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Old 12-17-09, 03:54 AM   #1966
jojimbo
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outstanding work,thanks you very much for hours of enjoyment
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Old 12-17-09, 07:20 AM   #1967
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Default Question regarding being spotted by planes ?

Hello,

first thanks, i am slowly discovering the OM and OMEGU goodies, however i have a question about planes/aircraft:

I read here that Karamazovnew also experienced this.

I started a campaign in september 1st, 1939 from Kiel, in a IIb "Einbaum", destination canal. There were sometimes Avro Ansons (?) but they did not attack (maybe not yet september 3rd), later i learned to dive fast ...

Problem is aircraft spot me anytime, especially during the day, but also at night, when i am submerged ! One time i was running submerged at 25 meters for 8+ hours, and suddenly there's is something that looks like a Mitchell bomber, dropping bombs exactly above me. Changed course, full speed, and after 2 minues it came back and again new exactly where i was. This happens all the time or so it seems.

Now while i think it maybe possible in the mediterranean to maybe spot a plane at PD (if seldomly), this should be plain impossible in the Channel, North sea or Atlantic ocean.

I have not intsalled the mediterranean mod, so ... what do i have to do to change this behaviour ? I'd say a submerged boat should be always invisible for planes, as it was in reality. Maybe not with raised periscope, but ...

Thanks and greetings,
Catfish
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Old 12-17-09, 10:13 AM   #1968
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Quote:
Originally Posted by Catfish View Post
I read here that Karamazovnew also experienced this.
Actually my problem was a bit different, with a custom mission that offered the worst possible scenario. The problem in using a mod without knowing how it works or what it does specifically is that one might be tempted to think he can improve on it or see bugs everywhere. However after many hours trying to do that I realized that OM has the most natural and best possible detection system that the game can allow. If you don't want the planes to see you underwater AT ALL, follow up lurker's instructions to my question, a few posts up. It will take out a bit of the challenge, but reading some war records convinced me that, at least in the Atlantic, accounts of aircraft detecting submerged uboats was extremely rare. Most subs were attacked on the surface and hit as they were trying to dive.
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Old 12-17-09, 12:32 PM   #1969
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Hello Karamasovnew,

thanks, i guess those lines are located in the "AI_sensors_GE.dat" file ?
I already experienced this in the vanilla SHIV, but only at pd, never deeper (?) But now i am in the channel, at 20+ meters, not South China sea, in a campaign.

Really, dived U-boats should be indeed invisible for aircraft. You certainly see the "feather" (wake) of an extended periscope, but even then the see has to be relatively calm, or the sub do at least some 4 knots.
Even a high flying plane will never spot a submerged sub, not even at PD, and in rough weather sometimes not even surfaced (without radar).
A submerged sub is mostly only spottable at all, if the plane is exactly above it, e.g. in the mediterranean. As soon as there is the slightest angle of the line of sight, to the U-boat, it will again be invisible in all but mirrorlike seas of absolutely clear water.

I hope this can be circumvented by changing the respective files, but it should also be implemented in the mod sooner or later ?

Thanks and greetings,
Catfish

P.S. Only this "AI_sensors_GE.dat" file has to be changed ? Does this unintentionally also change other behaviour ?
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Old 12-17-09, 05:09 PM   #1970
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Quote:
Originally Posted by Catfish View Post
P.S. Only this "AI_sensors_GE.dat" file has to be changed ? Does this unintentionally also change other behaviour ?
Nope, it's Data\Library\AI_Visual_Sensors.dat. And I haven't seen any other behavior change. They still spot you on the surface and they will bomb the position were you dived. But since you crew have very good eyesight you'll loose the challenge and planes will stop being a threat. What I did was to then change the Data\Cfg\Sensors.cfg file to have:
Visual range factor=12 (used to be 10)
This way the deck crew barely detect planes in time for me to crash dive with a few seconds to spare. Sometimes a faster plane gets me completely by surprise but since they usually circle around once before attacking, it's quite cool. But that also makes the crew less good when detecting ships, not by much tho. If I can see a ship through the scope, then they spot it. Binoculars are a bit more powerful so you might see ships before the crew sees them. Change at your own risk

