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View Full Version : [REL] Repaired Equipment MOD by Xrundel and TheBeast


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Fifi
03-09-13, 05:15 PM
Finchou, you should try to delete TDW_Ship_Inertia_1_1_0 and start over a new career.
I had problem with it (and not alone) at first, and strangely it messed up my hydrophone.
Then without it, it worked great, and then i reactivated it at the end of my list for other career... without issue :doh:
Don't know why it was affecting hydrophone cause no files overwriten though...but fact was there.

Since i play with REM, i didn't put it back yet.

EDIT: just made a test with my list, and ANYTIME ANYWHERE i activate ship inertia now, can't hear a damn thing in hydrophone!
Back without it, works nice again...

finchOU
03-09-13, 08:00 PM
Fifi: what problem did you have with it?.....I absolutely love the concept of it. I'm hesitant to start a new career ....that would be 4 OHII careers restarted and i've never made it past jan 40 before a restart.

GAP: I;m using a VIIB with the KDB....just switched Boats and upgraded to the KDB. I'll plan on removing No Hdyro on Surface compatible with TDW UI.

gap
03-09-13, 08:24 PM
Fifi: what problem did you have with it?.....I absolutely love the concept of it. I'm hesitant to start a new career ....that would be 4 OHII careers restarted and i've never made it past jan 40 before a restart.

GAP: I;m using a VIIB with the KDB....just switched Boats and upgraded to the KDB. I'll plan on removing No Hdyro on Surface compatible with TDW UI.

Using the KDB you shouldn't be able to hear hydro contacts on surface anyway. At that depth its sensors would have been on top of the water :O:

This is both an historical fact and a REM feature.
You can tweak its settings for making it to work on surface indeed, but why would you do it? :)

Fifi
03-09-13, 09:00 PM
Fifi: what problem did you have with it?.....I absolutely love the concept of it.

I love ship inertia concept too...but now, each time i activate it, i can't hear nothing sitting at the hydro station...i get contact lines, my hydro guy is announcing contacts, but hydro station remains deaf to me.
So i can't use this mod anymore with my current list :nope:

finchOU
03-09-13, 09:17 PM
Using the KDB you shouldn't be able to hear hydro contacts on surface anyway. At that depth its sensors would have been on top of the water :O:

This is both an historical fact and a REM feature.
You can tweak its settings for making it to work on surface indeed, but why would you do it? :)

haha...yeah I know this GAP.... I can't hear at Periscope depth (11 Meters)...only below 15 meters. I'd rather be annoyed with the realism of the GHG on the surface ...then to hear nothing at periscope depth or on the Surface....besides wasn't the KDB and addition to the GHG...not a replacement??

gap
03-09-13, 09:28 PM
....besides wasn't the KDB and addition to the GHG...not a replacement??

Good point :up:

Windir
03-12-13, 08:33 PM
Is this mod any good?

I`m running :

Accurate German Flags
SubFlags_0_0_8_byTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
Trevally Automated Scripts v0.6
Kriegsmarine Grid Map for MO and TDW UIs by stoianm

I just want my antenna to not stick up out of the water when on periscope depth.

Fifi
03-12-13, 09:38 PM
Is this mod any good?

I just want my antenna to not stick up out of the water when on periscope depth.

It's more than good, it's essential!

Just for the antenna?? :haha: REM will retract it every dive.

Windir
03-12-13, 10:33 PM
Ok, nice :)
No, i see this mod does several preferable tweaks ,but i got this warning message

"UBoot_Sensors.sim" has already been altered by the "NewUIs_TDC_7_1_0_ByTheDarkWraith" mod"

It was the antenna problem that brought me to this thread ,but i need my hydro to work properly too :)

pgr61
03-13-13, 05:57 PM
Please, can you upload R.E.M_by Xrundel_TheBeast_1.2 in Mediafire. Gamefront doesn´t works in some countries.
Thank you.

gap
03-13-13, 06:07 PM
Please, can you upload R.E.M_by Xrundel_TheBeast_1.2 in Mediafire. Gamefront doesn´t works in some countries.
Thank you.

You can use a stealth navigation plugin. There are many of them freely available on the web, and compatible with the most common browser.

