View Full Version : [REL] - No contiuous "Ship spotted" - Mod
No continuous 'Ship spotted' for GWX (by h.sie)
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If there is an escort at the limit of the detection range, it very often
happens in GWX, that the visual contact to this ship continuously gets
lost and immediatly recovered again and so on (see Nav Map).
This leads to continuous 'Ship spotted'-messages for the same ship,
which drives me crazy and made that game unplayable for me.
In NYGM I could not discover that problem, so I made this mod in order
to import some relevant visual sensor settings from NYGM into GWX.
I know, that these changes MAY affect the sensor/environment balance of
the game and I'm not happy about that. But I truly HATE this "Ship Spotted",
"Ship Spotted", "Ship Spotted", so I have to live with side-effects!!!
But fortunately, until now, I could not discover any negative side-effects
on visible sensors: In numerous test scenarios, at daytime and at nighttime
and with rain and fog, my watchcrew has approximately the same visible
range as the player and there are no significant differences between playing
with/without this mod. And the visible range and ability of the ememy watchcrew
seems also not to be affected significantly.
I'm happy with this mod. But I cannot guarrantee anything and I'm not
responsible for potential problems. Use it on your own risk.
Thanks go to: dcb@subsim for his help
This mod comes in two versions:
- Version 1 for GWX3 WITHOUT Rubinis Rocket Fix
- Version 2 for GWX3 WITH Rubinis Rocket Fix
So install either Version 1 or 2.
Version 2 is compatible to Rubinis Rocket Fix and
must be installed ON TOP OF the Rocket Fix.
Hope you like this mod.
(If not: Simply disable it!)
h.sie
I don't know if this may help you, but I found a solution some time ago:
http://www.subsim.com/radioroom/showpost.php?p=966086&postcount=6
This and the next two posts in the same thread should give you a general idea about what I mean, especially Hitman's post.
Hello h.sie
You have a very good idea about this problem.:rock:
I would like to mention some aspects:
For stock players AND for WAC players, is not a problem to evacuate the tower, because the watching ability do not depend from crew ability.
Indeed, inside Sensors.cfg, the above mentioned versions have:
Visual uses crew efficiency=false
So, an officer alone (or a sailor alone) can see the same (far and quick) like 5 skilful persons (IMHO).
But for NYGM and GWX (perhaps LSH3 too, but I can’t check right now, sorry) your mod is very useful.
To tell you the truth, you did 2 mods, already, one in progress, and the other is the simple replacement of “WaO_ShipSpotted.ogg” with another with muted sounds [without “Ship spotted”, indeed, but is also good for the player’s nervous system. . .]:D
The remain problem, is the lowering of time compression: We will not hear any more sailors crying, but the time compression will be down continuously. And I think is dangerous to tweak it very high inside Main.cfg. . .
Keep up. I look forward for your job.
Thank you again, for that and for all the rest. :salute:
Hi NGT,
thanks for the kind words. I can live with the change of the time compression, but I cannot live with "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted", "Ship spotted".
h.sie
Mittelwaechter
08-11-09, 07:11 AM
What happens, if the sight conditions are around 6000 meters or even shorter?
If we have to wait until the WO completes his observation circle until I get the 'ship spotted' message the U-Boot is definitively detected by the contact.
How often does the repetitive message happen in relation to a 'first sight and react' situation?
Wouldn't it be better to 'add' one or two minute/s of silence to the OGG file?
I don't relay on the WA. Before I surface the boat, I scan the surface for enemies myself using the peri. and after surfacing I scan the surface myself using the binocs in order to prevent bad surprises. after that I give the responsibility to the WA during driving surfaced.
and then, if the visibility is about 6000m, my WA will surely detect the enemy before the enemy detects my UBoat.
But as I said, things have to be tested.......
I know this is not an optimum solution, but "Ship spotted", "Ship spotted", "Ship spotted" is an absolute no-go for me.
h.sie
Hello Mittelwächter,
in some situations you hear "Ship spotted" every second. If you look on the navmap at that time you see at least one contact appearing and disappearing continuously.
making the .ogg file longer with 2 minutes silence is a good idea in principle, but there are 9 speech files with different voices for "Ship Spotted" and I bet, that they can be played parallelous by the game. I doubt that they can only be played one after each other (which was your idea behind it, if I understand you correctly)......bad english, I know.......
but it's worth to be tested.
Thanks dcb, for your reply.
I'll try your idea. thank you. but I fear changing sensors.....
By the way: It has to be tested, if the WA is only reporting ships he detected by himself, or if he also reports ships detected by other watchmen. I hope the second possibility is correct......that would be perfect. otherwise my mod is useless and is the same as if I put the watchmen in their quarters to sleep..
or if he also reports ships detected by other watchmen.
