View Full Version : GWX- Sonarman tracks contacts when surfaced.
Tikigod
01-05-07, 05:23 AM
Not, sure if this is meant to be this way. I know the original sh3 had this a s a bug but, was later corrected either through a patch or mod. Now, it seems its back in GWX. In moderate waves my sonarman is able to constantly track a merchant ship while the uboat is surfaced. So, as I'm looking through the UZO on deck I can hear sonarman giving me updates on the contact.
azn_132
01-05-07, 06:43 AM
Not, sure if this is meant to be this way. I know the original sh3 had this a s a bug but, was later corrected either through a patch or mod. Now, it seems its back in GWX. In moderate waves my sonarman is able to constantly track a merchant ship while the uboat is surfaced. So, as I'm looking through the UZO on deck I can hear sonarman giving me updates on the contact.
That happen to me a few times in I try to hunt down convoys.
Captain Nemo
01-05-07, 06:51 AM
Same happened to me this morning, I was able to track a warship at long range whilst on the surface. Sea was quite rough sending me down to a depth of 10m every so often so not sure if this would have an effect.
Nemo
danlisa
01-05-07, 07:03 AM
10m depth is pretty much the depth when the hydrophone will work.
However, as already stated, this is not GWX dependant and is present in most versions of SH3 whether modded or not.
A GWX dev member can probably answer this better.
azn_132
01-05-07, 07:22 AM
10m depth is pretty much the depth when the hydrophone will work.
However, as already stated, this is not GWX dependant and is present in most versions of SH3 whether modded or not.
A GWX dev member can probably answer this better.
Maybe in rough weather? because the waves make ur shallow depth meters go to ten meters at times.
10m depth is pretty much the depth when the hydrophone will work.
However, as already stated, this is not GWX dependant and is present in most versions of SH3 whether modded or not.
A GWX dev member can probably answer this better.
Maybe in rough weather? because the waves make ur shallow depth meters go to ten meters at times.
Thats exactly what it is..
I only notice it in rough weather when the boat gets submerged due to the waves.Other than that it never occurs for me.
:huh:
Why have you got a sonarman on station when on the surface??? put him to rest in the quarters so he's fully rested for when he's really needed - when you're submerged! (this will stop this problem) OK the compartment efficency suffers but i've never had a problem with the radioman not sending and recieving messages with a low efficency!
Regards
Kaleun
Jimbuna
01-05-07, 09:42 AM
Ideally you should have two 'sonarmen qualified' crew...always keep one on station whilst the other one is resting.
If you suddenly need to dive those vital early seconds of reporting might mean the difference between survival or otherwise :up:
Tikigod
01-05-07, 03:30 PM
Well, I don't have Sonar qualified crew yet. Its an inexperienced crew on its first patrol. My sonarman (being whomever unqualified canidate I put there) can track contacts while surfaced as well as at flank speed. (Sonarmen cannot track at flank speed no matter what qualification you have them at in the vanilla SH3 install) So, this has to be GWX issue that should be looked at.
My uboat is not dropping to 10 meters as some here suggest being the problem. My uboat is currently bobbing up and down from 4-6 meters in the current weather conditions I am experiencing. The weather is: Clouds Partial, Percipitation None, Fog None, Wind Speed 14 meters per second, direction 336.
The hydrophone I am using is the KDB not the GHG. Its the bow mounted hydrophone that is exposed to the air when surfaced. Its submerged at 10 meters or greater (at least in the waves I am experiencing) But, I hardly drop to 7 meters which the hull is still exposed and breaking the surface...See Screenshots:
http://i4.photobucket.com/albums/y147/Tikigod78/GWX_Sonarman1.jpg
http://i4.photobucket.com/albums/y147/Tikigod78/GWX_Sonarman2.jpg
danlisa
01-05-07, 03:44 PM
I can't say for sure. Did this happen before you added the 'extra' mods? It's unlikely but worth trying to see if these have caused this.
Jimbuna
01-05-07, 03:45 PM
Well...you sure got me stumped there Tiki...let's hope for an early outcome to this phenomenom :hmm:
Tikigod
01-05-07, 03:54 PM
No, the only thing Mav's Mod modifies is the Menu/GUI display...it doesn't alter any of the original GWX behavioral data of the uboats. In Mav's Collection only the menu_1024_768.ini is altered that defines your gauges and how they are displayed...its just a graphic mod. The only mods I install are those that customize my GWX to the look and feel I like. Mostly textures and sound files. I don't alter any of the behavioral data of GWX itself.
I can't say for sure. Did this happen before you added the 'extra' mods? It's unlikely but worth trying to see if these have caused this.
AVGWarhawk
01-05-07, 04:28 PM
If I remember correctly this was an original problem with SH3. There has been plenty of issues with the sonarman. DEAF, MUTE....sometimes drunk at his post. Your lucky he says anything at all. Mine usually says nothing!!!. I have had this same issue you are having. I usually pull him out, same thing with the WO calling out ships while leaving my home port. I put him below. But for the love of all the other stuff I put up with this stuff;)
Tikigod
01-05-07, 04:57 PM
I could have sworn it was fixed in RUB 1.45 or something. GWX uses RUB as a base. Its hard to look back at fixes using the search tool on this forum to find what was corrected in various mods that GWX uses.