Personally I use this one: http://www.stealthy.co/

Trevally.
03-14-13, 02:23 PM
http://www.subsim.com/radioroom/downloads.php?do=file&id=4002

:up:

volodya61
03-14-13, 02:38 PM
http://www.subsim.com/radioroom/downloads.php?do=file&id=4002

:up:

maybe it make sense to add our fixes to this page? :06:

gap
03-14-13, 02:39 PM
maybe it make sense to add our fixes to this page? :06:

yes, I think so. Trevally, can you please?

Trevally.
03-14-13, 03:06 PM
maybe it make sense to add our fixes to this page? :06:

yes, I think so. Trevally, can you please?

Yes - sure
can you add the to the whole mod or as an addon - can you post me a link

volodya61
03-14-13, 03:35 PM
Yes - sure
can you add the to the whole mod or as an addon - can you post me a link

there are 'regular' versions (standart and TDW's mods compatible) - http://www.subsim.com/radioroom/showpost.php?p=2010192&postcount=130

there is 'no hydrophone on surface' version - http://www.mediafire.com/?c52qo9gmzvtfc3v

Thank you :salute:

pgr61
03-14-13, 05:01 PM
Please, can you upload R.E.M_by Xrundel_TheBeast_1.2 in Mediafire. Gamefront doesn´t works in some countries.
Thank you.

I´d been reading threads and threads looking for R.E.M., and it was easier than I thought "Repaired Equipment Mod". Now I see it clear.

Thank you to everybody

Trevally.
03-14-13, 05:07 PM
Updated with updates:D:up:

volodya61
03-14-13, 05:29 PM
Updated with updates

:rotfl2:

Thanks..

Fifi
03-16-13, 07:35 PM
Was wondering in other thread if REM takes in account sea surface for detection (no waves/small waves/big waves) and decreasing the hearing accordingly? (for surface hydrophone like GHG etc) :hmmm:

Windir
03-16-13, 09:19 PM
maybe it make sense to add our fixes to this page? :06:

What is your fixes?

there are 'regular' versions (standart and TDW's mods compatible) - http://www.subsim.com/radioroom/showpost.php?p=2010192&postcount=130

there is 'no hydrophone on surface' version - http://www.mediafire.com/?c52qo9gmzvtfc3v

Thank you :salute:

<-Bear with me guys ,i`m a Nub:O:

If i understand this right the links above are fixes to the R.E.M_by Xrundel_TheBeast_1.2 mod?
do i enable this on top of the R.E.M_by Xrundel_TheBeast_1.2 mod or replace it?

I enabled the R.E.M mod a cuple of days ago and since then i have had no hydro on surface, witch i like of course. so why should i download/enable this? :k_confused:

Fifi
03-17-13, 01:20 AM
Windir, just activate R.E.M. - hydrophone mute for player fix (TDW compatible) on top of regular REM, if you want your hydro on surface.
Only works with hydro able to hear on surface of course (not rotative one).

http://www.subsim.com/radioroom/showpost.php?p=2010192&postcount=130

Don't use the TDW ship inertia mod in your list, if you have it!
For some mysterious reason, it screw up the hydrophone hearing...for many users.

See how i put both REM in my list: http://www.subsim.com/radioroom/showpost.php?p=1984220&postcount=1

jean74
03-17-13, 04:07 AM
Hi Fifi,

When I try to download this mod on game front I get an "error message" (404 forbiden). :wah:

So, would you please update your post "grosse compile" on mille-sabord.com with a workable link ?

Many thanks in advance,

Regards :salute:

John (James)

Fifi
03-17-13, 06:22 AM
Hi Jean, here you can download the REM hydrophone mute for player fix (TDW compatible): http://www.mediafire.com/download.php?4onmxnj9u2jy8nc

Windir
03-17-13, 12:59 PM
Windir, just activate R.E.M. - hydrophone mute for player fix (TDW compatible) on top of regular REM, if you want your hydro on surface.
Only works with hydro able to hear on surface of course (not rotative one).

http://www.subsim.com/radioroom/showpost.php?p=2010192&postcount=130

Ok i see ,i was thinking of the rotating one cuz i haven`t unlocked the other hydro types yet.

Thanks for clearing that up for me :up:

jean74
03-17-13, 01:15 PM
Hi Jean, here you can download the REM hydrophone mute for player fix (TDW compatible): http://www.mediafire.com/download.php?4onmxnj9u2jy8nc

Many thanks Fifi for your kind reply. I have no problem to download the fix But I can't download the REM regular base mod on gamefront !!!