I got the strong impression that this is true. If you're positioned atop the conning tower, amidst the watch crew (F4 screen), when ships are sighted, you'll see that each crewman, the first time he sees a new ship, raises his arm as he was pointing to the ship's direction. Each time this occurs, you can hear the Watch Officer announcing "Schiff gesichtet". So, my understanding is that he also reports sightings by other watchmen.
onelifecrisis
08-11-09, 05:55 PM
h.sie, this sounds like a great idea! :yeah:
I got the strong impression that this is true. If you're positioned atop the conning tower, amidst the watch crew (F4 screen), when ships are sighted, you'll see that each crewman, the first time he sees a new ship, raises his arm as he was pointing to the ship's direction. Each time this occurs, you can hear the Watch Officer announcing "Schiff gesichtet". So, my understanding is that he also reports sightings by other watchmen.
hi dcb,
yes, I discovered the same behaviour. that would be perfect for me!!! but unfortunately I discovered that not all ships are reported acoustically by the WA. some ships only are reported my an text message, which I perhaps could overlook. It's not important for me that every ship of a convoy is reported. One ship of a convoy is enough for me to be warned. The rest of the convoy I'll be able to detect by myself. But new contacts which come from different directions into detection range must be reported acoustically and immediately so that I am warned.
In the next days I'll make some test-scenarios, for example:
A) 4 fast-moving single destroyers are coming from 4 different directions into detection range. Will the WA report all 4 ships? How long is the time lag between the detection by a watchman an the report by the WA??
B) same as above at different weather conditions (fog/night)...
c) What happens if planes are detected?
This will be an interesting weekend.
Hi OLC,
thanks for the kind words! If the mod works, an english version will follow, of course.....
h.sie
I'm sorry to say that my idea does not work. In some test scenarios, the WA did not report a single destroyer that came into detection range, although the destroyer has been detected by a (muted) watchmen.
I also tried setting sweep-arc = 0 in sensors.dat. But I did not see any different behaviour.
Now my last chance is to analyse, how WAC, NYGM, LSH handle this problem.....
Scheisse.
SquareSteelBar
08-13-09, 06:17 AM
...mit Reis.
After some more tests I found out, that setting SweepArc=0 and ProbInsideArc = 0 for Node-Visual in Sensors.dat significantly reduces the "Ship Spotted"-Messages, because now the watch crew does not lose the visual contact to the ships (and gets the contact again for the same ship) as often as without these settings.
Thank you, dcb, for the hint!!
The above-mentioned settings in Sensors.dat are used by Stock-SH3 and all SuperMods (NYGM, WAC, LSH) except GWX, so I think, that it is no risk to use them.
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Regarding my primal idea from post no. 1:
I also found out that the WatchOfficer only reports Merchants using the words "Ship spotted, Bearing xxx, Range yyy". Escorts are reported only using "Ship spotted". If anybody of you knows how to achive, that Escorts are also reported with "Ship spotted, Bearing xxx, Range yyy", then my primal idea could work, too, and even better than the tweak in Sensors.dat.
h.sie
deleted due to wrong information
geosub1978
08-16-09, 11:36 PM
From my little knowledge (forgive me if I am wrong), this matter is also related to the DECAY RATE of the PRECISE SENSOR CONTACTS. For GWX is set to 00 while in WAC it is set to 60.
Hi geosub,
I think you are wrong. My clean GWX3-install has DecayTime=60. But some "Real Contacts"Mods like Assisted Plotting set this value to zero.
greetings,
h.sie
Since the "Ship Spotted"-Problem does not (or not so often?) occur in NYGM, I set some Visual-parameters in Sensors.cfg and Sensors.dat to the NYGM-values and now the "Ship Spotted"-Problem is gone for me, too.
I know that these changes may affect the sensor/environment balance of the game and I'm not happy about that. But I hate this "Ship Spotted", "Ship Spotted", "Ship Spotted", so I had to do something to make SH3 playable for me.
Until now, I could not discover any bad effects on visible sensors. At daytime and at nighttime and with fog, the watchcrew has circa the same visible range as the player.
But because this mod may break sensor settings, I'm not planning to publish an official mod. I don't want be responsible for all potential problems. But people who are interested in the parameter settings for own testing or modding purposes may contact me via PM. But use it on your own risk and without any guarranty. It's alpha state.
h.sie
SquareSteelBar
08-17-09, 09:39 AM
....I don't want be responsible for all potential problems....Nobody will hold you responsible for any probs. This is a mod workshop here and that's in the nature of things to get probs.
We all are great experimentators and are used in that...;)
Cheers,
SquareSteelBar
okay, I uploaded an alpha version to my mediafire page
USE ON YOUR OWN RISK. NO GUARANTEE AT ALL.
(works well for me until now)
12 downloads. I would be interested in your experiences with that mod.
