SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   An important bug found in GWX? (https://www.subsim.com/radioroom/showthread.php?t=183717)

Volk2 05-16-11 03:55 PM

An important bug found in GWX?
 
Interesting news by kaleuns from country where there are beautiful women and bears walk on the streets - news that unfortunately I don't fully understand, so I'm posting here a fast "engrish" (:oops:) translation:

Quote:

Recently testing GWX 3.0 I had such a nasty, but all in all a typical situation. I broke some small convoy, equipped with three dogs at the beginning of 1943. It would not be at all surprising if not for the fact that more than for a day I was trying to escape them. I tried everything. Speeds from 2 to 0.5 knots in combination with lure, which for the first night I totally exhausted, pretending to be a stone in water, maneuvers, lack of maneuvers, descend to 220 m (somehow not crumpled) and all combinations of the above. Got to the point that my crew has already begun to strangle (oxygen bar in the penultimate position, a few dead bodies) and I started thinking about submitting the ship.

But it seemed impossible that in 1943 it was impossible to escape or even to survive the escorts. All the time the same pattern repeated - every time I thought that I can finally break at least at 200 m was followed by "location-atempt" after which with the ideal precision Hunt III swam up to my u-boat. After 3/4 of day it became boring just because he ran out the rear barrels and from time to time destroyers threw all sides or sometimes not at all.

It could not be a normal simulation, it had to be some kind of bug.

I began to fumble in the game ... and finally dug.

Well, a problem that plagued last 6 years all "users" of SH3, GWX (and perhaps other major mods) proved to be so trivial as nasty. One of the scripters of game made a mistake and reversed the functionality of sonar with hydrophones (or rather changed the order of the enum type that is used there.) Hydrophones of all escort vessels worked as a sonar, and sonar as hydrophones. Despite this audible ping remained with sonar "hydrophones" and hydrophones pinged silently and deadly effective. As a result, at the beginning of the war we got a situation in which some escort successfully ping through 270 degrees even at a distance of 7 km. It is only by another mistake consisting of an accidental, but great weakening of the sensitivity of hydrophones and sonar caused that the U-boats were only fully effective detected at distances up to ~ 1 km.

This bug apparently escaped unnoticed by all versions of the SH3 and great mods. Fortunately, now it should change. The first promising observation is that the ships swimming over very deeply submerged ship lose its bearing and recover when the sub rises slightly or strongly move away. The schema from the GWX instruction began to match, where the "search beam" reached only to the U-boat submerged lessthan 184 m distance of a kilometer. Now escort ping me directly only when they are turned to me at the bow and a low angle when they are older type. When destroyer comes near, which already tracked me, the aiming at a tower stopped. Quite often I manage to outmaneuver him at barely 30 meters if I have a high speed during descent.

I also corrected a bug with the weakening of the sensitivity of detectors (the overrange sensivity=0 resulting in a default value of sim.cfg, and there it was 0.01). As a result, even a long-range radar, which could catch the game objects up to 20 km have full effect only to 200 meters.
Full discussion here:
http://www.forum.polishseamen.com.pl...ac5bda00bb5273

The file with bug is AI_sensors.dat, if I understand this correctly.

The alleged fix has not been released to this day. Maybe someone understands something of this?

reaper7 05-16-11 04:15 PM

Wow if thats the case this is one Major bug. Hopefully easily fixed. :hmmm:

Edit just confirmed this in the AI_Sensors.dat file

Entry 13: For AI_Hydrophone Sensor type is set at 2-Sonar and not 3-Hydrophone

Entry 17: For AI_Sonar Sensor type is set at 3-Hydrophone and not 2-Sonar

Easy Fix - Great catch to find that one

reaper7 05-16-11 04:28 PM

Possible AI Sensor Fix
 
Posted Edited due to results fond at Post 16.

FIREWALL 05-16-11 05:14 PM

Has GWX Team had a chance to look this over ?

reaper7 05-16-11 05:21 PM

Quote:

Originally Posted by FIREWALL (Post 1665267)
Has GWX Team had a chance to look this over ?


Not sure, but I just checked the AI_Sensors.GR2 and AI_Sensors.sim versions of this file for Silent Hunter 5 and they are set to the correct values :yep:.

For AI_Hydrophone Sensor type is set at 3-Hydrophone.
For AI_Sonar Sensor type is set at 2-Sonar.

So looks like its an error alright in the SH3 version of the File

Edit: Just checked SH4 and these are also the wrong way around :hmmm:

Anvart 05-16-11 05:31 PM

Quote:

Originally Posted by ---1074;---1086;---1083;---1082; (Post 1665221)
Interesting news by kaleuns ...

:O:
Ne nado skazki rasskazivatj...
...
You must know, that S3D don't correct show AI sensors...
Why..? becouse - wrong enum sequence...
For obj_Sensor Controller Type of sensor must be... enum{LOOKOUT, RADAR, HYDROPHONE, SONAR}.
Error of S3D. :DL

bojan811 05-16-11 07:53 PM

Quote:

Originally Posted by reaper7 (Post 1665243)
Uploaded a fix here:

AI Sonar - Hydrophone Fix

Should we just copy this over an old file, or enable it via jsgme?