REM hydrophone mute for player fix (TDW compatible) could it be used without the REM regular base mod ?

Many thanks another time for your help and reply,

Regards

Jean

gap
03-17-13, 01:21 PM
Many thanks Fifi for your kind reply. I have no problem to download the fix But I can't download the REM regular base mod on gamefront !!!

REM hydrophone mute for player fix (TDW compatible) could it be used without the REM regular base mod ?

Many thanks another time for your help and reply,

Regards

Jean

Re-up by Trevally on subsim: :up:
http://www.subsim.com/radioroom/downloads.php?do=file&id=4002

enable the REM fix on top of the main mod :know:

Fifi
03-17-13, 04:04 PM
REM hydrophone mute for player fix (TDW compatible) could it be used without the REM regular base mod ?


Nope ------------>

enable the REM fix on top of the main mod

jean74
03-17-13, 04:49 PM
Re-up by Trevally on subsim: :up:
http://www.subsim.com/radioroom/downloads.php?do=file&id=4002

enable the REM fix on top of the main mod :know:

@Gap
Many thanks Sir for the information and for your help. I am stupid :timeout: because I didn't think to have a look into the download section.

I take it !!!

Nope ------------>

@Fifi
Thank you for your reply and for the information.

Best Regards,

Jean

gap
03-17-13, 05:02 PM
@Gap
Many thanks Sir for the information and for your help. I am stupid :timeout: because I didn't think to have a look into the download section.

I take it !!!

Don't mention it, we are here for helping each other :salute:

Bathrone
04-20-13, 03:57 AM
Re-up by Trevally on subsim: :up:
http://www.subsim.com/radioroom/downloads.php?do=file&id=4002

enable the REM fix on top of the main mod :know:

Hi Everyone

Thanks for the mod but the lack of version control is killing me here guys with trying to deal with establishing the right configurations. I downloaded the main file and since Sobers mod profile made mention of a patch I went looking for it.

REQUEST : Please can you make mention in the first post that revision 1.2 isnt the latest and there is a patch. Without Sobers profile I would have missed it as the opening posts dont show theres a patch.

My other issue is the way that the patch is configured. Sobers mod profile looks for a directory called "R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible" which is one of the four included directories in the patch. The problem is that one of the other directories is "R.E.M_by_Xrundel_TheBeast_1.2" which if I move into my MODS directory will overwrite the real revision 1.2 files. I realise it could be overwritten but thats bodgy and open to much confusion later on with the loss of control on version management.

The other thing I wondered, is do I just need the "....IRAI compatible" directory and not the original "..TheBeast_1.2" directory? If so, it stands to reason those files were included for a reason so I think I do need them but theres no clear instruction on whats happening with your configuration items.

REQUEST: Can you supply patches in a way like TDW does please? Keep each one version controlled using a specific directory structure. If its not needed afterall, then a patch only needs the binaries that have changed and it shouldnt be in the patch archive.

I'm deeply grateful for the mods, just some attention in this space would greatly simplify sharing the awesomeness of the mods with others :up:

As a temporary work around Im going to merge both the "...IRAI compatible" dir that Sobers mod profile looks for and bring across the "...TheBeast1.2" new files into that dir, please advise if thats going to be a wrong configuration.

Macardigan
05-05-13, 04:29 PM
Windir, just activate R.E.M. - hydrophone mute for player fix (TDW compatible) on top of regular REM, if you want your hydro on surface.
Only works with hydro able to hear on surface of course (not rotative one).

http://www.subsim.com/radioroom/showpost.php?p=2010192&postcount=130

Don't use the TDW ship inertia mod in your list, if you have it!
For some mysterious reason, it screw up the hydrophone hearing...for many users.

See how i put both REM in my list: http://www.subsim.com/radioroom/showpost.php?p=1984220&postcount=1

I found.

The problem with ship_inertia.
This mod decreases the value "eng_power" of some ships. inside .sim file.

for example:

C1-B type medium merchant.
default value: eng_power 4000 <------ is heard by the hydrophone.
ship_inertia value: eng_power 1200 <---- not hear anything by the hydrophone.

Tested.

gap
05-05-13, 04:33 PM
I found.

