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Old 03-24-20, 08:21 AM   #1
Fifi
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Default Quick hydrophone question

Hi,
In GWX/LSH3/ Ccom12, do you know if the more you dive the better hydrophone range you get?
Is it worth diving to 30m to listen, or waist of time?
In other words, is it modeled in SH3?
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Old 03-24-20, 08:54 AM   #2
FUBAR295
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Quote:
Originally Posted by Fifi View Post
Hi,
In GWX/LSH3/ Ccom12, do you know if the more you dive the better hydrophone range you get?
Is it worth diving to 30m to listen, or waist of time?
In other words, is it modeled in SH3?
Readme from Rubini's hydrophone mod, think this is what you are looking for :

update 18/02/2013
version 2.0

- Fixed the hydro station without sound for the player in some layers.
Thanks to gap (from Sh5 mod forum) that found the solution.
(see below some directions and comments)

================================

update 14/03/2012
Version1.1a

-adjusted the bearing on the first sensorsdata from both balkonGerat, thanks h.sie!

==========================================
18/02/2013
New Sh3´ Hyprophones layers by Rubini v2.0
==========================================
What this mod do?

- it adds three "max distance range" layers for each hydrophone type.


How it works?

- the idea is simple, each hydrophone type have now three hydro sensors, each one work on a determinated depth layer, so, now, you will need to have this behaviour in mind when searching for sound contacts as in real life!



How/what are the layers?

1. from surfaced (in truth -4 to -9, to avoid hydro contact on surface) to -15m: 12.000
2. from -15 to -25m: 20.000
3. from -25m to deep: 28000 to 30.000 (different for each hydro type)
==> The overall idea: go deep to have more chance to detect sounds!!

Any problem or limitation that I must know?

- Yes. Please read carefully:

1. All the below are stock SH3 engine behaviours (not a mod flaw):
- the "follow next contact" will only works if the contact is lesser than 25km
- the "report next contact" will always works since you already have made a contact (not limited by the 25km above issue)
- in hydro station the player can always listen until the Sh3 world limit (more or less 35km away), but the AI crew will be always limited by the hydro sensors settings.
- the decay time of a contact can maintain the contact lines and reports by the ai even if the contact is out of the hydro layer sensor buble for some time.

2. mod limitation:
- besides the hydro layers works correctly for Ai crew, it not works for player; as exposed above, the player can always listen contacts from 35km to 0km (stock behaviour), not limited by the layers and depth. Anyhow this not affect the mod on a real game session, you just must know that you always can listen not limited by the layers depth. So, try to not cheat, or just don´t use this mod.

How to install:

- choose your version (or customize it) and install using JSGME.


Last words:

- I already provided a a bit more reactive and less deaf sonarman into the mod. Anyway you can customize it as exposed below.
- From GHG to Balcom, the sensors have a bit more max range and are a bit more sensible too. Now is a very good idea to upgrate your hydrophone.



Credits:

- TheBeast and Xrundel, the idea and similar mod for Sh5, from where I got the idea.
- gap for the fix for hydro station sound.


Good Hunt!

Rubini.

================================================== ============
================================================== ============


**Spoiler**


Can I customize this mod?

- Yes, I made it with this idea in mind. Just open the new sensors.cam file with s3d, I make it easy to find each hydro type inside and them you can modify it at your taste.

Here some comments of the SensorsData main parameters that you may want change (the others try to left intact):

MaxHeight=-8,0 this is to avoid surface hydrophone detection (this may vary accordingly the hydro type). Just on the last SensorsData per hydro type.

RPMDetLevel=0,20 this is far the most important factor, for example if a max velocity (note: not RPM in truth) from a ship is 35knots, then any velocity below 0.2x35 will be not be detected on hydro (for each ship). This can show how Sh3 engine is broken...a war ship below 7knots is not detectable but a small fishboat at 1.7knot is detectable (0.2x8knots=1.6)!!! Stock bug/design. So, the lesser this value, more things will be listen. Also - when the game detect ships on the boderline of this value, the contact can comes and go, comes and go, and so on.

SweepPeriod=25,0 the time needed to a complete check on that arc. The lowered value, more awake will be the sonarman, more quickly (and then more times) it will check that arc.

ProbInsideArc=0,95 the probability of detection inside that arc, for each pass. The major, more probability to detect.

So, with the above, is easy to see how to make the sonarman more awake, how to raise the detection probability, how to make the sonarman less deaf, etc!


- If you have a modded sensors.dat and don´t want to use the one that comes with the mod, then just make sure to delete each "SensorData" controller from each hydro type on your own sensors.dat (1 per hydro type on sensors.dat) - also delete the sensors.dat that come with this mod - you must then use only the new "sensors.cam" file, it´s in truth the same for the three versions (GWX,NYGM,WAC). In the end, you will have your own sensors.dat (without any SensorsData controller for hydrophones) and the Sensors.cam from this mod. This is enough to go!


================================================== ============
================================================== ============
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Old 03-24-20, 11:26 AM   #3
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Thanks Fubar

So i deduct it’s not taken in account in SH3, unless activating this mod.
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Old 03-24-20, 12:00 PM   #4
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That's my take on things ... I have it installed and works as advertised.

Good hunting,
FUBAR295
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