View Full Version : An important bug found in GWX?
Interesting news by kaleuns from country where there are beautiful women and bears walk on the streets - news that unfortunately I don't fully understand, so I'm posting here a fast "engrish" (:oops:) translation:
Recently testing GWX 3.0 I had such a nasty, but all in all a typical situation. I broke some small convoy, equipped with three dogs at the beginning of 1943. It would not be at all surprising if not for the fact that more than for a day I was trying to escape them. I tried everything. Speeds from 2 to 0.5 knots in combination with lure, which for the first night I totally exhausted, pretending to be a stone in water, maneuvers, lack of maneuvers, descend to 220 m (somehow not crumpled) and all combinations of the above. Got to the point that my crew has already begun to strangle (oxygen bar in the penultimate position, a few dead bodies) and I started thinking about submitting the ship.
But it seemed impossible that in 1943 it was impossible to escape or even to survive the escorts. All the time the same pattern repeated - every time I thought that I can finally break at least at 200 m was followed by "location-atempt" after which with the ideal precision Hunt III swam up to my u-boat. After 3/4 of day it became boring just because he ran out the rear barrels and from time to time destroyers threw all sides or sometimes not at all.
It could not be a normal simulation, it had to be some kind of bug.
I began to fumble in the game ... and finally dug.
Well, a problem that plagued last 6 years all "users" of SH3, GWX (and perhaps other major mods) proved to be so trivial as nasty. One of the scripters of game made a mistake and reversed the functionality of sonar with hydrophones (or rather changed the order of the enum type that is used there.) Hydrophones of all escort vessels worked as a sonar, and sonar as hydrophones. Despite this audible ping remained with sonar "hydrophones" and hydrophones pinged silently and deadly effective. As a result, at the beginning of the war we got a situation in which some escort successfully ping through 270 degrees even at a distance of 7 km. It is only by another mistake consisting of an accidental, but great weakening of the sensitivity of hydrophones and sonar caused that the U-boats were only fully effective detected at distances up to ~ 1 km.
This bug apparently escaped unnoticed by all versions of the SH3 and great mods. Fortunately, now it should change. The first promising observation is that the ships swimming over very deeply submerged ship lose its bearing and recover when the sub rises slightly or strongly move away. The schema from the GWX instruction began to match, where the "search beam" reached only to the U-boat submerged lessthan 184 m distance of a kilometer. Now escort ping me directly only when they are turned to me at the bow and a low angle when they are older type. When destroyer comes near, which already tracked me, the aiming at a tower stopped. Quite often I manage to outmaneuver him at barely 30 meters if I have a high speed during descent.
I also corrected a bug with the weakening of the sensitivity of detectors (the overrange sensivity=0 resulting in a default value of sim.cfg, and there it was 0.01). As a result, even a long-range radar, which could catch the game objects up to 20 km have full effect only to 200 meters.
Full discussion here:
http://www.forum.polishseamen.com.pl/viewtopic.php?t=7455&sid=293c0abf459b8eb050ac5bda00bb5273
The file with bug is AI_sensors.dat, if I understand this correctly.
The alleged fix has not been released to this day. Maybe someone understands something of this?
reaper7
05-16-11, 04:15 PM
Wow if thats the case this is one Major bug. Hopefully easily fixed. :hmmm:
Edit just confirmed this in the AI_Sensors.dat file
Entry 13: For AI_Hydrophone Sensor type is set at 2-Sonar and not 3-Hydrophone
Entry 17: For AI_Sonar Sensor type is set at 3-Hydrophone and not 2-Sonar
Easy Fix - Great catch to find that one
reaper7
05-16-11, 04:28 PM
Posted Edited due to results fond at Post 16.
FIREWALL
05-16-11, 05:14 PM
Has GWX Team had a chance to look this over ?
reaper7
05-16-11, 05:21 PM
Has GWX Team had a chance to look this over ?
Not sure, but I just checked the AI_Sensors.GR2 and AI_Sensors.sim versions of this file for Silent Hunter 5 and they are set to the correct values :yep:.
For AI_Hydrophone Sensor type is set at 3-Hydrophone.
For AI_Sonar Sensor type is set at 2-Sonar.
So looks like its an error alright in the SH3 version of the File
Edit: Just checked SH4 and these are also the wrong way around :hmmm:
Interesting news by kaleuns ...
:O:
Ne nado skazki rasskazivatj...
