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Old 04-03-19, 10:58 PM   #1
Sniper297
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Default Sonar ranges AI_sensors.dat

Been trying to go the opposite way Ducimus went in this thread;

www.subsim.com/radioroom/showthread.php?t=119272

To try and lower the psychic destroyer effect where they hear you from 2 miles away when you have the motors stopped. My thinking was to increase the active range and decrease the passive range, but near as I can tell there's no data in any individual IJN destroyer saying which sonar that particular class uses, or when?

Found the type 3 (1, 3, and 5) and type 93 (1 and 2) A and P, but I notice there's also a type 3 M1P and M2P, are those for merchant ships?

I'm setting up some test single missions in 42 and 44 to trial and error my way through what uses what, but if someone else has already done a list it would save me a lot of tedious testing.
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Old 04-04-19, 02:06 AM   #2
JapLance
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Quote:
Originally Posted by Sniper297 View Post
Been trying to go the opposite way Ducimus went in this thread;

www.subsim.com/radioroom/showthread.php?t=119272

[...] as I can tell there's no data in any individual IJN destroyer saying which sonar that particular class uses, or when?
.sns file in every ship folder will give you this information. You can open it with notepad.

Here is Fubuki .sns file as an example:

 
[Sensor 1]
NodeName=O01
LinkName=Escort_Visual
StartDate=19380101
EndDate=19451231

[Sensor 2]
NodeName=H01
LinkName=Type93-1P
StartDate=19380101
EndDate=19420331

[Sensor 3]
NodeName=H01
LinkName=Type93-3P
StartDate=19420401
EndDate=19440731

[Sensor 4]
NodeName=H01
LinkName=Type3-1P
StartDate=19440801
EndDate=19451201

[Sensor 5]
NodeName=N01
LinkName=Type93-1A
StartDate=19380101
EndDate=19420331

[Sensor 6]
NodeName=N01
LinkName=Type93-3A
StartDate=19420401
EndDate=19440731

[Sensor 7]
NodeName=N01
LinkName=Type3-1A
StartDate=19440801
EndDate=19451201

[Sensor 8]
NodeName=R01
LinkName=NULL
StartDate=19380101
EndDate=19440601

[Sensor 9]
NodeName=R01
LinkName=Type13
StartDate=19440628
EndDate=19440701

[Sensor 10]
NodeName=R01
LinkName=Type22
StartDate=19440702
EndDate=19451201

[Sensor 11]
NodeName=D01
LinkName=NULL
StartDate=19380101
EndDate=19451231

[Sensor 12]
NodeName=C01
LinkName=NULL
StartDate=19380101
EndDate=19451231
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Old 04-04-19, 04:31 AM   #3
Sniper297
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Gracias! That helps a lot, apparently also includes radar and the dates they get it.
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Old 04-04-19, 07:43 AM   #4
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Your going to be getting into a CAN OF WORMS before you're done!

I've just been looking/modifying this for Ultimate and you're going to be surprised to find some things.

For one thing, you're going to find the Hydrophone and Sonar "ID's" in it's .dat file are backwards.....Sonar means Hydrophone/ Hydrophone means Sonar. Don't bother to change them, just know that's how the game looks for them (some newby must have coded it wrong and it was left like that...let's call him "Wayne", and Wayne did a lot of stuff like that throughout the game files!?!).

You're going to find the Sonar "Pings" are actually in the Hydrophone controller, not the Sonar parameters. Why? Well, if the far reaching Hydrophone parameters detects your sub it, immediately begins it's "pinging", letting you know it's detected you (so should the warship start turning towards your position). It's not until the smaller Sonar "cone of detection" comes up over your position will it begin the faster pinging which indicates the Sonar parameters have gotten into the detection process.