I made numerous test scenarios with different visibility and weather and found no negative behaviour with the NYGM-visibility-sensor settings.
Some more tests will follow tomorrow. And if no problems occur - I can say that I solved the Ship-Spotted-Problem - at least for my personal use.
And then I'm finallly ready to play SH3 instead of tweaking here, tweaking there.......
Sailor Steve
08-22-09, 03:29 PM
I just downloaded it. I too hate the repeated reports, since I have my time compression set to drop to 1 every time I get the "Ship spotted!" I hope it works.
Hi geosub,
I think you are wrong. My clean GWX3-install has DecayTime=60. But some "Real Contacts"Mods like Assisted Plotting set this value to zero.
I agree. I'm pretty sure that 'Decay Rate' governs the time that a contact is shown on the map.
Hi Sailor,
I'm curious for your test results.
My mod failed in one of ten test szenarios. so little adjustments have to be done. is there interest on a continuation of this mod?
My mod failed in one of ten test szenarios. so little adjustments have to be done. is there interest on a continuation of this mod?
Hi mate,
Firstly very well done, your work on this mod is much appreciated as it is for me too a real immersion killer and yes please continue to develop it further.
Many thanks,
Best Regards
Aces
Thanks for your reply.
It is not important for me to read "Thank you, h.sie", but if there is very low response (positive as well as negative) then I begin to doubt that my work is of interest and then there is no need to spam this forum with my boring posts. But if I have the impression that there is interest at least of a few people, then I have fun to share my work with others.
Graf Paper
08-26-09, 09:13 AM
The Watch constantly shouting "Ship Spotted!" or "Schiff Geschiet!" ( hope I spelled that correctly. :roll: ) is one of the biggest annoyances in SH3, in my opinion. :hulk:
I wish the devs had established some sort of flag, that once a vessel was spotted it would not be called out again unless a certain length of time passed with the ship out of visual range. :-?
I hope you will continue work on this mod, h.sie. :yep:
Hi Graf Paper,
yes I do continue with that. I have to, because I'm not willing to play with this continuous "Schiff gesichtet", "Schiff gesichtet","Schiff gesichtet","Schiff gesichtet".
Currently testing a new and slightly modified version and will publish it, if it passes all test scenarios.
h.sie
EmeAzul
08-26-09, 11:02 AM
h.sie, I continue to be very interested in the progress of this mod and look forward to your latest developments and refinements. I too can't stand the constant "Ship Sighted" message, especially when it's the very same ship. Although I downloaded your initial version, I have not had a chance to install it yet, as I'm in the middle of a long patrol off the coast of Africa (EK - Dakar region - Little traffic). Keep up the good work. Cheers
EmeAzul
Version V1.0 of this mod uploaded to my MediaFire page.
Mod status changed from [WIP] to [REL].
First post of this thread updated.
h.sie
makman94
09-02-09, 06:35 PM
thank you for this H.sie :up:
irish1958
09-02-09, 10:10 PM
Thanks for your work. I'll use this and report any problems. It has been my experience that if the mod works without any problems, you will hear and read NOTHING. NADA. ZIP.
onelifecrisis
09-02-09, 10:51 PM
Looking forward to trying this when I get back from holiday :D
Thank you all. Hope you like it.
One note: If you plan to make some test scenarios in order to compare my mod against the unmodded visual sensor settings, please do more than only one single test run of the same scenario (at least 5 or better infinite test runs are necessary). This is, because during my tests in the last weeks, I discovered a (hardcoded) random behaviour of the player's and the enemies watch crew. For example, sometimes an enemy ship was detected at 10km range and when I loaded the same scenario, the same ship was detected at 7km range. So I'm sure that the differences that come from this random behaviour are bigger than the differences that (may) come from my changes to visual sensor settings. According to my little knowledge in statistics, that means: In order to eliminate the influence of the random behaviour and in order to extract the influence of the sensor changes, numerous (infinite) identical test runs and after that an averaging of the measurements are necessary in order to get an reliable answer on the question how much visual sensors are affected by the settings of this mod.
h.sie
Sailor Steve
09-03-09, 12:03 PM
I installed it and am currently using it in a career, and it seems to work as advertised. It's still peacetime, so there's no danger to me. I'm using the GWX 16km mod, and my watch crew sees ships at very near that range. If there is some variation I haven't noticed. Once or twice I'v thought I had a repeat of a spotting, but each time it turned out to be another ship in the same direction (going through the Channel).
Loving it so far!:sunny:
I'd like to test it, but jsgme says:
"Sensors.dat" has already been altered by the "Unofficial_rockets_fix_GWX3.0" mod.
How to use both of them?
Currently on vacation. Answer in about 3 weeks. Sorry.
SquareSteelBar
09-12-09, 04:39 AM
I'd like to test it, but jsgme says:
"Sensors.dat" has already been altered by the "Unofficial_rockets_fix_GWX3.0" mod.