...
You must know, that S3D don't correct show AI sensors...
Why..? becouse - wrong enum sequence...
For obj_Sensor Controller Type of sensor must be... enum{LOOKOUT, RADAR, HYDROPHONE, SONAR}.
Error of S3D. :DL
bojan811
05-16-11, 07:53 PM
Uploaded a fix here:
AI Sonar - Hydrophone Fix (http://www.subsim.com/radioroom/downloads.php?do=file&id=3219)
Should we just copy this over an old file, or enable it via jsgme?
Regards B811
frau kaleun
05-16-11, 07:55 PM
Personally I would wait to see what else is added to the discussion... judging by Anvart's post above yours, there may be more to this than meets the eye on first glance. :yep:
Kpt. Lehmann
05-16-11, 08:12 PM
:O:
Ne nado skazki rasskazivatj...
...
You must know, that S3D don't correct show AI sensors...
Why..? becouse - wrong enum sequence...
For obj_Sensor Controller Type of sensor must be... enum{LOOKOUT, RADAR, HYDROPHONE, SONAR}.
Error of S3D. :DL
Thank you Anvart. Nice catch.
TO ALL: WARNING! Just because someone says that there is a bug... does not always mean that there actually is a bug.
When I reworked the sensor values during the construction of GWX, I primarily used Timetraveller's File Tweaker... NOT S3D. (As I recall, S3D was not yet available, or was in an early beta state.)
At any rate, I trust Anvart, and he provides stable information. As you can see, he relates that S3D reads the file in question wrong.
With respect, Reaper 7 could you please remove the "FIX" that you have posted. I'm sure it wasn't anyone's intent to mislead users, but that is exactly what may happen.
I believe that the issue is as simple as a player being unable to effectively avoid a good anti-submarine crew.
There is no bug.
Salvadoreno
05-16-11, 09:57 PM
I believe the original poster was right. I posted a similar experience a few weeks ago. I was unable to shake a DD for over 2 days, and it constantly passed over me in a consistant pattern without dropping charges. But now your saying there is no problem??
I did read that it might have been a stock problem in SH3, but it was more severe with the GWX mod. Something about sensitive AI.sensors??
Anyway i only happened once in 1943 but since then i havent played much, took the wind out of my sails a bit with that bug.
reaper7
05-17-11, 01:21 AM
Thank you Anvart. Nice catch.
TO ALL: WARNING! Just because someone says that there is a bug... does not always mean that there actually is a bug.
When I reworked the sensor values during the construction of GWX, I primarily used Timetraveller's File Tweaker... NOT S3D. (As I recall, S3D was not yet available, or was in an early beta state.)
At any rate, I trust Anvart, and he provides stable information. As you can see, he relates that S3D reads the file in question wrong.
With respect, Reaper 7 could you please remove the "FIX" that you have posted. I'm sure it wasn't anyone's intent to mislead users, but that is exactly what may happen.
I believe that the issue is as simple as a player being unable to effectively avoid a good anti-submarine crew.
There is no bug.
Yes its possible that S3D is not reading the correct value, this definitly needs further testing. I will leave the file in place for now, and have edited the post to reflect this information.
It is available for further testing of the AI sensor - you never know ;)
Thank you Anvart. Nice catch.
...
Hi, Kpt. Lehmann.
...
In this case, S3D reads all correct...
But in this case, respected Skwasjer has used types of sensors from subs sensors for AI sensors... i think.
In game for AI sensors (obj_Sensor Controller) Type of sensors are enum{LOOKOUT, RADAR, HYDROPHONE, SONAR}.
In game for subs sensors (SensorData Controller) Type of sensors are enum{Visual, Radar, Sonar, Hydrophone, RadarWarning, RadioDF}.
...
I wrote to Skwasjer about it some years ago and last time some months ago... without answer.
:salute:
P.S.
Everything happened (in this thread) as in the russian proverb: "Pospeshish - ljudej nasmeshish ...". It's transliteration from russian. :D
TheBeast
05-17-11, 04:43 AM
Has anyone tried loading the SHIII AI_Sensors using GoblinEditorApp and verify if also wrong using that editor?:06:
Kpt. Lehmann
05-17-11, 07:22 AM
A reminder: GWX enemy sensors are intended to be much more sensitive than Stock SH3. (Remember when you could pretty much surface your U-boat next to a destroyer... and shout at the enemy crew before they would be aware of your presence in Stock SH3?)