By the way, use the Stock game map icons to help in seeing when/where the lines are drawn to help in determining what's going on with a detection. TMO, RFB remove them.....you'll need them to know what's going on during testing. You're also going to make sure no other sensors are interfering with your testing. Turn off the test ship's Radar and Visual capabilities and work on just one Hydrophone or Sonar sensor at a time. On that same thought, you're also going to see the large circle representing the Visual Sensor does not get turned off on the Nav Map after disabling it?!? Why? Let's ask Wayne!?

Just a few "tid bits" from days of working on this very thing.
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Old 04-04-19, 10:52 PM   #5
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Odd thing I found browsing through some of the destroyers SMS files, all of them list LinkName=AI_Visual for the visual range - so change that and the visual range ring changes for all. I had noticed the screwup between hydrophone versus "sonar" (actually the pinger is called the transducer, sonar = both hydrophone and transducer), you'd think with a 50-50 chance of getting it right...they did the same thing with radar A scope versus PPI scope, exactly backwards.

Their math is rather weird too, I'm guessing the rings are average range, for example the type 21 radar max is 14000 yards, the outer ring around the Akizuki (has type 21 in 44) is exactly 8000 yards. Change the range to 7000 in the AI_sensors.dat file and the ring is 4000 yards, so it changes proportionately, halve the range and halve the circle.

What I'm playing with right now is doubled active sonar so the semi circle is twice as big, with the passive halved. That cuts way down on the apparent psychic effect where you're creeping along at 2 knots five miles away and one of them suddenly makes a beeline straight for you, but it may be a little too much because they get really stupid and charge off in weird directions sometimes. Doubling the active seems to work well because you hear pinging all the time when you're inside the task force or convoy, really keeps you on your toes.

As for cans of worms, right now I just have all the passive sonars adjusted for the same max range, for testing purposes it really doesn't matter what which ship had in October of 1943 if I'm testing in 1942. Eventually I'll start with the backup copy of the original and use the calculator to increase or reduce everything by whatever percentage balances the difficulty best. That's pretty much what I did with the "Bang for your Buck" mod, take the default min/max blast and radius values for each torpedo type, multiply by 125, 135, 150 percent or whatever. If I do eventually upload this it will probably be similar with a choice of difficulty levels.
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Old 04-05-19, 02:27 PM   #6
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Update. Before I start, main thing that caught me in a trap several years ago was opening the AI_sensors.dat file with S3D and jumping to a conclusion. First four datablocks in the file;

Node_AI_Radar
Node_AI_Visual
Node_AI_Hydrophone
Node_AI_Sonar

Well, this will be easy, just edit the first four. Nope. NONE of the IJN warships I've looked at so far use 1. 3. or 4, ALL of them, from the Yamato to the small gunboat, use number 2. Silly, considering distance to the horizon is dependent on your height above the water, but every SNS file starts with LinkName=AI_Visual.

After that they differ depending on class and year, and the rings (circles pies half circles wedges whatever) you see are an average of the actual range - math seems to indicate the max range is about 1.72 times the radius of the ring you see on the chart view. Here's an Akizuki in June 1944;



Lower right corner numbers are the actual max range followed by the measurement of the ring in the game, for example VISUAL 9500 5600 indicates the number in the file for max range followed by the measured number. (Again never changes, all vessels all dates use that one datablock.)
The wedge cut out of the passive sonar is the "baffles", can't hear anything but your own propellers and machinery noise behind you. So if you're in that cutout wedge you can speed up, the evil villains can't hear you in that wedge.
The half circle in front is the way WWII ship sonar transducers (the actual "pinger") were designed, mounted under the bow and capable of sweeping beam to beam but not aft of the beam.

Main thing for those who aren't modders to be aware of, being outside the ring is NOT a guarantee of safety, the actual detection distance is about 175% of the ring distance. Difference is aspect and crew quality, if you're facing directly toward/away from a destroyer with a novice crew they might not detect you inside the ring, if an elite crew is on your beam they could detect you outside the ring. Only way to find out how good their crew is would be the hard way, so doubling the distance is the best bet.
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