The problem with ship_inertia.
This mod decreases the value "eng_power" of some ships. inside .sim file.

for example:

C1-B type medium merchant.
default value: eng_power 4000 <------ is heard by the hydrophone.
ship_inertia value: eng_power 1200 <---- not hear anything by the hydrophone.

Tested.

Good finding :up:

Could you pinpoint the power threshold below which ship's sound gets inaudible?

Macardigan
05-08-13, 05:30 PM
Good finding :up:

Could you pinpoint the power threshold below which ship's sound gets inaudible?

Hello again gap.

I have not checked, to do so you have to take a ship and change settings / test / change settings / test .... 15 years xDD changing values​​.

No. seriously.
How it works: Suppose a ship is heard by the hydrophone in all its speed range. From 1 knot to 15 knots. If your eng_power is 4000 and we started down this value, then start to lose sound in one knot. If we go down more its value will lose sound at 2 knots, more and lose sound down to 3 knots, ..., 4, 5 ... until it runs without sound.


--------------------------------------------------------

Hola gap,

No he mirado a qué valor se queda sin sonido porque toma mucho tiempo. Yo los fuí bajando o subiendo para hacer el mod.

A ver si te haces una idea:

Un buque se escucha por el hidrófono en todo su rango de velocidades. De 3 a 15 nudos.
Si comenzamos a bajar el valor eng_power entonces comenzará a perder sonido a 3 nudos. Si lo bajamos más, perderá sonido a 4. y así sucesivamente hasta quedarse sin sonido totalmente incluso a 15 nudos.

Fifi
05-08-13, 05:38 PM
I found.

The problem with ship_inertia.
This mod decreases the value "eng_power" of some ships. inside .sim file.

for example:

C1-B type medium merchant.
default value: eng_power 4000 <------ is heard by the hydrophone.
ship_inertia value: eng_power 1200 <---- not hear anything by the hydrophone.

Tested.

:sunny: That would be awesome if you could fix the "ship inertia" mod issue :up:

Macardigan
05-08-13, 05:55 PM
:sunny: That would be awesome if you could fix the "ship inertia" mod issue :up:

(google translation, uff...)
In my mod, merchants hydrophone rpm 2.0, I modified the values ​​"eng_power" merchant of sound for RPM at low speeds. By default they did not have. Increasing the value.

The problem is that if you modify ship_inertia values​​, already is useless. So in order for what you install??? TDW lowered these values ​​to lower thrust force to ships, for a heavy ship not accelerate like a zodiac. for example.


greetings.

gap
05-08-13, 07:36 PM
(google translation, uff...)
In my mod, merchants hydrophone rpm 2.0, I modified the values ​​"eng_power" merchant of sound for RPM at low speeds. By default they did not have. Increasing the value.

The problem is that if you modify ship_inertia values​​, already is useless. So in order for what you install??? TDW lowered these values ​​to lower thrust force to ships, for a heavy ship not accelerate like a zodiac. for example.


greetings.

I see, essentially the fix would be reverting to stock settings, thus aking the mod null :doh:

Fifi
05-08-13, 08:07 PM
Yeah, and what i noticed in game (without ship inertia mod) is mainly the inverse...meaning merchants don't accelerate like zodiacs, but decelerate like zodiac after impact :yep:
I would like they keep an inertia after torp hitting.

On other hand, warships probably accelerate faster than in RL :shifty:

gap
05-08-13, 08:08 PM
Yeah, and what i noticed in game (without ship inertia mod) is mainly the inverse...meaning merchants don't accelerate like zodiacs, but decelerate like zodiac after impact :yep:
I would like they keep an inertia after torp hitting.

On other hand, warships probably accelerate faster than in RL :shifty:

The key is probably front-back inertia... :hmm2:

Fifi
05-08-13, 08:12 PM
The key is probably front-back inertia... :hmm2:

Front-back?...do you mean activate this mod again?:oops:
If so, i will not, not actually when this mod is braking hydrophone hearing...

Macardigan
05-08-13, 08:34 PM
The key is probably front-back inertia... :hmm2:

Ahora lo entiendo mejor. jeje. Al bajar el valor eng_power el motor no tiene fuerza para frenar tan rápido, así consigues inercia. El problema es que te quedas sin sonido por hidrófono.

Las opciones son sacrificar el hidrófono a costa de ganar en inercia. o viceversa.