Just assuming for a moment that there is a bug, the implications are that it is a Stock SH3 bug. If this is true, it is not just a GWX problem as the title of this thread suggests... but everybody's problem also.
I'll look into it further as my time and situation permits.
Fubar2Niner
05-17-11, 10:04 AM
A reminder: GWX enemy sensors are intended to be much more sensitive than Stock SH3. (Remember when you could pretty much surface your U-boat next to a destroyer... and shout at the enemy crew before they would be aware of your presence in Stock SH3?)
Just assuming for a moment that there is a bug, the implications are that it is a Stock SH3 bug. If this is true, it is not just a GWX problem as the title of this thread suggests... but everybody's problem also.
I'll look into it further as my time and situation permits.
Good to hear Kapt.
Best regards.
Fuar2Niner
reaper7
05-17-11, 12:55 PM
Has anyone tried loading the SHIII AI_Sensors using GoblinEditorApp and verify if also wrong using that editor?:06:
Great suggestion TheBeast never considered that. And here is the Results:
http://i1183.photobucket.com/albums/x477/U-Boot_HAHD/Random/Sensors.gif
And this will be handy now to have another tool for the edit of SH3 dat files
A reminder: GWX enemy sensors are intended to be much more sensitive than Stock SH3. (Remember when you could pretty much surface your U-boat next to a destroyer... and shout at the enemy crew before they would be aware of your presence in Stock SH3?)
Just assuming for a moment that there is a bug, the implications are that it is a Stock SH3 bug. If this is true, it is not just a GWX problem as the title of this thread suggests... but everybody's problem also.
I'll look into it further as my time and situation permits.
So yes it is as Kpt. Lehmann posted S3D does indeed read the ennumerators in incorrectly showing the Text value for Sonar as Hydrophone and visa-versa.
This now proves that SH3 (All versions) are set up correctly for Hydrophone and Sonar entries :yeah:
I shall remove the file above as this is now proved to be false and would have the incorrect results than that intended :up:
Hope I didn't get everybody's hopes up by jumping on the bandwagon to soon without proper testing :arrgh!:
Just assuming for a moment that there is a bug, the implications are that it is a Stock SH3 bug. If this is true, it is not just a GWX problem as the title of this thread suggests... but everybody's problem also.
Yes, as the original poster said, he only discovered it by playing GWX, but if the problem is true (?) - it is global, not limited to one supermod.
[edit]
Oh, I didn't see the previous information of reaper7 - so it looks like there is no bug. Excuse the storm in a teacup :D
Fubar2Niner
05-17-11, 01:02 PM
Hope I didn't get everybody's hopes up by jumping on the bandwagon to soon without proper testing :arrgh!:
Drat, drat and double drat........ darn you reaper, just as I was getting my hopes up ! Seems I'll never be rid of these pesky DD's :03:
Best regards.
Fubar2Niner
reaper7
05-17-11, 01:47 PM
Drat, drat and double drat........ darn you reaper, just as I was getting my hopes up ! Seems I'll never be rid of these pesky DD's :03:
Best regards.
Fubar2Niner
Know what you mean Mate I got all excited when I seen the Thread too, was sure we were on to a winner. Oh well -more evasive manoeuvres practice it is then :har:
Great suggestion TheBeast never considered that. And here is the Results...
...
:haha:
Need to know SH3 engine and read the Dev's help... and will not need to buy SH5 to watch SH3 files.
:rotfl2:
So yes it is as Kpt. Lehmann posted S3D does indeed read the ennumerators in incorrectly showing the Text value for Sonar as Hydrophone and visa-versa.
Obviously the guy a little goofy ... and he does not understand the crux of the matter.
vanjast
05-18-11, 02:14 PM
With hindsite, I've always managed to escape the escorts and thought that this could not be a global problem..
:)
Kpt. Lehmann
05-19-11, 12:09 AM
Well, all is well that ends well. I am sure that no one meant any harm.:arrgh!:
Thanks again, Anvart! It is always good to see you!:salute:
skwasjer
05-26-11, 10:40 AM
@all, you can change the enum in S3D's controller template. <installdir>\controllers
Anvart indeed informed me a while ago, but I have not looked at S3D anymore since 2+ years. Perhaps privateer (he also posted updated controller templates for SH5) or Anvart can make the adjustments and post a fix for it.
