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View Full Version : 'Ship spotted' and radar warning bug?


Obersteuermann
04-20-11, 09:06 PM
I'm having some real headaches with my watch officer. Although I've got the "No continuous ship spotted" mod installed, I'm still suffering from the continuous "SHIP SPOTTED!" spam. It's September 1942 and I've just installed the radar warning receiver on my VIIC.

I tried the search function and, surprisingly, found something useful: http://www.subsim.com/radioroom/showpost.php?p=1004204&postcount=8

My question is this: is there a proper patch for this bug other than working around it by taking the radioman off-station? (which works by the way)

Missing Name
04-20-11, 09:19 PM
No continuous 'Ship spotted' V1.2 for GWX3, by Sailor Steve.

http://www.subsim.com/radioroom/downloads.php?do=file&id=1654

Sailor Steve
04-21-11, 01:49 AM
It's not by me, it's by H.sie. I merely uploaded it for him. And the OP says he's already using it but still having problems.

@ Obersteuermann: Have you installed any mods after it? One may have overridden it. I ask because I use it without any trouble, but I have had it not work properly in the past. I don't remember what the problem was then, but it works okay for me now.

sharkbit
04-21-11, 07:05 AM
I'm actually having the same problem. I just recently installed it as well ad it seems to not be working although it is really to early to tell as I'm on my first patrol since installing it and am currently stalking a convoy in the Med. I seem to still get the constant "Ship Sighted!" call.

I did install other mods after it but I don't recall any conflicts noted by JSGME. I had MEP 3.0 with his add on sensor mod installed by I disabled the sensor mod prior to installing the Ship Spotted mod since it seemed that the two mods would interfere.

I'll have to play around with the mod when I get back to port(actually-if I get to port as it is December 1943 :cry:).

frau kaleun
04-21-11, 10:34 AM
I'm actually having the same problem. I just recently installed it as well ad it seems to not be working although it is really to early to tell as I'm on my first patrol since installing it and am currently stalking a convoy in the Med. I seem to still get the constant "Ship Sighted!" call.

I did install other mods after it but I don't recall any conflicts noted by JSGME. I had MEP 3.0 with his add on sensor mod installed by I disabled the sensor mod prior to installing the Ship Spotted mod since it seemed that the two mods would interfere.

I'll have to play around with the mod when I get back to port(actually-if I get to port as it is December 1943 :cry:).

I don't know if it makes a difference with this issue, but if you are running MEP and disabled his sensor add-on, you may be playing with a 16km or 20km environment but with a sensors.dat file that is not set up for the increased visual range.

If the visual range of the crew is set to the standard value for an 8km atmo, then ships well within the 16-20km atmo that MEP gives you will probably be moving in and out of the WO's range while never moving out of your own visual range. You can see for 20 km, but he can't "sense" anything outside the range set in Sensors.dat - at least I think that's how it works. The Sensor packs for MEP address this issue by increasing the value for visual range, without that adjustment your WO is living in a much smaller world than you are. :yep:

Jimbuna
04-21-11, 10:38 AM
I don't know if it makes a difference with this issue, but if you are running MEP and disabled his sensor add-on, you may be playing with a 16km or 20km environment but with a sensors.dat file that is not set up for the increased visual range.

If the visual range of the crew is set to the standard value for an 8km atmo, then ships well within the 16-20km atmo that MEP gives you will probably be moving in and out of the WO's range while never moving out of your own visual range. You can see for 20 km, but he can't "sense" anything outside the range set in Sensors.dat - at least I think that's how it works. The Sensor packs for MEP address this issue by increasing the value for visual range, without that adjustment your WO is living in a much smaller world than you are. :yep:

Correctumondo.

frau kaleun
04-21-11, 10:51 AM
Correctumondo.

:smug:

http://neoavatara.com/blog/wp-content/uploads/2009/11/simpsons_home_smrt_royal_shirt.jpg

"S-M-R-T... smart!" :O:

Jimbuna
04-21-11, 12:38 PM
:smug:

http://neoavatara.com/blog/wp-content/uploads/2009/11/simpsons_home_smrt_royal_shirt.jpg

"S-M-R-T... smart!" :O:


http://d3b9cwalzc5eko.cloudfront.net/light-bulb-in-smiley-style.jpg

sharkbit
04-21-11, 03:45 PM
I don't know if it makes a difference with this issue, but if you are running MEP and disabled his sensor add-on, you may be playing with a 16km or 20km environment but with a sensors.dat file that is not set up for the increased visual range.