------------------------------------------------------------

Now I understand better. hehe. By lowering the value eng_power the engine has no power to brake so fast, so you get inertia. The problem: "mute sound" by hydrophone.

The options are sacrificing the hydrophone at the expense of winning in inertia. or vice versa.

gap
05-08-13, 08:59 PM
Ahora lo entiendo mejor. jeje. Al bajar el valor eng_power el motor no tiene fuerza para frenar tan rápido, así consigues inercia. El problema es que te quedas sin sonido por hidrófono.

Las opciones son sacrificar el hidrófono a costa de ganar en inercia. o viceversa.

------------------------------------------------------------

Now I understand better. hehe. By lowering the value eng_power the engine has no power to brake so fast, so you get inertia. The problem: "mute sound" by hydrophone.

The options are sacrificing the hydrophone at the expense of winning in inertia. or vice versa.

Ya, el problema es que, si no recuerdo mal, en SH5 la inercia es calculada automáticamente a partir de la masa de los buques, y los valores de masa que pones en el juego me parecen ya bastante cercanos a los reales. Lo que si podemos ajustar son los valores de arrastre :hmm2:

Yes, the problem is that IIRC SH5 inertia is calculated automatically based on ship's mass, and stock mass settings are fairly close to the real ones. What we can play with are probably drag settings...

Macardigan
05-09-13, 05:51 PM
Ya, el problema es que, si no recuerdo mal, en SH5 la inercia es calculada automáticamente a partir de la masa de los buques, y los valores de masa que pones en el juego me parecen ya bastante cercanos a los reales. Lo que si podemos ajustar son los valores de arrastre :hmm2:

Yes, the problem is that IIRC SH5 inertia is calculated automatically based on ship's mass, and stock mass settings are fairly close to the real ones. What we can play with are probably drag settings...

drag settings= max_force value??

El ship_inertia también modifica este valor dentro del .sim alo mejor esa es la clave.
------------------------------
The ship_inertia also change this value within .sim maybe that's the key.
--------------------------------

Now remember that:
In the image below, we see the value max_force to 0. (stock game).
With ship_inertia values change.

This image is from when I did the mod RPM.----------
http://img837.imageshack.us/img837/4527/img20130510010057.jpg
Seeing that the values ​​"max_force" of the "ship_inertia values" not affect the merchants mute the sound through the hydrophone, I decided add this max_force values to my MOD. RPM hydrophone merchants 2.0-........(applied when I did my mod)

So we must compare the effects of inertia between my mod and "ship_inertia", if the same results then my mod has a good part of "ship_inertia" maintaining the effect.





*note: see "queenmary" value in my mod "160000 eng_power" xDDDDDDDDDDDDDDDD. I put this value so high in order to listen to the hydrophone to 3 and 4 knots minimun. By default no sound.










.

Macardigan
05-27-13, 09:40 AM
I am thinking how to make ship_inertia compatible with my mod. RPM_Hydrop ..

gap
05-27-13, 09:52 AM
I am thinking how to make ship_inertia compatible with my mod. RPM_Hydrop ..

Probably not worth your effort: for some reason, ship inertia creates many problems, and TDW don't seem interested in continuig it :hmm2:

Fifi
05-27-13, 04:07 PM
Probably not worth your effort: for some reason, ship inertia creates many problems, and TDW don't seem interested in continuig it :hmm2:

:agree:
Main ship inertia issue, is it brakes/affect all hydrophone sounds...so for your mod...might be a huge issue! :D

rolandslaw
07-08-13, 08:21 PM
Gents:

I have SH5 v 1.2, NEWUIs 7.4.2, REM, Mighty Fine Crew .

I still do not receive est rng from sonar man, nor can I hear the target at any range:<O(
I received it once... mrk 2 I had to estimate based upon known course... no other range provided for mrk 2
game is unplayable as to hydro target solution.... Still no sound of targ prop

AT 3:oo AM this morning..... with the below mods in the order set out... I CAN HEAR THE SCREWS :<) My soundman is giving me on only brg but depending if the target is not to close to 0 Degrees front of my sub... the estimated range... I can now prepare a proper targ solution.... I still missed by just under the tip of ship!!!!