@ Skwasjer
First, I will like to express, again, my gratitude for your marvelous tool. Thanks to this tool "everybody" can be a "moder", everybody can modulate his own supermod.
But, I am perplexed, after your post above.
If this error is so easy to be dressed by others, why you not do that, and by the way, release the version 1.0 of S3D.
I don’t remember other major problems, and after all, your site dedicated to this tool, is always active. This means that some how, you are around SH3, and your post here —yesterday— give proof of that.
Thank you.
(I hope you understand my English)
skwasjer
05-27-11, 09:54 AM
It's not the only issue that would need fixing in S3D, and there's a little bit more to it to provide an update.
And this is the thing, I don't care to spend any more time on S3D. That does not mean I don't come by every now and then (not very often though) to provide insights, feedback, help, where I can. But I am not touching S3D, my development programs or the game. The only program I bother with is the browser to read/reply to threads here. I am simply too tired with the game to do anything more...
PS: the site is just up for the sake of having a place to download S3D and read about it's history. But it has not been maintained either for almost 2 years ;)
:yeah:
I understand mate, let me take the opportunity in personally thanking you for the S3ditor, I've had great fun using it and it's an invaluable tool for producing mods.
Kind regards
Aces
As ACES posted,
it's time to say "thank you, skwasjer" for this great tool. And by the way - even if it is a little "bug": that don't matter.
Why? Neither SH3 nor SH4 are using sensors like "AI_Radar", "AI_Hydrophone" or "AI_Sonar", only the sensor "AI_Visual" is used in the SNS files. Al ship units have historical correct sensors on all sides - or NULL.
Greetings
rowi58
... or Anvart can make the adjustments and post a fix for it.
:DL
Better if author does it himself, i think.
Link to edited obj_Sensor.cs:
http://www.mediafire.com/download/5iq944d4f9zk9dz/obj_Sensor.rar...
Copy this file into X:\Program Files\Silent 3ditor\Controllers\SHSim\ folder and overwrite existing file.
skwasjer
05-28-11, 05:03 PM
No need for thank you's. Many of you have done a great deal for the game too.
@Anvart, yes, it would be better but again, I don't 'want' to ;p. I'm done with S3D :03:
Thx for the fix.
The Polish modder - Olamagato - has understood that it was a bug in s3d, but as he said - it doesn't change the problem. So as I see now - he has repaired the sensors in some way, that I don't understand. Anyway, I thought it will be interesting.
Here is the table that shows comparison of stock SH3, GWX and Olamagato improved sensors (alpha):
http://i44.tinypic.com/2quqp.png
And here a link to test alpha version:
http://dl.dropbox.com/u/4055585/GWXPL5%20-%20Poprawione%20detektory%20eskorty.zip
The last version of mod is - I suppose - here, inside a bigger mod:
http://ja.gram.pl/blog_wpis.asp?id=4756&n=19
but I cannot download it now, maybe later.
Here you can read google translation of forum posts:
http://translate.google.pl/translate?sl=pl&tl=en&js=n&prev=_t&hl=pl&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2Fwww.forum.polishseamen.pl%2Fviewtop ic.php%3Ft%3D7455%26start%3D20
And here is google translation of alpha test mod readme:
Mod improves the performance of detectors escort
---------------------------------------------
Cause of this fashion were observed inconsistencies in the behavior of the escort ships (with an attack on a submerged submarine) with relations submarine crews. GWX extension failed to correct this behavior, but only hindered attempts to avoid detection.
The tests (with a single compromising eskortowcem and selective detectors) showed that almost 100% of the detection is done by a hydrophone or sonar passive, very often in the posterior semi-zone eskortowca. Coverage hydrophone / sonar passive zone included a full 135 ° -135 .. without any restrictions as to the depth of the search target. It was enough that the goal was for 1 or 2 seconds in the range of the hydrophone (up to 7 km in GWX!) In low-impact and noise waves (calm sea) to become fully detected by an escort with no chance of loss of contact. This effect did not occur in the original SH3 because the range of default hydrophone was there to just 600m handicapped. GWX correct the manifest error causing an extremely high difficulty to avoid flooding. It boiled down to a random factor with a very low chance of success.
