Thread: [REL] FOTRS Ultimate Project
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Old 03-15-17, 11:33 AM   #4232
propbeanie
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Originally Posted by CapnScurvy View Post
No don't send the file. Let me find it on my own.

I'm wondering if there's something in the terrain makeup that's causing the sound. In other words a "seam" that's between two different area's of the terrain environment that "raises" the modeled sea floor to within striking distance of the sub. That's why I asked about the "Depth below Keel" figure when you hear the sound.

I don't mean you'll "see" the sea floor raise. The sea floor model can still look the same. The behind the scenes sea floor depth that's calculated could be off though, causing the sub to hit this error in calculation....which produces the sound your hearing.

The reason I'm saying this is what I wrote to s7rikeback yesterday about. In his listing of all .sim file Draught (draft) figures (they are what's used to calculate the depth of a ship), they are larger than the Draft figures of the Recognition Manual. This .sim Draught figure is the "Substance" of the ship below waterline, even though it isn't drawn on the 3D model! I couldn't help to notice the RM figures (that are from the .cfg file) are much smaller than the actual measurements that the .sim file uses...those "Substance" figures of the ship. The reason is due to getting a "hit" for both a Contact Detonator torp and the use of a Magnetic Detonator torp. You're to use the so called "Draft" depth of the Recognition Manual (the .cfg figure) and go below it by 3 to 5 ft for the Magnetic torpedo to do its job. Well, it won't do its job if the .sim file Draught (draft) doesn't go lower than the listed .cfg file Draft figure so you can make a Magnetic Torpedo strike something.

Here's the point, this area around Truk, what's the depth of the sea in this area? When you look at some of these ship Draught= figures from the .sim file their 40-50-60 ft in depth. Is this Truk area sea floor that deep? In your video's, I noticed you looking under the ships to "see" where the keel of the ship was in comparison of the sea floor. BUT, this visual look is not what you'll actually get.....the sea floor "Substance" comes from whatever the figures the Terrain .sim files state it is, AND a ship only clears it when the ships .sim Draught figure is less than what the Terrain floor figure says it is. Not what the appearance of the 3D model renderings are.
That was precisely why I was going under them. I did not realize however, that the figure was ~that~ much higher... Truk is no place for a ship then, with the game in "Stock" trim... When I went to re-work the terrain in the area, there are a couple of adjoining segments that are NOT 601x601. These appear to be "Stock" segments though, so maybe that is part of the issue. I have found something else rather interesting in the area... There are several groups, two of them in the 43a layer, that spawn every hour on the hour at a 100% rating. Wow. The TaskForce file has one originating at Truk with 2 BB and 2CV, 1CA, 1CL and 4DD... I have turned that one way down. I am setting ~ALL~ the RGG that traverse the Truk waters to approx (did not measure scientifically) one third of what they were, and increasing the time frame between. If you zoom in on the Truk area, "play" a merge in the ME of all the layers, It looks like Philadelphia commuter traffic... Entirely too much of it. I'm doing a double-check of my triple-check, and then I'll post this for you guys to review. All this that I have touched in this is the routes and the speeds within the Truk Lagoon, and "dredged" little channels, similar to what Carotio did with his Truk mod. I also re-did the Jap_Minefields file to have passage for said groups between minefields and / or subnets, so they don't get hung on the nets, or blow themselves up (as frequently)... I have not observed a full implementation yet myself... Hopefully, other areas aren't as bad as this... like the Philippines and Formosa, though I know they are, because I can't help but to see them when I'm changing Truk... It'd be interesting to compare this to the stock game's layers...

Edit - forgot to mention again - plenty of ocean beneath the submarine. I did get it to do that noise again after diving to periscope depth. I want to try a few more checks, but start East of 152°10' line, drive directly West and cross said line. Then dive to periscope depth. I haven't figured out if it's use TC before or after crossing the line yet, but apparently, ~anything~ above 8x will do it. I've not tried 4x yet...
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