If the visual range of the crew is set to the standard value for an 8km atmo, then ships well within the 16-20km atmo that MEP gives you will probably be moving in and out of the WO's range while never moving out of your own visual range. You can see for 20 km, but he can't "sense" anything outside the range set in Sensors.dat - at least I think that's how it works. The Sensor packs for MEP address this issue by increasing the value for visual range, without that adjustment your WO is living in a much smaller world than you are. :yep:

Frau,
:timeout:
Are you saying I should enable the MEP sensor add on as well as the No Ship Spotted mod?:hmmm:

:)

frau kaleun
04-21-11, 04:28 PM
Frau,
:timeout:
Are you saying I should enable the MEP sensor add on as well as the No Ship Spotted mod?:hmmm:

:)

Not without some tweaking, no.

The No Ships Spotted version of the Sensors.dat appears to be set up for a 16km environment*, which means that if you're playing with a 20km environment provided by MEP, and enable the No Ships Spotted mod over it, you'd be shaving 4000 meters off your WO's visual range (at the very least). If you enabled the MEP pack last, you'd lose the No Ships Spotted version of that file with whatever other changes it made that resulted in the "no continuous ships spotted" effect you were hoping for.

Both mods also contain a Sensors.cfg file, and I haven't looked at that to see how they differ. Or at any other values in the Sensors.dat file, for that matter.

I was kind of in the middle of that process when I got sidetracked by other things, so I never tried out any combination of tweaked files that might work. I think you'd have to compare the files in both mods with the standard GWX versions to see everything that each one changed, and then see if it was possible to incorporate all those changes at the same time. My gut feeling is that it's doable, it just takes doing. If the changes made by each mod are to things that the other mod doesn't mess with, then in theory all the changes could be incorporated into one set of files and you'd end up with everything you needed for both.


*At least the version of of it I have on hand, anyway. It's possible I already tweaked the Sensors.dat and don't remember.

frau kaleun
04-21-11, 10:03 PM
Okay, after looking at the two files that both mods make changes to...

they both change the same five values in Sensors.cfg, but the new values are similar:

(in No Cont Ship Spotted)

Visual range factor=1.4 ;[>=0]
Visual fog factor=1.0 ;[>=0]
Visual light factor=1.6 ;[>=0]
Visual aspect=0.4; ;[>=0]
Visual sensor height factor=0.5 ;[>=0]


(in MEP Sensors for GWX)

Visual range factor=1.4 ;[>=0]
Visual fog factor=0.9 ;[>=0]
Visual light factor=1.6 ;[>=0]
Visual aspect=0.7 ;[>=0]
Visual sensor height factor=0.5 ;[>=0]

The biggest difference is in Visual aspect, the only other difference is in Visual fog factor.

I don't know what these values do, lol, so I don't know how significant those differences are when it comes to avoiding the constant "ship spotted" alerts for the same ship.

According to the readmes for both mods, the only changes made to Sensors.dat are to the Visual sensors:

(in No Cont Ship Spotted)

PreciseRange=15500
MaxSensorHeight=20000
Surface=50
SweepPeriod=5
SweepArc=0
ProbInsideArc=0


(in MEP)

preciserange=19500
maxrange=20000
minheight=0
maxheight=15000
minsensorheight=0
maxsensorheight=20000
surface=50
rpmdetlevel=0
sweepperiod=5
sweeparc=0
probinsidearc=0
revolving=false
skipsweep=true

At first glance it looks to me as though it's possible that Makman94 incorporated the values for No Continuous Ship Spotted into his Sensors.dat and Sensors.cfg files, with the changes necessary to increase the crew's visual range to work with a 20km environment. Since I don't know exactly what those values in Sensors.cfg do, I can't say for sure.

But it may just be the issue of not having a high enough value in Sensors.dat for preciserange and maximumrange of the visual sensors.

What I would try first is just using the MEP Sensor pack without enabling the Ship Spotted mod at all, and see what happens. That's how I've been playing, but TBH I haven't spent enough time outside of the harbor except in very short test runs, and you know in the harbor it's "Schiff gesichtet" nonstop and not because the WO keeps seeing the same ship for the "first" time over and over again... it's because there are just that many ships around, period.

Anyway - if just the MEP Sensor pack doesn't sort the issue all on its own, then I'd think the next step would be tweaking one or both of those values in Sensors.cfg that differ between the two mods. Maybe someone can tell us what they do and that will shed more light on the issue. :hmmm:

sharkbit
04-22-11, 07:03 AM
Thanks Frau! :salute:

I'll keep an eye on this thread and do a little more looking when I return to port from this patrol.

:)

Obersteuermann
04-24-11, 02:03 PM
Thanks all - am downloading the 'no ship spotted' mod again because I think one of my other mods might be conflicting with it.