Something very fun happened today, I sunk my first BB during the Norway campaign, a 36k ton one The funny thing is that I was still at PD trying to figure out where they were going, because it was at night with light fog. When I looked through the scope there she was, at my 000 with 0 AOB. I'm not kidding. She had a pinging escort right in front of her so I went silent and dived to 40 meters praying. The escort passed right on top of me. As soon as I could see her keel on top of me, I ordered a slow return to PD. At 20meters I set all my eels to between 10 and 8 meters, watched again on the hydro and shot them blind with 000 gyro, then dived slowly. 20 seconds later all impacted and the BB immediately exploded and started sinking right on top of me. Her bow was below me at my 180 as her props almost grazed my scope. She missed me by meters. Too bad I didn't have external cam, I missed the entire show.
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Old 12-18-09, 10:11 AM   #1971
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Hello,
thanks, very good advice - now ... how do i change the dat-file ? I sthere a program to cahnge it - a simple editor shows some code, but no editable values ?

Thanks and greetings,
Catfish


" ...Something very fun happened today, I sunk my first BB during the Norway campaign, a 36k ton one The funny thing is that I was still at PD trying to figure out where they were going, because it was at night with light fog. When I looked through the scope there she was, at my 000 with 0 AOB. I'm not kidding. She had a pinging escort right in front of her so I went silent and dived to 40 meters praying. The escort passed right on top of me. As soon as I could see her keel on top of me, I ordered a slow return to PD. At 20meters I set all my eels to between 10 and 8 meters, watched again on the hydro and shot them blind with 000 gyro, then dived slowly. 20 seconds later all impacted and the BB immediately exploded and started sinking right on top of me. Her bow was below me at my 180 as her props almost grazed my scope. She missed me by meters. Too bad I didn't have external cam, I missed the entire show. ..."


Hmm, i guess i will leave the exterior cam on, just in case

Thanks and greetings,
Catfish
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Old 12-18-09, 12:06 PM   #1972
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I am having a problem while trying to visit the museum. the loading bar does fill in completely but after that i get the message "Silent Hunter has stopped working". I am currently running stock v1.5 + OM v720. Could someone suggest what to do.
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Old 12-18-09, 12:51 PM   #1973
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@Catfish: download Silent Hunter Editor made by Skwasjer http://sh4.skwas.net/

@vaugtham: this has been discussed. Because of the immense number of ships in OM you run out of RAM. You can't enter the museum. Read up this thread to find more info.
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Old 12-18-09, 04:49 PM   #1974
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Hi,

i seem to canot change the values - as soon as i change one, the other jumps back to 1 instead of 0, and vice versa
Any advice ?

Thanks and greetings,
Catfish
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Old 12-18-09, 05:19 PM   #1975
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Quote:
Visual range factor=12 (used to be 10)
There's a parameter in the [Visual] part of the sim.cfg file called "Thermal Layer Signal Attenuation" which according to my _VERY_ haphazard testing seems to affect detection depth and / or accuracy quite a bit. I've set it at 10 now and am still experimenting, but preliminary tests so far indicate that at PD they'll spot you, but at a depth of say 20m or more you're (usually) safe.

So why not fiddle with that and report back, eh?
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Old 12-18-09, 05:21 PM   #1976
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Hello guys! My first post!

First of all congratulations for your excellent work.

Second, I've observed something very dissapointing when I started to try your great mod:

In the German "naval Artillery Course" I engaged the drone merchant, fired at least 22 shells all impacting, producing fires, explosions, the ship get heeled... but NEVER SINKS. Then, of course very dissapointed, decided to try the German campaign supposing that could be a little mission bug or something deliberated applied to this drone...

