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Reece
03-17-07, 12:15 AM
Hi, often when asking for a hydraphone report you get "No Sound Contact", however if you check yourself there is, just that it is unknown!, is there a way for the sonar man to report "Unknown contact"?:-? Would be excellent if it could be done, preferrably not dropping TC back to 1x.:D
Please jump in and say "Yes I can do it"!!:up:
Thanks.

Edit: What I would like to hear is: "Unknown contact, bearing ...."

LukeFF
03-17-07, 02:40 AM
http://theochem.chem.rug.nl/Gifs/hydra.jpg

If my sound operator picks up one of those, I'm running flank speed in the opposite direction!

;)

Rhodes
03-17-07, 07:14 AM
:rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:

JCWolf
03-17-07, 09:56 PM
:arrgh!: :rotfl:

Shepelly
03-17-07, 10:40 PM
Good Idea Reece, :D Hopefully someone can help:up:

Jimbuna
03-18-07, 06:43 AM
Hi, often when asking for a hydraphone report you get "No Sound Contact", however if you check yourself there is, just that it is unknown!, is there a way for the sonar man to report "Unknown contact"?:-? Would be excellent if it could be done, preferrably not dropping TC back to 1x.:D
Please jump in and say "Yes I can do it"!!:up:
Thanks.

Edit: What I would like to hear is: "Unknown contact, bearing ...."

This is a long standing problem mate and I've never seen a fix for it yet :nope: I just put it down to being a stock bug and check it manually :yep:

Dantenoc
03-18-07, 10:39 PM
Sadly, this kind of behaviour has been present since day one :down:

The sonar man won't pick up contacts that you can, the watchmen won't spot ships that you can and so on and so forth. I think the idea was to reward the "hands on player" and give you an incentive to "man the stations yourself"... but it has become something of an annoyance for most gamers. :roll:

Reece
03-18-07, 11:00 PM
Yes, especially when using TC!:x

jimmie
03-18-07, 11:04 PM
AI doesn't see or hear in the way we do, unfortunately.

I guess, only plausible compromising solution would be making hydrophone much noisier by, say, louder ambient noise and quieter propeller sound, so in a result we adjust our hearing to AI. Improving AI's ear may break too many unintended things (sensor things so many people tackled and but are always contradicting). But personally, I hate noisy hydrophone..:-? so I learned to live with what is given.

This must be one of the most interesting subjects in game developing - matching to human perception.

Dantenoc
03-18-07, 11:41 PM
I guess, only plausible compromising solution would be making hydrophone much noisier

I'm under the impression that this is so in GWX, I used to be able to just sweep the hydrophone around quickly and "catch" any contact easily, but not anymore.

Reece
03-19-07, 12:39 AM
Another annoyance is that the WO can spot a ship 6000 meters away or more but then after diving sonar reports "No Contact":-?! The sonar should be able to detect a ship a lot further out that by sight! (And this is not in the dead zone):x

Rubini
03-19-07, 09:57 AM
Sadly, this kind of behaviour has been present since day one :down:

The sonar man won't pick up contacts that you can, the watchmen won't spot ships that you can and so on and so forth. I think the idea was to reward the "hands on player" and give you an incentive to "man the stations yourself"... but it has become something of an annoyance for most gamers. :roll:

AI doesn't see or hear in the way we do, unfortunately.

I guess, only plausible compromising solution would be making hydrophone much noisier by, say, louder ambient noise and quieter propeller sound, so in a result we adjust our hearing to AI. Improving AI's ear may break too many unintended things (sensor things so many people tackled and but are always contradicting). But personally, I hate noisy hydrophone..:-? so I learned to live with what is given.

This must be one of the most interesting subjects in game developing - matching to human perception.


Good news mates!:sunny:

I fixed this for 8km.

Works far better than stock or any mod until now.
Your crew can detect others units using Hydrophone or Visual almost like you do almost all the time - a small error is yet present before or after you can detect units - a good random behaviour - but far better than before.

It's a bit hard to explain how to make it because i use GWX but with my self made adjusts on all sensors files. Some days ago i started to work on this and after read again all that 16km thread (25 pages!) and others relevant threads I find the solution. Is not so difficult (is in truth only small adjusts over the stock) but is variable with each set of sensors that you use (16km, 8km, GWX, NYGM, stock, Rub, etc).

I can try to explain better if someone also want it.

poor sailor
03-19-07, 10:16 AM
Any chance to share that mod with us? I would like to try it.

Rubini
03-19-07, 10:34 AM
Yes, sure it is!

I will pack it as a mod and put here to download.
Please notice that this is for GWX 8km only!

poor sailor
03-19-07, 10:49 AM
Thanks Rubini, I will try it for sure!:up:

Rubini
03-19-07, 12:32 PM
Ok.
Just for last fine tunning: what is in RL (WWII) the max average distance that a ship could be listen on Hydrophones on perfect conditions? (i mean skilled crew in good weather/ also for each hydrophone type).

I noticed that the player can listen a low sound even 28-30km away.

bigboywooly
03-19-07, 12:44 PM
Thta figure is about right for a convoy
Not sure about a single contact though

Jimbuna
03-19-07, 02:38 PM
Any possibility for the 16km in GWX ? :up:

Rubini
03-19-07, 02:54 PM
It's not impossible but I don't play with 16km and the whole thing needs a lot of tests. But could be done after we have sure that works well for 8km.:up:

Jimbuna
03-19-07, 03:15 PM
It's not impossible but I don't play with 16km and the whole thing needs a lot of tests. But could be done after we have sure that works well for 8km.:up:

Fair enough matey :up:

Shepelly
03-19-07, 05:29 PM
I'm keen to give it a go Rubini, looking forward to it:up:

Dantenoc
03-19-07, 07:10 PM
Yes yes yes, this mod sounds excellent looking forward to it :up: ... will it also fix my watch crew's blindness to airplanes? :yep:

Reece
03-19-07, 07:45 PM
Excellent news Rubini, may not be a 100% answer to the original problem in this thread but a huge step forward!:up:
Thanks.

Rubini
03-19-07, 07:52 PM
Yes yes yes, this mod sounds excellent looking forward to it :up: ... will it also fix my watch crew's blindness to airplanes? :yep:

Yes!
Actually I donīt have this problem anymore.:up:

This is related to the adjusts made to the sensors.cfg and sim.cfg to adjust them to 16km mod. The problem is that GWX uses the same files for both (16Km AND 8Km). So this problem is yet even worst for 8km. Since 16km mod ppl made adjusts on the above files to avoid the vampire night vision and this have a bad side effect: the crew becomes blind mainly at night and/or with fog. So the enemies see you before you see them, what, in the majority of time, brakes the gameplay balance (and isnīt realistic speaking in Visual detection).
Also GWX makes this at an extrem to avoid vampire night vision and this is now more noticiable...

Reece
03-19-07, 08:01 PM
Now your teasing us Rubini .... Where's that Download link!:up::up::up::lol:

Rubini
03-19-07, 08:10 PM
Now your teasing us Rubini .... Where's that Download link!:up::up::up::lol:

Iīm trying to have a good adjust also for hydrophones before release it (making the crew and the player detect ships almost at same distance)...;)

Rubini
03-20-07, 11:09 AM
I started a new thread for this and visual issues to have a better explanation of the problems and to perhaps more ppl enter in the discussion. Here:
http://www.subsim.com/radioroom/showthread.php?t=107989