View Full Version : do sound files affect hydrophone/sonar
KM Bismarck
03-13-11, 09:43 AM
do the files in Sh3.sdl affect the game`s sonar and hydrophone
drakkhen20
03-13-11, 10:16 AM
yes all sounds can be found in the sounds file under the data folder in your main directory where sh3 is installed.
frau kaleun
03-13-11, 07:46 PM
do the files in Sh3.sdl affect the game`s sonar and hydrophone
I'm not sure but I think the game's sonar and 'phones are "controlled" by the sensors.dat file, not the .sdl file.
At any rate I use a modified Sh3.sdl file and it hasn't caused any problems, of course it may be that the modified version doesn't touch something that would.
KM Bismarck
03-13-11, 10:19 PM
what about destroyer sonar do the sound files affect this
frau kaleun
03-14-11, 11:23 AM
what about destroyer sonar do the sound files affect this
I don't think they affect how it works, again I think there's a .dat file for AI sensors that controls it.
What you actually hear in terms of sounds generated (pings, etc.) may be affected by the .sdl file, but I'm not sure.
Not sure which thing you're asking about, actually. Are you having a particular issue, or wanting to change something and wondering how to do it?
KM Bismarck
03-17-11, 06:20 AM
the uber sonar (very annoying)
Mind if I ask something hydrophone/sonar related as well?
Does the gramophone affect the sound of the sub? Does it create noise that destroyers can hear? I think it did in real life, don't know about sh3.
KM Bismarck
03-17-11, 06:41 AM
well if the gramophone does affect the sonar/hydrophone then my question will be answered
frau kaleun
03-17-11, 07:34 AM
IIRC in the game you can play your gramophone whenever and wherever, it doesn't factor into gameplay (except for your own entertainment and sense of immersion).
Enemy AI will not hear it or react to it.
the uber sonar (very annoying)
Sorry, I'm still not sure what you're referring to. :06:
KM Bismarck
03-22-11, 07:34 AM
you want to know why. imagine a sub at silent running undetected at first periscope down engine down all dead. then magically detected by passive sonar and then sudden pings happen then boom i knew it was sonar because they detected me at sonar range wierd right.
Gargamel
03-22-11, 08:01 AM
Your boat sill makes noise even though you are totally 'silent'. It's just a function of the game engine. Elite crew maybe. Rare, but it happens.
I'm not sure how this pertains to your OP though. The actual sound you hear probably has nothing to do with how the game crunches it's numbers. All it knows is that if X happens, it is to play Y sound file.
Example, if you tell the engines to run at full speed, the game knows to play (making this file up) engspd_full.snd file. If you replace the sound file with the 1812 overture, you could have Tchaikovsky playing each time you sprint the boat. The destroyers won't hear it though. They'll still only hear the percentages and 1's and 0's the game engine throws at their detection sub routines.
KM Bismarck
03-22-11, 08:30 AM
even while not moving its been known for a u boat to go under a destroyer without triggering it
Gargamel
03-22-11, 12:05 PM
even while not moving its been known for a u boat to go under a destroyer without triggering it
Then again, it's also known for a destroyer passing over a U-boat to see it too.
The game deals in %'s. Everything in real life has to be broken down in to a probability so the engine can understand it. And just like in life, nothing (except death) is guaranteed. So if you are within the possible detection range, the game will never assign you a 100% stealth rating, it will always leave some minuscule % chance that an event can happen. And I guess in your case variance reared up and smacked you around a bit.
maillemaker
03-22-11, 02:18 PM
My understanding is that there are a few things that you can do that the enemy can't actually hear. For example, they say the echo sounder is not detectable by the enemy in-game.
Snestorm
03-22-11, 08:08 PM
even while not moving its been known for a u boat to go under a destroyer without triggering it
You presented your broadside to the DD.
All SH3 knows is "That's a great active sonar target".
And it acts on it. P I N G .
It's better (and more realistic) to keep moving and never present your broadside to a close ASW asset, than it is to park broadside.
Time for some new tactics.
(It's an unending process for all of us).
