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Old 05-07-22, 01:16 PM   #1
Bubblehead1980
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Default What causes this and how to fix (sound)

Issue I found in testing but forgot to address in TMO.


The AI Type IX U boat imported from FOTRSU has no audible sound on the hydrophone, the light does not even light up, yet the sound operator can hear and track him. If have map contacts on, the sonar line will show.

Fix? This and some others have the issue.
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Old 05-07-22, 02:09 PM   #2
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Originally Posted by Bubblehead1980 View Post
Issue I found in testing but forgot to address in TMO.


The AI Type IX U boat imported from FOTRSU has no audible sound on the hydrophone, the light does not even light up, yet the sound operator can hear and track him. If have map contacts on, the sonar line will show.

Fix? This and some others have the issue.
the fix is to stay away from SE Asia where the Type 9 uboat may patrol.
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Old 05-07-22, 02:30 PM   #3
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Originally Posted by KaleunMarco View Post
the fix is to stay away from SE Asia where the Type 9 uboat may patrol.

lmao. Well, now in TMO have some time in European waters and on US East Coast, kind of difficult to avoid sometimes.
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Old 05-07-22, 09:47 PM   #4
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See the notes in the vid. I'll try a few things, and do this again. In the meantime, pay attention to the sound of the "motors"...
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Old 05-07-22, 10:44 PM   #5
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possible related clues.
https://www.subsim.com/radioroom/sho...7&postcount=52
https://www.subsim.com/radioroom/sho...73&postcount=2

CapnScurvy from 7-18-2017
"However, I have had success in getting ships to be heard at low speeds,
by increasing their engine-power rating and fiddling with their "mass" figure to compensate for their increased horsepower. "

More from CapnScurvy.
https://www.subsim.com/radioroom/sho...postcount=5133
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Old 05-07-22, 11:11 PM   #6
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Some of what KM found there was in FotRSU also, and the engine rpm versus "power" seems to matter. If certain ships fall below roughly 3 knots, they will "disappear" to sonar. The DD disappear at around 12 knots. Roughly 1/3 of a ship's speed, but it is dependent upon the rpm, power, etc in the sim file. But, in this case, I think it's the electric motor sound on a surface vessel, instead of the diesel sound. I'm doing some noodling right now, and might have the test finished in a bit - if I don't fall asleep before hand... lol

Edit: Fourth try now, and I'm still getting the same high-pitched electric engines, trying to push the boat along at 9 knots on the surface, and no diesel sound... the names all look good, the links all look good, the SH.sdl looks good, the actual diesel sound sounds like a diesel... I am overlooking something... sigh. It's too late for my mind to be attempting to function for this... lol
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Old 05-08-22, 03:18 AM   #7
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Originally Posted by propbeanie View Post
Some of what KM found there was in FotRSU also, and the engine rpm versus "power" seems to matter. If certain ships fall below roughly 3 knots, they will "disappear" to sonar. The DD disappear at around 12 knots. Roughly 1/3 of a ship's speed, but it is dependent upon the rpm, power, etc in the sim file. But, in this case, I think it's the electric motor sound on a surface vessel, instead of the diesel sound. I'm doing some noodling right now, and might have the test finished in a bit - if I don't fall asleep before hand... lol

Edit: Fourth try now, and I'm still getting the same high-pitched electric engines, trying to push the boat along at 9 knots on the surface, and no diesel sound... the names all look good, the links all look good, the SH.sdl looks good, the actual diesel sound sounds like a diesel... I am overlooking something... sigh. It's too late for my mind to be attempting to function for this... lol

Ugh. This U boat makes no sound on hydrophone. Just torpedoed one, no explosions, just disappeared, no credit for sinking.
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Old 05-08-22, 09:14 AM   #8
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Ugh. This U boat makes no sound on hydrophone. Just torpedoed one, no explosions, just disappeared, no credit for sinking.
that sounds like the Phantom Ship Syndrome....like when you sink a merchie and it respawns and you sink it again and get no credit.

how did the Uboat spawn...i mean under what circumstances did it spawn?
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Old 05-08-22, 12:52 PM   #9
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Originally Posted by KaleunMarco View Post
that sounds like the Phantom Ship Syndrome....like when you sink a merchie and it respawns and you sink it again and get no credit.

how did the Uboat spawn...i mean under what circumstances did it spawn?


