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View Full Version : [TEC] FM Sonar (fishing for ideas)


Peto
12-11-07, 01:32 AM
I thought a nice addition to special missions would be charting minefields. That's not to say having to mark down where they are but being required to spend X amount of time in one.

To do this would require FM sonar. So--I thought I'd throw out a couple ideas and see what people think.

1. It would require an always on sonar. How to model one that picks up mines frankly, is a mystery to me at this time. It would probably have as much to do with modding mines as a sonar system.

2. Mines could be remodelled to emit a noise within a certain radius. Pick it up on passive sonar to "fake" FM Sonar? Perhaps this would entail having a certain model of passive (modded) on a player's sub.

3. I wonder if tater has figured out how to make a mine cable scrape the length of the hull ;) ?

While I don't think this should be a primary focus at this time, I think this would be a great addition for missions in the Sea of Japan. I guess I'm throwing it out there as something we can all be thinking about as other aspects of the sim are worked with and modded. Perhaps having this in the back of our minds will flick a light bulb for someone in the future. Maybe even me :hmm:.

tater
12-11-07, 10:09 AM
I need to check again to remember which, but one of the torpedo files has a node that looks like it's for being detected. Elanaiba said that the escorts reacting was a list of fish in a file we don't have access to, but perhaps the one I spotted was to draw it on the attack map?

Need to check which it was.

AVGWarhawk
12-11-07, 10:49 AM
FM would be a huge addition to the game. Can be used when authorization was given to go to the Sea of Japan. Part of that mission is to get throught the minefields.

TheDarkWraith
12-11-07, 10:16 PM
2. Mines could be remodelled to emit a noise within a certain radius. Pick it up on passive sonar to "fake" FM Sonar? Perhaps this would entail having a certain model of passive (modded) on a player's sub.

(thinking out loud) attach a sound file to the mine. Register a new sound in Sh.sdl and then create a .dsd file for the NavalMine (or whichever mine you use) to attach the new sound to the object. With the .dsd file you can control it's hyd (underwater) attributes. Have it only make 'noise' underwater....;) Then you can pick it up on the hydrophone.
I don't play SH4 hardly at all so correct me if I'm wrong on anything. I checked your files and it's very feasible :yep: . Heck, I just might even do it myself to see because I got myself curious about it.
Any training missions or single missions that have mines in it?

Peto
12-11-07, 11:44 PM
This sounds great Racerboy!!! Thanks for checking in :up:!

I'm probably not the best one for this mod as I try to stay more focused on the things I have some knowledge of--and learning takes time.... I'm not sure about single missions with mines (I typically just do campaigns unless I'm testing a sensor). If need be, I could scratch one out for testing.

I'll also start digging to see if I can find a sound file for "Hell's Bells", the FM Sonar warning that sounded. :hmm:

Cheers!!!

:rock:

Fincuan
12-12-07, 01:36 AM
FM would be a huge addition to the game. Can be used when authorization was given to go to the Sea of Japan. Part of that mission is to get throught the minefields.

Bit off topic, but currently(SH4 1.4+TM+RSRDC) the Sea of Japan isn't hard to penetrate at all. I did a run through it by entering via the La Perouse Strait and exiting via the Korea Straits, and spotted no mines or ASW vessels on the way. Especially Korea Straits is a good way in, since it's a bit wider and deeper than La Perouse Strait. It would of course be a lot more interesting if there were that many minefields that you actually needed a sonar to get through them.