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Old 03-08-23, 03:47 PM   #1
Randomizer
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Regarding v2, I discovered that the hydrophones do not work. The sensor does not rotate and there is no sound from the set. A check of the mod shows no hydrophone entries in the ...\Library\GESubParts\Senzori files or any other location that I could find.

-C
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Old 03-20-23, 01:21 PM   #2
SwissSubCommander
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Originally Posted by Randomizer View Post
Regarding v2, I discovered that the hydrophones do not work. The sensor does not rotate and there is no sound from the set. A check of the mod shows no hydrophone entries in the ...\Library\GESubParts\Senzori files or any other location that I could find.

-C
Yes Randomizer, as stated above, I have not figured out how to change the default Hydrophone. Your Hydrophone does not work, because your Sub does not have one
Simply, in port, install the upgrade called "idrofono" in the hydrophone slot
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Old 04-15-23, 12:09 PM   #3
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Very great mod. It's about time we got an Italian career in this game. Thank you for the hard work!
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Old 04-15-23, 12:21 PM   #4
Aktungbby
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Icon12 SONARMAN: "Captain! I'm picking up...'calvination' on the sonar!??

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It's about time we got an Italian career in this game. Thank you for the hard work!
You'll be a-woppin' em shortly I 'spect!!
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Old 04-30-23, 04:11 PM   #5
1Patriotofmany
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Not bad, when I was playing with the sonar, got into a sound loop. Nor does the standard hydrophone when installed sweep automatically.
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Old 05-01-23, 04:48 AM   #6
SwissSubCommander
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Not bad, when I was playing with the sonar, got into a sound loop. Nor does the standard hydrophone when installed sweep automatically.
The sound loop occurs when using time compression while diving or while submerged. To avoid it, use backspace to pause the game instead of hitting the minus key to get back to normal speed.
This problem occurs because the "diving sequence" sound I added is longer than the stock version. Other mods have this problem too, for example the "soviet waterway" mod. But I never got into the soundloop as long as I used the above mentioned workaround
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Old 05-02-23, 02:18 PM   #7
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How close to 15 seconds in length is your diving sequence SwissSubCommander? We did some judicious editing of the Crash_Dive sequence in FotRSU, which at the time of "The Sound" was 21 seconds long. We got rid of some "dead air" at either end of the file, and did some editing in the middle, which got us to 18 seconds, and then we used Reaper to alter the speed that the file plays at, and got it down to less that 15 seconds (14.92 if I remember correctly). We also had to edit the "Creaks" sounds similarly, since two of the four were too long. The "bell" sound in our old crash dive was the sound that got "stuck" in the que, and is what made the "ding" we would hear sound once every second. Strange stuff... We have since changed more of our sound files for quite a few bits, and are more closely in accordance with the "when in doubt, do it like Stock" missive from CapnScurvy... lol
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