As for the sonarman hearing contacts at flank speeds, that is a new issue introduced by GWX. Usually sonarmen (even at maximum radio room efficiency) can only detect sound contacts with the hydrophone at half speed or slower. Why they can now be detected at ahead full and flank is something new to me. The gaming concept before was that the water rushing past the hydrophones at high speeds would make the contact harder to hear. Even when you sit at the station yourself you can hear the water sound overtake the audio of the contact you are listening to. Its why you have an ambient sound adjustement knob, to try to listen over the washout of the bubbles/water noises, etc. drowning out the sound contacts in the distance.
Kpt. Lehmann
01-05-07, 05:24 PM
Checking on this matter now.
Will, answer within the hour.
Kpt. Lehmann
01-05-07, 06:14 PM
As for the sonarman hearing contacts at flank speeds, that is a new issue introduced by GWX.
...is an incorrect statement.
The hydrophone "problem" is not a bug. When the sub is in rough seas the hydrophone node is covered by the waves, (in fact the sub is submerged for several seconds) the operator starts tracking ships. The effect however appears to be more evident now with the sub behaviour in GWX. (Increased surface movement in all three axis at low speeds.
At any rate, I don't consider it a bug. With the exception of the KDB which is located on top of the deck, the hydrophones should work anyway when the sub is surfaced because the receptors are underwater.
The hydrophone receptor node for the KDB appears to be located the same as other hydrophone receptor nodes... (universal location apparently) ... ergo the listening functionality remains similar among all hydrophones in SH3.
Lanzfeld
01-05-07, 06:20 PM
But in real life tracking a surface target with passive devices while you, yourself, are on the surface was impossible wasnt it? Too much noise from surface action?
Kpt. Lehmann
01-05-07, 06:25 PM
But in real life tracking a surface target with passive devices while you, yourself, are on the surface was impossible wasnt it? Too much noise from surface action?
In the horizontal plane, yes wave action does play a factor... but does not eliminate its viability of usage. This should be dependant on sea state.
SH3 doesn't allow for a "magic bullet" to fit all circumstances.
In the vertical plane... wave action plays much less into matters.
Tikigod
01-05-07, 06:41 PM
Thanks for explaining your approach to the hydrophone in GWX. I couldn't find it in the GWX manual.
As for the speeds you say that you can hear contacts on a hydrophone at half speed and higher?
or is it because I set my speed to flank after I track nearest ship that it maintains a lock on that contact? I always thought it loses the track after you reach a certain speed.
Kpt. Lehmann
01-05-07, 06:53 PM
Thanks for explaining your approach to the hydrophone in GWX. I couldn't find it in the GWX manual.
As for the speeds you say that you can hear contacts on a hydrophone at half speed and higher?
or is it because I set my speed to flank after I track nearest ship that it maintains a lock on that contact? I always thought it loses the track after you reach a certain speed.
I would say that the latter is what is happening.
You can compare it to when you visually spot a nearby airplane in real life... and watch it disappear into the distance... As it gets smaller it is harder to aquire... but because you know where to look...
(or where to listen in the case of hydrophones)
... it is easier for you to re-aquire. However, a mate standing next to you, oblivious to the excercise... would have a much harder time finding your contact... visual or auditory.
Initial aquisition at long range is harder than maintaining said contact.
I hope this helps.
(Even though it was spoken by one of the "Global Thermonuclear Mod" guys. :p :arrgh!: )
Thanks for explaining your approach to the hydrophone in GWX. I couldn't find it in the GWX manual.
As for the speeds you say that you can hear contacts on a hydrophone at half speed and higher?
or is it because I set my speed to flank after I track nearest ship that it maintains a lock on that contact? I always thought it loses the track after you reach a certain speed.
No, you're correct about the speed factor, above 5 or 6 knots I doubt they could hear anythin with the tecnology of that period, the problem is with the limitations of sh3, there's no speed modifier for the sensors structure
Here's what we have to work with :
SensorType (Visual,Radar,Sonar,Hydrophone,RadarWarning,RadioD F) Sensor Type
PreciseRange Precise Range (in meters)
Maximum Range (in meters)
MinHeight Minimum Detection Height (in meters)
MaxHeight Maximum Detection Height (in meters)
MinSensorHeight Minimum Sensor Working Height (in meters)
MaxSensorHeight Maximum Sensor Working Height (in meters)
Surface Standard Detectable Surface At Maximum Range (in square meters)
RPMDetLevel Detection Level As Percentage Of Maximum RPM (between 0 and 1)
SweepPeriod Full Sweep Period (in seconds)
SweepArc Sweep Arc (in degrees, 0 if sensor do not needs a sweep arc)
ProbInsideArc Detection Probability Inside The Sweep Arc (0-1)
Revolving Sensor 3D Object Revolving When Sweeping
SkipSweep When Sweeping Sensor Skip Invalid Sectors
Bearing Bearing sectors.
___BearingMin Minimum Bearing (in degrees 0-360)
___BearingMax Maximum Bearing (in degrees 0-360)
Elevation Elevation sectors.
___ElevationMin float?=0 Minimum Elevation (in degrees 0-360)
___ElevationMax float?=360 Maximum Elevation (in degrees 0-360)
BTW, the radiodf sensor type doesn't work.
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