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View Full Version : The most historical accurate data for sonars, radars, receivers etc.


jaxa
02-08-12, 02:29 PM
I play SH3/GWX for long time, but always have doubts about historical accurate data in the game, including radars, radar receivers, sonars etc. (ranges, sensitivity etc.). Like many players I'm looking for as close to real setup as possible. I use GWX and MEPv3, with all their data. Is it the best pack for real playing or are there anywhere another data packs for SH3? Which do you use?

Graf Paper
02-09-12, 02:30 AM
I use GWX with a 20 km Environment mod. However, I would greatly recommend the Vampire Nightvision Fix that is currently in beta-testing.

Once completed, it should allow for much more realistic visual ranges using the original SH3 settings, or you can tweak to suit your desired behaviors.

The commonly quoted figure for spotting a ship in good light and weather is 8 km. I assume this short distance means seeing enough of the vessel to make some type of identification. To see just all or part of the superstructure, that distance would increase to as much as 25 km.

Spotting the smoke from the funnels could probably be done up to a distance of 40 km for oil-fired vessels. For coal burners, that distance can be as great as 80 km. This is assuming the vessel is getting weigh on at top cruising speed, producing more smoke as it burns fuel at a greater rate.

The real trouble is not everyone seems to agree on what is considered the definitive standard in these distances. Some argue there is no way to spot a mast at any distance where the rest of the vessel is hidden by the horizon while others have claimed it can be done, based upon sources drawn from actual u-boat logs.

The radar and sonar ranges used in GWX seem to reflect reality well enough, though I do think the enemy radar can sometimes be too adept at spotting your tiny conning tower in the early war years, but that's probably just me being prejudiced against those ASW chaps. :O:

Keep in mind that the SH3 engine does not model sensors accurately. Enemy eyes, optics, RADAR, ASDIC, and hydrophones are in no way impaired by land or obstacles, so hiding on the leeward side of an island or beside a sunken wreck only means they don't have to worry with chasing you down while you're sitting there with the false security that you're hidden.

In the end, it is up to you to decide what feels more realistic in the game. I say this because you must remember the game engine does a half-ass job of simulating the real world so real world values may not offer the results you're seeking.

Hitman
02-09-12, 04:40 AM
Bear in mind that there are usually two approaches to this:

A) Put absolutely realistic values (Based on known facts about equipment) and live with the outcome. Usually will not produce a good gameplay, due to the limitations of the engine.

B) Tune the values to achieve realistic results, even if the values plugged might seem way off. NYGM and GWX tend to follow this idea, albeit with different approaches.

The best way to form yourself a good opinion is to read many books about Uboats and then decide wether or not you feel during your gameplay that the experience is similar, and the tactis on the books work also in the game. It's of course long process, but it's also the most rewarding.

jaxa
02-10-12, 12:11 PM
OK, I'm agree with you, but what is your opinion - is it necessary to use third party sensors pack or stay with stock GWX data?