How to use both of them?Hi jaxa,
have a look into the readme - there are the changes listed which have been done in Sensors.dat.
Use S3Ditor to do them manually in Sensors.dat of the rocket fix [merging]...
So long,
SquareSteelBar
The mediafire page tells me that there is no file available for download. I cant find the mod in h.sie's FF page either. Any help would be much appreciated.:yep:
EDIT: I've just read h.sie's post (http://www.subsim.com/radioroom/showthread.php?t=156110). I hope he'll get it fixed ; till then... anyone?
New version 1.1 available which is compatible with the 16km-version of Rubinis Rockets Fix.
Thanks h.sie, have to try it with rocket fix.
Have you finished your vacation now?
robbythesub
09-29-09, 10:49 AM
Yes I think this is a great idea if you can get it to work- I will try it myself with GWX and see what happens (I assume that the latest version of your mod is the one we can download from mediafire currently)
Thanks :up:
@robby: yes.
@jaxa: no, 1 week remains.
what are your experiences with SH4 / ATO ?
java`s revenge
09-29-09, 11:21 AM
The rocket fix isn`t known to me. What does it?
@robby: yes.
@jaxa: no, 1 week remains.
what are your experiences with SH4 / ATO ?
Hotfix 2 for OMEGU fixed my problem with icons.
SH4+ATO+OM+OMEGU works well now, with minor/major fps hit, looks OK, but (I don't know why) SH3/GWX3 has much better real war atmosphere for me. Maybe because I've been playing GWX for many times and observe how it grew up and was better with every next version. I like reading GWX readme, like testing new mods for GWX and like to see how 4 years old game can give fun this time, when many other games with much better graphic are released.
PS. I have one idea for you, if you have free time for modding - including FM30UpDown and DFaUpDown mods to hsGUI, with special icons for up and down commands of course. It would be fantastic and make hsGUI complete in my opinion. May you think about it Kamerad?
The rocket fix isn`t known to me. What does it?
Hi javas revenge, read this thread:
http://www.subsim.com/radioroom/showthread.php?t=151612
hi jaxa,
thanks for the infos about sh4. I think about to play with ACM-GUi Reloaded, so I don't plan further updates for hsGUI. sorry to say that.
best wishes, kamerad.....
h.sie
Hi.
Could someone upload this mod to subsim or sent it to me via email cause i can't enter h.sie's mediafire page.:shifty:
Thank you.
Commander Gizmo
11-08-09, 05:14 PM
If it is any help to others that have this issue, I found a less desirable but effective solution. I setup a keymap for increasing the time compression and set it to repeat. Now when I press the key quickly, I jump straight to a high TC. When you getting this message, holding the key keeps you at your max TC for being near a ship and negates the issue.
Caution must be taken however not to hold it for too long when the ship is passing out of your range or you will be at your total max TC (default of 1024) in no time at all.
Plissken_04
11-08-09, 06:15 PM
Hi.
Could someone upload this mod to subsim or sent it to me via email cause i can't enter h.sie's mediafire page.:shifty:
Thank you.
Download it from my Mediafire Site :03:
http://www.mediafire.com/file/fuwyz2yvfir/No continuous 'Ship spotted' V1.1.rar
Greetings
Maik
It seems that there is some kind of problem with my connection when trying to access the mediafire page in general. Could a kind soul upload it to subsim's downloads or mail it to me? I could sent my email adress via PM. Thanks again.
If it is any help to others that have this issue, I found a less desirable but effective solution. I setup a keymap for increasing the time compression and set it to repeat. Now when I press the key quickly, I jump straight to a high TC. When you getting this message, holding the key keeps you at your max TC for being near a ship and negates the issue.
Caution must be taken however not to hold it for too long when the ship is passing out of your range or you will be at your total max TC (default of 1024) in no time at all.
Thats fine but i believe that h.sie's mod is the less painful way of dealing with this annoying issue.:ping:
Commander Gizmo
11-09-09, 03:10 AM
With h.sie's permission, you may now find this in the Downloads section (http://www.subsim.com/radioroom/downloads.php?do=file&id=1418) should you desire to do so.
Rothwell white
11-09-09, 03:32 AM
With h.sie's permission, you may now find this in the Downloads section (http://www.subsim.com/radioroom/downloads.php?do=file&id=1418) should you desire to do so.
Yes i find that "ship spotted every 10 seconds is very annoying i will give this a go thanks for uploading it :salute:
With h.sie's permission, you may now find this in the Downloads section (http://www.subsim.com/radioroom/downloads.php?do=file&id=1418) should you desire to do so.
Great news! Thanks!:rock:
new version V1.2 available. it is now compatible to the sabotage & malfunction option of sh3-commander. no other changes.
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