After sailing some days, I arrived to my patrol zone and some hours ago I found two improvised patrol boats (about 500 ton each) and of course decide to engage them with torpedoes). Looke, aimed, fired... the crewman cryes "Torpedo impact sir" and when I looked to the periscope to see my victim... the damned boat is sailing full ahead with only a little fire and smoke column, continues patrolling around me ... He should be nearly volatilized by my torpedo but...

What's that???? I suppose there is some kind of bug with the damage system or so. Of course, I'm not sure if it's your mod (but never happened with another) so I'm going to list here the mods I'm using now in the right order

RFB 1.52
RSRDC_RFB V575
RSRDC V5XX PATCH 1
OPS MONSUM V705
OM V705 TO V720
OMEGU V300 PKG
OMEGU V300 PATCH 3 PKG
SPAXS UBOAT SPEECH FIX

Hope some of you could help.

Meanwhile again congratulations for your mod

PS: Sometimes the crewmen voices for changing engine speed get missed (without your mod sound well)
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Old 12-18-09, 06:04 PM   #1977
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Quote:
Originally Posted by msalama View Post
There's a parameter in the [Visual] part of the sim.cfg file called "Thermal Layer Signal Attenuation" which according to my _VERY_ haphazard testing seems to affect detection depth and / or accuracy quite a bit. I've set it at 10 now and am still experimenting, but preliminary tests so far indicate that at PD they'll spot you, but at a depth of say 20m or more you're (usually) safe.

So why not fiddle with that and report back, eh?
Didn't think of that one.. cool.
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Old 12-18-09, 06:12 PM   #1978
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@ SR-71: WELCOME ABOARD!
__________________
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Old 12-18-09, 07:03 PM   #1979
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Quote:
Originally Posted by SR-71 View Post
Hello guys! My first post!

First of all congratulations for your excellent work.

Second, I've observed something very dissapointing when I started to try your great mod:

In the German "naval Artillery Course" I engaged the drone merchant, fired at least 22 shells all impacting, producing fires, explosions, the ship get heeled... but NEVER SINKS. Then, of course very dissapointed, decided to try the German campaign supposing that could be a little mission bug or something deliberated applied to this drone...

After sailing some days, I arrived to my patrol zone and some hours ago I found two improvised patrol boats (about 500 ton each) and of course decide to engage them with torpedoes). Looke, aimed, fired... the crewman cryes "Torpedo impact sir" and when I looked to the periscope to see my victim... the damned boat is sailing full ahead with only a little fire and smoke column, continues patrolling around me ... He should be nearly volatilized by my torpedo but...

What's that???? I suppose there is some kind of bug with the damage system or so. Of course, I'm not sure if it's your mod (but never happened with another) so I'm going to list here the mods I'm using now in the right order

RFB 1.52
RSRDC_RFB V575
RSRDC V5XX PATCH 1
OPS MONSUM V705
OM V705 TO V720
OMEGU V300 PKG
OMEGU V300 PATCH 3 PKG
SPAXS UBOAT SPEECH FIX

Hope some of you could help.

Meanwhile again congratulations for your mod

PS: Sometimes the crewmen voices for changing engine speed get missed (without your mod sound well)


1. Your "install" is invalid for OM+ OMEGU. You "need" to read the install instruction for OMEGU again:

Quote:
-----------------------------------------------------------

OMEGU and accompanying mods should "ONLY" be installed on a “stock” SH4 v1.5 after OM v720 or RSRDC v550

-----------------------------------------------------------
2. For deck gunnery, let the "AI" do the shooting and select the "waterline" aim point "icon"

3. As far as the rest of your problem, provide the following and then I will address your problems:

Date
Location
Type of Sub
Flotilla
other relevant facts

Last edited by lurker_hlb3; 12-23-09 at 09:28 AM.
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Old 12-19-09, 01:16 AM   #1980
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Lurker

Just wanted to say thank you very much for all your work on this Mod. I finally got enough free time to try it out and it's a fantastic piece of work. Really a great deal of fun to play

Edward
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