Command Keys
NEWUIs 7.4..2
Steel Vikings latest
Mighty fine Crew

07/11/13 at 1:00 PM EST:

Using the techniqus I learned from TEC tutorial on the historical mission tdw .. single freighter... and without human audio.... and the sound mn not giving me the estimated rng at 5 minutes...I used the brg he gave me at 5 minutes.. . I used the first mrk at 12:01 and the second at 12:02 and 20 secs to plot the course of the targ..out past tge 5 min brg,marked as mrk 3...,,and using ruler used the 3 brg to determine the rng to that 5 min bearing....I calculated dist traveled from mrk 2 to mrk 3 from there I was able to determine the spd, aob and other data ...(set the 3rd mrk for 30 degrees to launch torps...) I hit all three dead center to stern:<)

DO I have this correct? Also.. when u say "install on top of." ..... do u mean install b4 or after NEWUI is installed you then install after that the mod? It is a language thing:<) Install b4 or install after would solve this possible misunderstanding because I checked out FIFI's mod list and the mods discussed in this tread are both b4 and after NewuUI 7.4.2:<)

....also no dead recon "D" button for nav?
...also.. how can I install mod for larger protractor and ruler?

I use a magnifier on my screen to read the prot and ruler:<) it works but slows me down... now to re listen watch tec periscope torp solution lessons....

I am first going back into this tread to find the posts dealing with the settings which give human audio at Hydro station... in the uboat sensors file...

Rol

Rongel
10-29-14, 12:11 PM
Hi!

Been away for a while, something like a year from my last post... :oops:

Anyway, can someone help me a bit? Is R.E.M. still compatible with the latest TDW's UI-mod? I have R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible installed after the main mod, but I'm not sure if it's outdated (I believe it is).

So how people handle this? Both are necessary mods!

flyer102
05-21-16, 11:35 AM
Could you fix the link, or does anyone else have a working link to thing, cause it's dead... :/\\!!

Echolot
05-22-16, 08:15 PM
An updated version is available in the download (http://www.subsim.com/radioroom/downloads.php?do=file&id=4002) section of this forum.

TheBeast
11-29-16, 07:31 AM
Are all of the Rotating Radar Antenna 90 degree off from actual target Bearing?

If so, I may be able to fix this...

Three possible ways to fix this::ping:


Change SensorData controller Bearing from 0.00-360.00 to 270.00-269.99 (Rotation is clockwise). Easy fix!
HEX Edit SensorData Bone in Uboat_Sensors.GR2 to rotate it 90 degree. Difficult fix!
Move SensorData controller out of Uboat_Sensors.sim to a new Uboat_Sensors.dat with SensorData controller rotated 90 degree. Messy fix adds more files!

Please Advise!

-=[EDIT]=-
I am going to try rotating the GR2 SensorData controller Bone.
-=[More Info]=-
Goblin Editor shows the following:


GR2 SnesorData controller Bone "FUMO_30_antena" is already rotated 90 degree.
GR2 SnesorData controller Bone "FUMO_61_antena" is already rotated 90 degree.
GR2 SnesorData controller Bone "FUMO_65_antena" is not rotated 90 degree and is facing toward bow.


Regards!
TheBeast

vdr1981
11-29-16, 09:03 AM
Can you also take a look why AI can not stop using radar sensor even when radar station is turned OFF?:hmmm:

TheBeast
11-29-16, 09:40 AM
Can you also take a look why AI can not stop using radar sensor even when radar station is turned OFF?:hmmm:
This MOD only deals with equipment installed on Player U Boat.
Can you be more specific about this?

As far as I am aware of, TheDarkWraith made the only MOD changes to the AI with his [WIP] IRAI (Intelligent Random AI) (http://www.subsim.com/radioroom/showthread.php?t=171973) mod.
You may want to bring it to his attention and ask this question in that forum.

If this is AI ship, I suspect the ship may have more then one SensorData (Radar) controller.

-=[EDIT]=-
If this is the Player U Boat I know why already.
There are Multiple SensorData (Radar) Controllers for each Radar. When you turn off the radar at the Radar Station or in the UI, it only shuts off one SensorData (Radar) Controller. This is a game function limitation as the Radar "On" switch starts all of the SensorData (Radar) Controllers.
The other SensorData (Radar) Controller keep searching but its Minimum Detection Height is set to around 150m-200m and should only detect Aircraft but not detect Surface Ships. Minimum Operating depth should be set to Zero(0) so it doesn't report Radar Contacts while submerged.
The reason behind having Multiple Radar Controllers was to detect Air contact at a greater range then Surface contacts to emulate real radar.