KM Bismarck
03-23-11, 12:07 AM
i triend modding sonar it seemed to fix it (i altered depth) but his time im not visible to active sonar (i wasnt broadside that time) (my problem is i want to be visible to active sonar but not to passive sonar in full silence)
Snestorm
03-24-11, 03:33 PM
i triend modding sonar it seemed to fix it (i altered depth) but his time im not visible to active sonar (i wasnt broadside that time) (my problem is i want to be visible to active sonar but not to passive sonar in full silence)
OK. Here is what happenned to you.
The AI can only use one sensor at any given time.
It will automaticaly use whichever sensor best fits the situation at hand.
By being totaly silent you negated his use of passive sonar / Hydrophones.
So, by parking, it was your action that triggered his use of active sonar.
(Trying to hold depth, or especialy trim, while parked isn't a very realistic aproach.
You tryed to unfairly exploit SH3, and it backfired when SH3 unfairly exploited you).
Gargamel
03-24-11, 06:44 PM
You tryed to unfairly exploit SH3, and it backfired when SH3 unfairly exploited you).
Then he tried to unfairly exploit SH3 again by modding the game. :rolleyes:
Snestorm
03-26-11, 10:48 PM
Then he tried to unfairly exploit SH3 again by modding the game. :rolleyes:
I like that.
Realy got a good laugh out of me, you did.
KM Bismarck
04-09-11, 06:04 AM
there were no pings i just suddenly became vissible first time totally silent though but never heard any pings until it turned for me also the stealth meter slowly changed from green to red though in sonar range but without pings (also i tried what you said but it didnt work)
Snestorm
04-09-11, 08:39 PM
there were no pings i just suddenly became vissible first time totally silent though but never heard any pings until it turned for me also the stealth meter slowly changed from green to red though in sonar range but without pings (also i tried what you said but it didnt work)
Nothing works evrey time or forever.
I relearn that lesson every time I loose a carreer.
Frustrating? Yes. But it's what keeps SH3 so exciting, no?
(Good thing we get to do this on a computer, instead of for real.)
KM Bismarck
04-09-11, 09:57 PM
true but a bit unrealistic for active sonar to read you without pings i wish you could mod the AI to use active sonar after the hydrophones or visual detect you or your presence or a torpedo hit
Gargamel
04-09-11, 11:05 PM
Perhaps you just didnt hear them? Or perhaps they weren't rendered by the game?
KM Bismarck
04-10-11, 12:28 PM
the pings went after the sudden stealth meter change from greed to red in equal time to the detection time in sim.cfg sonal value meaning active sonar detected me without pings and its 1941 pings are rendered
Gargamel
04-10-11, 01:25 PM
the pings went after the sudden stealth meter change from greed to red in equal time to the detection time in sim.cfg sonal value meaning active sonar detected me without pings and its 1941 pings are rendered
I have no idea what that says because there is no punctuation.
Let's try to be a little clearer in our grammar, and maybe we can figure out what you are asking.
Mouftic
04-10-11, 03:35 PM
I did have the same thing happened to me. Sometime the destroyers just go on search patterns and it just went randomly your way. Maybe your periscope was up and a super lookout saw it. Maybe there was a report of a sub in your area.
I also had the opposite happened to me. An escort did a random search pattern and ended on top of me but it's active sonar was not turn on.
I also got pinged on and got ignored more than once, which can be true in real life, meaning the sound traveled one way to the sub but didnt make it back to the ship (thermocline, salinity, depth can all contribute to that) or in shallow waters, reverberations (sound hitting the bottom and scattering hitting the surface and back to the ship out of sinc causing a double ping) can be a pain in the butt and you can mistake a submarine for reverberation or vice versa especially for inexperienced operator.
All of that is rather uncommon but possible.
The rule of thumb for a sonar operator (at least in Canada) is that if you are not sure, make the call. Rather go looking and find nothing than dont go looking and a sub was there.
I dont know if the game takes this into consideration?
Fish In The Water
04-10-11, 03:44 PM
I have no idea what that says because there is no punctuation.
You mean to say my grade five English teacher was actually right? :hmmm:
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