At the same time a marginal role in the discovery he was active sonar, which range scan boiled down to just 10 degrees vertically in front of semi-zone and required in practice to detect the full 40 seconds (red light) to track the depth of submarine periscopes (only). Apart from this narrow area of ***8203;***8203;the scan sonar eskortowca was practically blind. In the extreme case of active sonar Type 123A/128A goal to be detected had to be on for 20 seconds just to 48m/75m from eskortowca, at a depth of 10-15m. Such conditions could never be met for a moving warship escorts. Even at the border range sonar Type 123A (1200 yd.) Ship immersed to a depth below 212 m was completely safe from any chance of being detected by sonar.
That the game was in clear contradiction with the manual for GWX 3.0 - both with a description of the detectors as well as ways to avoid the escorts described in the Appendix.
This amendment eliminates these problems by reducing the possibility of a real submarine detection by passive sonar hydrophone and escorts, and a significant increase in the possibility of active sonar - in accordance with the historical realities and the manual for GWX 3.0.
Changes
------
- Extended detection time was excessive noise or sonar reflections from 1 to 3 seconds up to 130-170m, and from 2 to 6 seconds up to 6,5-9,5 km.
- The default sensitivity of passive devices has been reduced to the minimum value of 0.01 and most of the passive sonar to 0.02, which reduced the coverage zone of rapid detection by half (140-190 m depending on the thighs device).
- Was introduced level temperature inversion layer depth of water, which in GWX and SH3 was at sea level (0 m).
- Deterioration factor hydrophone scanning from too much speed namierzaj***261;cego ship was restored with 20 nodes (in GWX) to 15 knots true (as in SH3). This index to rise slightly to the already abnormally high efficiency scanning hydrophone / passive sonar.
- Reduced Vertical angles were scanned hydrophone / s.pasywnego from 80-170 degrees (only without the 10 degrees from vertical) to a maximum of 90-135 degrees depending on the severity of passive sonar. Hydrophones scan angles of 90-115 degrees now means covering the 0-250 m depth already at a distance of 536 m from eskortowca.
- Was introduced to the minimum area ratio of a submarine to detect both the hydrophone and sonar. It is for hydrophone less than 90 m ^ 2, and for the sonar less than 60 m ^ 2 In practice, this makes it difficult to detect the U-boat just rotated almost exactly the bow or stern to the scan. Full lateral surface of the U-boat type VII is more than 360 m ^ 2
- The maximum ranges of active sonar have been converted from yards to meters.
- Default Active sonar has ceased to be blind than 100 m from the target. Limit was 10 m just like any other passive sonar.
- The horizontal angle of the cone were urealnione active sonar from the original 180 sec for the cone angle of 70-130 degrees of active sonar default has been reduced to 60 deg
- The vertical angle of the cone active sonar have been enlarged to historical values: 90-155 deg
- Introduced a minimum area ratio was scanned on a submarine range 30-60 m ^ 2 This simulates the reflection of leaky beam sonar from the bow or stern of the submarine.
- Increased sensitivity coefficients were active sonar to 0.2-0.5, which accurately scan area increased to 273-455m from eskortowca depending on the type of sonar.
- Was reduced by half (to 0.3) coefficient of wave impact on the quality of the active sonar detection.
- Loss of time lead was reduced from 30 to 20 seconds.
Olamagato
If the translation is rubbish in some place (well, it's rubbish mostly), say, and I will translate that place better.
reaper7
01-06-12, 06:40 AM
Here is the table that shows comparison of stock SH3, GWX and Olamagato improved sensors (alpha):.
Looks Interesting. Can't download mod to have a look as registration has to be approved by forum admin.
Any chance to upload here to check it out :06:
Looks Interesting. Can't download mod to have a look as registration has to be approved by forum admin.
Any chance to upload here to check it out :06:
Yep, I've updated links, here it is: http://dl.dropbox.com/u/4055585/GWXPL5%20-%20Poprawione%20detektory%20eskorty.zip
And here is the latest version of Olamagato mod ("2.2", JSGME compatible) extracted from http://ja.gram.pl/blog_wpis.asp?id=4756&n=19
http://dl.dropbox.com/u/4055585/GWXPL5%20-%20Historyczne%20detektory%20eskorty%20%28zalecany %20w%20kampanii%29.rar
There is also an excel spreadsheet with changes listed inside the archive.
Google translation of readme:
Mod improves the performance of detectors escort V.2.2
-------------------------------------------------- -
Cause of this fashion were observed inconsistencies in the behavior of the escort ships (with an attack on a submerged submarine) with relations submarine crews. GWX extension failed to correct this behavior, but only hindered attempts to avoid detection.