Regards B811

frau kaleun 05-16-11 07:55 PM

Personally I would wait to see what else is added to the discussion... judging by Anvart's post above yours, there may be more to this than meets the eye on first glance. :yep:

Kpt. Lehmann 05-16-11 08:12 PM

Quote:

Originally Posted by Anvart (Post 1665272)
:O:
Ne nado skazki rasskazivatj...
...
You must know, that S3D don't correct show AI sensors...
Why..? becouse - wrong enum sequence...
For obj_Sensor Controller Type of sensor must be... enum{LOOKOUT, RADAR, HYDROPHONE, SONAR}.
Error of S3D. :DL

Thank you Anvart. Nice catch.

TO ALL: WARNING! Just because someone says that there is a bug... does not always mean that there actually is a bug.

When I reworked the sensor values during the construction of GWX, I primarily used Timetraveller's File Tweaker... NOT S3D. (As I recall, S3D was not yet available, or was in an early beta state.)

At any rate, I trust Anvart, and he provides stable information. As you can see, he relates that S3D reads the file in question wrong.

With respect, Reaper 7 could you please remove the "FIX" that you have posted. I'm sure it wasn't anyone's intent to mislead users, but that is exactly what may happen.

I believe that the issue is as simple as a player being unable to effectively avoid a good anti-submarine crew.

There is no bug.

Salvadoreno 05-16-11 09:57 PM

I believe the original poster was right. I posted a similar experience a few weeks ago. I was unable to shake a DD for over 2 days, and it constantly passed over me in a consistant pattern without dropping charges. But now your saying there is no problem??

I did read that it might have been a stock problem in SH3, but it was more severe with the GWX mod. Something about sensitive AI.sensors??

Anyway i only happened once in 1943 but since then i havent played much, took the wind out of my sails a bit with that bug.

reaper7 05-17-11 01:21 AM

Quote:

Originally Posted by Kpt. Lehmann (Post 1665370)
Thank you Anvart. Nice catch.

TO ALL: WARNING! Just because someone says that there is a bug... does not always mean that there actually is a bug.

When I reworked the sensor values during the construction of GWX, I primarily used Timetraveller's File Tweaker... NOT S3D. (As I recall, S3D was not yet available, or was in an early beta state.)

At any rate, I trust Anvart, and he provides stable information. As you can see, he relates that S3D reads the file in question wrong.

With respect, Reaper 7 could you please remove the "FIX" that you have posted. I'm sure it wasn't anyone's intent to mislead users, but that is exactly what may happen.

I believe that the issue is as simple as a player being unable to effectively avoid a good anti-submarine crew.

There is no bug.


Yes its possible that S3D is not reading the correct value, this definitly needs further testing. I will leave the file in place for now, and have edited the post to reflect this information.
It is available for further testing of the AI sensor - you never know ;)

Anvart 05-17-11 02:13 AM

Quote:

Originally Posted by Kpt. Lehmann (Post 1665370)
Thank you Anvart. Nice catch.
...

Hi, Kpt. Lehmann.
...
In this case, S3D reads all correct...
But in this case, respected Skwasjer has used types of sensors from subs sensors for AI sensors... i think.
In game for AI sensors (obj_Sensor Controller) Type of sensors are enum{LOOKOUT, RADAR, HYDROPHONE, SONAR}.
In game for subs sensors (SensorData Controller) Type of sensors are enum{Visual, Radar, Sonar, Hydrophone, RadarWarning, RadioDF}.
...
I wrote to Skwasjer about it some years ago and last time some months ago... without answer.
:salute:

P.S.
Everything happened (in this thread) as in the russian proverb: "Pospeshish - ljudej nasmeshish ...". It's transliteration from russian. :D

TheBeast 05-17-11 04:43 AM

Has anyone tried loading the SHIII AI_Sensors using GoblinEditorApp and verify if also wrong using that editor?:06:

Kpt. Lehmann 05-17-11 07:22 AM

A reminder: GWX enemy sensors are intended to be much more sensitive than Stock SH3. (Remember when you could pretty much surface your U-boat next to a destroyer... and shout at the enemy crew before they would be aware of your presence in Stock SH3?)

Just assuming for a moment that there is a bug, the implications are that it is a Stock SH3 bug. If this is true, it is not just a GWX problem as the title of this thread suggests... but everybody's problem also.

I'll look into it further as my time and situation permits.

Fubar2Niner 05-17-11 10:04 AM

Quote:

Originally Posted by Kpt. Lehmann (Post 1665541)
A reminder: GWX enemy sensors are intended to be much more sensitive than Stock SH3. (Remember when you could pretty much surface your U-boat next to a destroyer... and shout at the enemy crew before they would be aware of your presence in Stock SH3?)

Just assuming for a moment that there is a bug, the implications are that it is a Stock SH3 bug. If this is true, it is not just a GWX problem as the title of this thread suggests... but everybody's problem also.

I'll look into it further as my time and situation permits.

Good to hear Kapt.

Best regards.

Fuar2Niner


All times are GMT -5. The time now is 01:19 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.