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Old 05-16-11, 03:55 PM   #1
Volk2
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Join Date: Sep 2010
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Default 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" () 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?
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