#5 |
Seasoned Skipper
![]() Join Date: Sep 2012
Location: South Carolina, United States of America
Posts: 672
Downloads: 586
Uploads: 0
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hey traveller I just tried it out and r u sure that hydrophones work on the surface cause I just played and it was only working under water but at periscope depth this time which is a good step but still is the hydrophone suppose to work on the surface? btw I tested it in a balao and narwhal class.
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#6 | |
Captain
![]() Join Date: Feb 2011
Posts: 513
Downloads: 89
Uploads: 0
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![]() Quote:
Hello. I found an error and uploaded again. Should work now. http://www.datafilehost.com/d/98bc4316 |
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#7 |
Seasoned Skipper
![]() Join Date: Sep 2012
Location: South Carolina, United States of America
Posts: 672
Downloads: 586
Uploads: 0
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Ugh I just tried it again I still can't here my subs own props on the surface.
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#8 |
Seasoned Skipper
![]() Join Date: Sep 2012
Location: South Carolina, United States of America
Posts: 672
Downloads: 586
Uploads: 0
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In case u missed the last post the patch still isn't working properly, trav.
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#9 |
Seasoned Skipper
![]() Join Date: Sep 2012
Location: South Carolina, United States of America
Posts: 672
Downloads: 586
Uploads: 0
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are u there traveller?
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#10 |
Seasoned Skipper
![]() Join Date: Sep 2012
Location: South Carolina, United States of America
Posts: 672
Downloads: 586
Uploads: 0
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PLEASE ANSWER!!!!!
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#11 |
Seasoned Skipper
![]() Join Date: Sep 2012
Location: South Carolina, United States of America
Posts: 672
Downloads: 586
Uploads: 0
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ok this is now open anyone can answer how do I change the mod so the hydrophones will work like in just TMO????
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#12 |
Seasoned Skipper
![]() Join Date: Sep 2012
Location: South Carolina, United States of America
Posts: 672
Downloads: 586
Uploads: 0
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does any one even care anymore?
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#13 |
Captain
![]() Join Date: Feb 2011
Posts: 513
Downloads: 89
Uploads: 0
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Hello again. Yes, people still care... but not all of us check this forum every day.
![]() I'm sorry you are still having problems. I currently don't have SH4 installed to test my patch, but it should work. Did you start a new game, or are you testing it on a saved game? Pre-patched saved games might not show the changes after the patch is installed. Try the patch with a new game. Also, if you want to make the changes yourself, you need to do the following: 1. Open the Sensors_sub_US.sim file (with the silent3ditor) located in the data/library/USSubParts folder. Now click on 46:SensorData, then click on 47. Now look for SensorType=Hydrophone, then look for MaxSensorHeight= -15 and change this value back to -1. Do the same for the following: SensorData 48/49, 52/53, and 66/67. Save then close the editor. 2. Now open the ordersbar.cfg file located in the Data/Menu/cfg folder. Look for the hydrophone section. Under that section you will find the lines Button1CommandToCheckIfIsEnabled=Is_Underwater. There are nine of these. Put a ; in front of each of the nine lines to disable them. For example: ;Button1CommandToCheckIfIsEnabled=Is_Underwater Now save and close. That's it. ![]() |
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#14 |
Seasoned Skipper
![]() Join Date: Sep 2012
Location: South Carolina, United States of America
Posts: 672
Downloads: 586
Uploads: 0
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Thanx trav I'm testing it in a single mission does that show the changes?
Last edited by avers; 07-12-14 at 06:11 AM. |
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#15 |
Seasoned Skipper
![]() Join Date: Sep 2012
Location: South Carolina, United States of America
Posts: 672
Downloads: 586
Uploads: 0
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Hey guys I just edited the mod and while it's working when I loaded up a single mission to test it I had to alt tab out because there was a message saying there is no button for special ability master engineer and medic I closed it out and the game worked but it keeps happening how do I fix that?
Last edited by avers; 07-12-14 at 06:28 AM. |
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