Spawned as part of a ULTRA regarding U boat's rendezvousing, so they were placed in the campaign mission(patrol objective) file. I arrived, two u boats. Fired at both, three torpedoes hit one of them, no boom as expected. Just sat there a minute, then disappeared. No credit for sinking. The other got underway and torpedoes just missed him, although he seemed damaged as was very close to the other. Turned toward me like was going to fire torpedoes , so I went deep

When I came back to periscope depth few hours later, nothing, when surfaced SJ had one pip in exact position where had sunk the U boat. Quite annoying.


This is the AI Type 9 U boat imported from FOTRS. How do we fix this?
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Old 05-08-22, 03:59 PM   #10
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Quote:
Originally Posted by Bubblehead1980 View Post

This is the AI Type 9 U boat imported from FOTRS. How do we fix this?
Maybe start over? That Unit was built by hex editing so any number of things could be wrong with it.
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Old 05-08-22, 04:55 PM   #11
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The problem with the AI Type IX-D2, is that most other AI subs were created by copying the Type IX-D2, so most likely, ALL the other AI subs in SH4 are borked in this regard. They are set to Type=17 in FotRSU, a surface warship, but thus far, no matter what I have done with the dsd and dat file, it refuses to use any sound other than the electric motors, in spite of the fact that the file is not mentioned or linked directly to in either file... My guess is that there is still something "human-playable" on the boat that is causing the issue... either that or I am missing something simple - which would not surprise me, or s7rikeback either... lol - I am testing all of the AI subs that are in the FotRSU mod, and if we find one with a proper engine sound and sonar lighting, we'll let you know Bubblehead1980!
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Old 05-08-22, 05:18 PM   #12
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For 1 thing the sim needs changed from unit Submarine to unit Ship.

That will whack the e-motors.
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Old 05-08-22, 05:20 PM   #13
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Originally Posted by propbeanie View Post
The problem with the AI Type IX-D2, is that most other AI subs were created by copying the Type IX-D2, so most likely, ALL the other AI subs in SH4 are borked in this regard. They are set to Type=17 in FotRSU, a surface warship, but thus far, no matter what I have done with the dsd and dat file, it refuses to use any sound other than the electric motors, in spite of the fact that the file is not mentioned or linked directly to in either file... My guess is that there is still something "human-playable" on the boat that is causing the issue... either that or I am missing something simple - which would not surprise me, or s7rikeback either... lol - I am testing all of the AI subs that are in the FotRSU mod, and if we find one with a proper engine sound and sonar lighting, we'll let you know Bubblehead1980!


Thanks for looking into it Sound is a problem of course, should be able to hear it. Whether it keeps the electric motor motor, well would be nice to hear surfaced sub make proper sounds of course but biggest problem is them not blowing up properly/not giving credit for kill lol.
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Old 05-08-22, 07:28 PM   #14
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Quote:
Originally Posted by Jeff-Groves View Post
For 1 thing the sim needs changed from unit Submarine to unit Ship.

That will whack the e-motors.
That's just it Jeff - it is a "Ship"... lol




Quote:
Originally Posted by Bubblehead1980 View Post
Thanks for looking into it Sound is a problem of course, should be able to hear it. Whether it keeps the electric motor motor, well would be nice to hear surfaced sub make proper sounds of course but biggest problem is them not blowing up properly/not giving credit for kill lol.
Now, the not blowing up and other assorted sundry issues would not be an issue from FotRSU, as witnessed by the video above. I would not know where to begin to look for issues there, but I suspect torpedoes. Could be also, that you punctured the hull with a "dud", and Bernard saw it on the interior side, and tried to push it back out with a hammer... Internal, low-level detonation, and poof, she was gone... ?? lol - I am currently going through the list, top to bottom of the AI subs, and checking for sonar tracking, sound and detonate-ability of the test subjects...
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Old 05-08-22, 07:46 PM   #15
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I was looking at the 9 in the submarine folder.
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