The tests (with a single compromising eskortowcem and selective detectors) showed that almost 100% of the detection is done by a hydrophone or sonar passive, very often in the posterior semi-zone eskortowca. Coverage hydrophone / sonar passive zone included a full 135 ° -135 .. without any restrictions as to the depth of the search target. It was enough that the goal was for 1 or 2 seconds in the range of the hydrophone (up to 7 km in GWX!) In low-impact and noise waves (calm sea) to become fully detected by an escort with no chance of loss of contact. This effect did not occur in the original SH3 because the range of default hydrophone was there to just 600m handicapped. GWX correct the manifest error causing an extremely high difficulty to avoid flooding. It boiled down to a random factor with a very low chance of success in the case hit the escort of a combination of the best devices.
At the same time a marginal role in the discovery he was active sonar, which range scan boiled down to just 10 degrees vertically in front of semi-zone and required in practice to detect the full 40 seconds (red light) to track the depth of submarine periscopes (only). Apart from this narrow area of ***8203;***8203;the scan sonar eskortowca was practically blind. In the extreme case of active sonar Type 123A/128A goal to be detected had to be on for 20 seconds just to 48m/75m from eskortowca, at a depth of 10-15m. Such conditions could never be met for a moving warship escorts. Even at the border range sonar Type 123A (1200 yd.) U-boat submerged to a depth below 212 m was completely safe from any chance of being detected by sonar.
That the game was in clear contradiction with the manual for GWX 3.0 - both with a description of the detectors as well as ways to avoid the escorts described in the Appendix.
This amendment eliminates these problems by reducing the possibility of a real submarine detection by passive sonar hydrophone and escorts, and a significant increase in the possibility of active sonar - in accordance with the historical realities and the manual for GWX 3.0.
Additionally, the game active and passive sonar are separate detectors, which probably can exist without each other. In fact, it was a complex device whose elements closely cooperate with each other in different ways. Passive sonar to scan the environment around eskortowca, and these were "illuminated" by the various types of acoustic beam with active sonar. Some of these beams was heard, some interferowa***322;a in waves of audible frequencies, and the others were at all beyond the human hearing range. Bundles of long-range active sonars have low angles of taper, and these short-range rather high cone angles.
Changes
------
- Extended detection time was excessive noise or sonar reflections from 1 to 5 seconds at a distance of up to 390-570M and from 2 to 10 seconds in the rest of the distance up to 6,5-9,5 km.
- Was introduced level temperature inversion layer depth of water, which in GWX and SH3 was at sea level (0 m).
- Deterioration factor hydrophone scanning from too much speed namierzaj***261;cego ship was restored with 20 nodes (in GWX) to 15 knots true (as in SH3). This index to rise slightly to the already abnormally high efficiency scanning hydrophone / passive sonar.
- Reduced Vertical angles were scanned hydrophone / s.pasywnego from 80-170 degrees (only without the 10 degrees from vertical) to the max 90,29-155 degrees depending on the severity of passive sonar. This means covering a depth of 0-250 m already at a distance of 536 m from eskortowca and the inability to detect the U-boat the hydrophone (without beam sonar), standing at a depth of 4-5 km above the periscopes
- The maximum ranges of active sonar have been converted from yards to meters.
- Default Active sonar has ceased to be blind than 100 m from the target. Limit was 10 m just like any other passive sonar.
- The horizontal angle of the cone were urealnione active sonar from the original 180 sec to 70-130 degrees in accordance with historical data and interpolated for intermediate types of angles. However, tests show that these angles are probably hidden in the code (on hard).
- Default vertical angle of the cone of active sonar has been reduced to 16 deg
- The vertical angle of the cone active sonar have been enlarged to historical values: 90-155 ° Both of these changes to better simulate the closed minimum range active scanning sonar default.
- Increased sensitivity coefficients were active sonar to 0.25-0.90, which increased the area a thorough scan to 569-910m from the bow eskortowca, depending on the type of sonar.
- Was reduced by half (to 0.3) coefficient of wave impact on the quality of the active sonar detection.