Regards!
TheBeastBelow

vdr1981
11-29-16, 09:56 AM
This MOD only deals with equipment installed on Player U Boat.
Can you be more specific about what AI Cannon?

As far as I am aware of, TheDarkWraith made the only MOD changes to the AI with his [WIP] IRAI (Intelligent Random AI) (http://www.subsim.com/radioroom/showthread.php?t=171973) mod.
You may want to bring it to his attention and ask this question in that forum.

If this is AI ship Cannon, I suspect the gun may have its own SensorData (Radar) controller.

If this is the Player U Boat Deck Gun I will look into it.

Regards!
TheBeastBelow

No, not the gun or canons...our AI radar operator (playable sub) continues to report airborne radar contacts and radar sensor is still operational even when radar is OFF. In other words, radar sensor is always active when sub is equipped with radar... Do you know something about that?

TheBeast
11-29-16, 10:55 AM
No, not the gun or canons...our AI radar operator (playable sub) continues to report airborne radar contacts and radar sensor is still operational even when radar is OFF. In other words, radar sensor is always active when sub is equipped with radar... Do you know something about that?Yeah, I was working on a gun when I replied and it carried over. lol
See the edit info from my previous post for more info. You replied while I was editing.

vdr1981
11-29-16, 11:41 AM
Yeah, I was working on a gun when I replied and it carried over. lol
See the edit info from my previous post for more info. You replied while I was editing.

Ahaaa, I see now...:yep: It's a side effect of multiple sensors controllers introduced by REM. Thanks for clarification... :up: The effect is not noticeable with hydrophones and RWR sensors because they can not be turned of...:yep:

TheBeast
11-29-16, 02:12 PM
Ahaaa, I see now...:yep: It's a side effect of multiple sensors controllers introduced by REM. Thanks for clarification... :up: The effect is not noticeable with hydrophones and RWR sensors because they can not be turned of...:yep:
Very true.

I had planned to investigate this further but never had time but I do think it can be fixed.

I do take advantage of this for the FuMb-391. This is a Snorkel Mounted Radar Warning Receiver that according to what I've read also had a short range radar. The Radar Station shuts down as soon as you dive but the Radar Operator still reports short range Air Radar Contacts.
The is a way to enable the Radar Station while Submerged but that feature should only be enabled if the FuMb-391 is actually installed. I am not going to make that change until we are able to turn off all SensorData (Radar).

-=[EDIT]=-
For use in TWOS I recommend just removing the extra Radar SensorData controllers and adjusting the radar ranges to compensate.

About 5 years ago I ran across some "Post WWII Destructive Testing" documentation done by the US on German U Boats and their equipment.
Almost all the sensor ranges, even crush depths, used in game are way off according to those reports. They actually put Tethered Remote Controls and CCTV in Type-VII and Type-IX U Boats and remotely Dive the boats until they crushed. The documentation did not mention anything about the Type-XXIII, I think that information may still be classified. US Sub dive depths almost doubled shortly after the dates on these documents.
i.e. FuMO-39 GEMA range Game is 7Km-9Km but they reported it to determine target ranges very accurately up to 9.5Km and it could reliably detect targets up to 16Km.

vdr1981
11-29-16, 06:11 PM
For use in TWOS I recommend just removing the extra Radar SensorData controllers and adjusting the radar ranges to compensate.


Hm, maybe not for now because that would also reintroduce player inability/difficulties to use radar in rough weather (when it's most needed) due to temporally submerging. If someone is annoyed by this fact, he can always remove radar apparatus in the bunker...:yep:


About 5 years ago I ran across some "Post WWII Destructive Testing" documentation done by the US on German U Boats and their equipment.
Almost all the sensor ranges, even crush depths, used in game are way off according to those reports. They actually put Tethered Remote Controls and CCTV in Type-VII and Type-IX U Boats and remotely Dive the boats until they crushed. The documentation did not mention anything about the Type-XXIII, I think that information may still be classified. US Sub dive depths almost doubled shortly after the dates on these documents.
i.e. FuMO-39 GEMA range Game is 7Km-9Km but they reported it to determine target ranges very accurately up to 9.5Km and it could reliably detect targets up to 16Km.
Very interesting...:yep:

U-190
05-31-21, 09:29 PM
The Best! Thx! :yeah: