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10-31-14, 10:21 PM | #16 | |
Sea Lord
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11-01-14, 09:28 AM | #17 |
Ocean Warrior
Join Date: Apr 2005
Location: Carmel, Indiana
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Sonar
It appears we have two different questions at play here. I have no problem when an active sonar ping picks my sub up. I can always hear it at greater range than the destroyers can hear the reflection, and therefore take whatever action needed to either attack or evade. The original question was the ability of the destroyers to always find you with passive sonar no matter how silent your sub is or how deep it is. Did this really happen? And what, if any, did thermal layers have on this effect (in game, via SH3CMDR)?
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Irish1958 |
11-01-14, 03:52 PM | #18 | |
Hellas
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i guess that with ''passive sonar'' you mean the hydrophones ,right? this is good question that must be checked. i don't believe that this is what happening in game. my suspicion is that it is the sonar (by sonar i mean the active device) which is detecting you and not the hydrophones. it is easy to create a mini single mission and test your thought. we will put in this mission a destroyer which will be equiped only with a strong hydrophone and not an active sonar device at all.the destroyer will be setted to pass in front of us at about 300-400m and see what will happen. i will make the test and let you know
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11-01-14, 04:07 PM | #19 | |
Ocean Warrior
Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
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Thank you for your quick reply.
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Irish1958 |
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11-01-14, 09:39 PM | #20 | |
Sea Lord
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11-02-14, 10:15 AM | #21 | |
Hellas
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i did ,also, a mission as you suggested Irish, you were right but you were ,also, wrong too ! i will explain get this mission: http://speedy.sh/mMadn/TEST-SENSORS-...YDROPHONES.rar drop it in your MODS folder and enable. you will see two new single missions called as ''Fletcher - 400'' and ''Fletcher - 400 - 2'' at ''Fletcher - 400'' the Fletcher will pass at 400m in front of you and at ''Fletcher - 400 - 2'' the Fletcher will pass at 400m on the starboard side. (as BigWallEye suggested) at both missions the Fletcher is equiped ONLY with hydrophones ( specifically, with a type QClP ). don't raise your periscope as it will be spotted (Fletcher is allready too close and it is impossible ,through cfgs, to discard the ai-visuals). don't do anything, just wait for Fletcher to pass by. now, why i said that you are right and wrong at the same time? if you run the missions on STOCK sh3 everything works perfect on hydrophones and ,as long as you are silent , the Fletcher is not detecting you. if you run the missions on gwx or nygm or wac (lsh3 is ok) ,the Fletcher is always detecting you ,through its hydrophones, although you are absolutely silent. so , i am guessing that you are a user of gwx or nygm or wac. after a little search,i found that the cause of these anomalies at hydrophones are the settings of hydrophones at sim.cfg file. by setting to sim.cfg the STOCK hydrophone settings everything worked like a charm to all supermods (gwx,nygm and wac. LSH3,as i said, has not this problem). the stock values that work ok are: [Hydrophone] Detection time=1 ;[s] Sensitivity=0.03 ;(0..1) Height factor=0 ;[m] Waves factor=0.5 ;[>=0] Speed factor=15 ;[kt] Noise factor=1.0 ;[>=0] once you use the above settings: at some of your tests , challenge with the Fletcher by starting your engines.when you are detected ,play with the throttle and you will see that Fletcher immediately is loosing you ,especially when you stop the engines.(remember ,this Fletcher is equiped only with hydrophones). edit: i forgot something very critical and this is the ''Rig for silent running'' order. with this order enabled , your boat is not detected by Fletcher's hydrophones ,as long as you keep silent, at all supermods too. so, maybe, the modders of supermods's sensors have that in mind when they were adjusting their hydrophone settings. the boat ,even with stopped engines is a little noisy (repair works-torpedo loadings..etc) and this is what is detecting Fletcher's hydrophones. at the above missions ,if you enable the ''Rig for silent running'' order, you will see that Fletcher's hydrophones are not detecting you, so my final conclusion is that supermods wanted it to be that way
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Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods Last edited by makman94; 11-02-14 at 11:19 AM. |
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11-02-14, 03:04 PM | #22 | |
Sea Lord
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11-03-14, 09:39 AM | #23 |
Ocean Warrior
Join Date: Apr 2005
Location: Carmel, Indiana
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Thank you both for your work and information. I run GWX and NYGM only.
I will download the missions and play around with them when I have time, but this info explains a lot. I should have done the work myself. I am really not lazy, but have been preoccupied with RL stuff. What a great forum with polite, intelligent and congenial members. Thanks Neal.
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Irish1958 |
11-03-14, 10:04 AM | #24 | |
Sea Lord
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11-03-14, 12:19 PM | #25 | ||
Hellas
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i am glad that you found the post usefull about your thought: i am not surprised as i see no factor for 'aspect' ratio or 'Enemy surface' at hydrophone settings. i don't think that devs have modeled this parameter for hydrophone. on the other hand,there is the parameter ''MinSurface'' in the hydrophone sensor data (in AISensor.dat) but this is ''0'' for all types of hydrophones so it has no effect. maybe , there is the possibility ,by changing this value there, to get the desire result but not everything we see in s3d works in game. only tests will show you if this value is 'active' or not. Quote:
and , as there was a way to be checked , why not ?
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11-04-14, 03:13 AM | #26 | |||||||||
Planesman
Join Date: Nov 2011
Posts: 191
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Hi you all,
really interesting discussion! From uncountable tests with the sensors, I may tell about my experience how the sensors work in SH3. makman Quote:
Really well self explaining graphic, btw. Hitman Quote:
In fact, the hydrophone always has the bigger range, so without counter measures, the fist contact is normally made by this passiv sensor. It doesn´t matter, if the active sensor could trigger any action too, if the contact was already made by the passive means. Hearing the pinging is only a sound function and doesn´t mean that contact is kept by the active sonar. It´s just an acoustic effect if you are within the active sonar´s detection range. Fahnenbohm Quote:
Irish1958 Quote:
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Only one thing has to be changed possibly: If you order rig for silent running, the speed will be reduced to "Ahead slow". This means in the stock configuration around 3 knots and around 150 revolutions (submerged). You may reduce the "Ahead slow" value in your NSS_Uboatxx.cfg to 0.25 from 0.40. With this, your boat will only run with about 90 revolves at 1.5 to 2 knots (like in real life) and you won´t be heard by the passive sonar. I use this value for years and if I keep also the bow to the sound source, I´m able to evade from a single enemy warship. The reduction of the "Ahead slow" value from 0.40 to 0.25 is already included in GWX. Big walley Quote:
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Last annotation: The QClP sensor wasn´t touched in GWX. Thus the different results to the stock behaviour should be based on the sim.cfg settings. In NYGM, QClP has a strongly reduced range - so with this sensor you pobably won´t receive results that are comparable to other installations. Happy testing :-) |
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11-04-14, 04:06 AM | #27 |
Samurai Navy
Join Date: Feb 2014
Location: Italy
Posts: 554
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Very nice test makman94, and very nice stuff of information posted by other memebers as well.
I'm a noob here, and not a modder so I really do not know a thing about SH3 internal workings even if I always read all the info I can get about the mods I use with GWX because I like to know what I am using and how thing works and because I'm just plain curious Hoping to post some useful information I include the following links: GWX's "uber" AI demystified [TEC] Adjusting the AI - cliff notes version Help me making GWX a bit easier....(AI sensors) These threads helped me a lot in understanding how the sensors work in the game world. The first one is especially useful to every user of GWX |
11-04-14, 12:57 PM | #28 |
Samurai Navy
Join Date: Oct 2008
Location: Poland
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Always the old good technique is the best. Goes ahead at silent 1- 2 kt speed when destroyer searching and is near from You. And You should turn left or right at ahed flank speed, when depth charges are in the water directly above on Your boat. Then again, is most safe to go back to 1 - 2 kt speed, and goes as deep as possible. When more than one escort hunting you, you should be more smart with your left or right turns strategy. Thats all.
EDIT. Each escort in SH3, has limited number of depth charges.
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11-04-14, 04:01 PM | #29 |
Sea Lord
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11-04-14, 09:36 PM | #30 | |||||
Hellas
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yes, i know that in game has no difference but what about reality ? Quote:
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ps: i really wish one day for Leitender to decide to share his work on sensors ! this guy has made ,allready, an enormous work on sensors but i know that he has still a long trip to ...completion
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