Olamagato
Some other interesting remarks by Olamagato (e.g. about torpedos) about his changes in mod - sadly, by google translate:
By the way of working on the package managed to detect that in several aspects of simulation, GWX it was not quite as polished, as announced. Parameters torpedoes were not proven, and yet one of the most important issues in the evolution of combat torpedoes, especially manewruj***261;cymi, such as FAT and the SOLDER, was their coverage. The parameters of range and speed were not consistent with each other, causing the older torpedoes were longer range than the newer ones.
Similarly, it appeared from the passive and active sonar. The Allies had a weak passive sonar (and hydrophones), and the worst of the German equivalent of 1939 (GHG) struck on the head tenderly, even those allied with the end of the war, the active sonar is allied with the weapon, which relied on them were murderously effective. Similarly, neither SH3 or GWX did not consider that the acoustic torpedo warheads were 200 kg heksanitu instead of 300 kg as in the other torpedoes, resulting in a third explosion weaker than in the remaining torpedoes.
SH3 gave a huge bonus that allows ordinary hydrofonom allies detect the slightest sound of the U-boat in 1 second (sic), active sonar while making virtually blind - they have to ping the area up to 20 seconds to detect anything at all. SH3 designers probably did not know why the tests SH3 escort was "so good" so drastically okroili ordinary hydrophone detection range up to 600m (sic). GWX "repair" this "mistake" by increasing (as a logical inference based on other models) hydrophone normal range up to 7 km, further weakening, and so ineffective active sonar, which resulted in accurate tracking hydrophone, while causing the pinging was only 40 - second scare sound (less than 75m 20s from the U-boat).
Translation mod of GWX 3.0 offers two options to restore the historical parameters of torpedoes, as well as historically justified set of passive and active sonar, which allow escort behave much more realistically than a murderously effective.
Including (diagnostic) detection rate of U-boot for the first time, you can see all the intermediate colors between red and green, depending on the speed, quiet running, depth and position relative to the U-boat attack escort vessels (picture above). U-boat captain will be able to partly decide what shade of brown, yellow or green will show on the indicator (ie how much the ship will be exposed to detection) and see how traffic escort vessels affects the state of his discovery.
You can also capture the moment when he loses bearing escort (the indicator changes to green) when rushing to the detected target. Of course, if will not have a helper standing. Escort of the end of the war sonar will detect the U-boat periscopes already standing on more than a mile - but only from the bow. The stern of the condition detected is low or zero.
reaper7
01-06-12, 08:45 AM
Excellent thank you ***1074;***1086;***1083;***1082;
Olamagato
01-07-12, 11:34 AM
Hi everyone.
This mod is part of Polish version of GWX 3.0, which is not yet finished, is still in beta, and its settings are constantly fine-tuned. It is therefore not yet been made available as a separate package. There will also be many people who find that by these changes escort became stupid or ineffective in their jobs.
Regarding the above-mentioned data, they are already partly outdated, and the version setting changed several times from 1.0 to 2.3.
@Wolf (http://www.subsim.com/member.php?u=269234) - Please do not hurt a forum by google translator work. In due time everything will be in understandable language. :)
@Wolf (http://www.subsim.com/member.php?u=269234) - Please do not hurt a forum by google translator work. In due time everything will be in understandable language. :)
Yes sir :salute: Waiting for your mods!
Did anyone try this? If so is it any good?
Kendras
02-17-17, 11:55 AM
Wow if thats the case this is one Major bug. Hopefully easily fixed. :hmmm:
Edit just confirmed this in the AI_Sensors.dat file
Entry 13: For AI_Hydrophone Sensor type is set at 2-Sonar and not 3-Hydrophone
Entry 17: For AI_Sonar Sensor type is set at 3-Hydrophone and not 2-Sonar
Easy Fix - Great catch to find that one
:O:
Ne nado skazki rasskazivatj...
...
You must know, that S3D don't correct show AI sensors...
Why..? becouse - wrong enum sequence...
For obj_Sensor Controller Type of sensor must be... enum{LOOKOUT, RADAR, HYDROPHONE, SONAR}.
Error of S3D. :DL
Yes, I saw that too myself and believed it was an error. But it seems that this is an error from S3D only. This is correct in game. So, no fix for this is needed.
Aquelarrefox
02-18-17, 09:51 AM
I found a fix for sensors wich make much realistic the evasion, it was made by a polish man, yes olamagato. This worked enught right to me. can be used with oit of care.
anyway in 43 the pinging serch by 3 destroyer is so complex to evade, mybe some lucky
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