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Crannogman
01-06-15, 07:01 PM
I left Pearl in early '42 with a new Gato and RSRD. I found the hunting incredibly austere, to the point where I snuck into a harbor in Formosa and sank 5 ships. Then I started getting contacts reports suggesting a shipping route, and started down it. Still nothing on sonar, then a medium freigher loomed out of the fog dead ahead. A few days later in the Bungo Duido, I was able to confirm that I my sonar only worked when I was submerged.
I though RSRD only changed campaign stuff, not AI and sensors etc. Anyone have any idea if it's RSRD, or maybe the Gato?

Sniper297
01-06-15, 10:43 PM
Never tried RSRDC myself, but from what I understand some of the megamods try to get more realistic by disabling certain things - like the black / blue sonar contact lines on the map. Dunno if RSRDC does that, but one of the megamods you won't see the lines even if you have the map contact update cheat turned on.

merc4ulfate
01-07-15, 10:44 AM
Yes the megamods remove contact lines. Most of them do. Most of them also remove sonar abilities surfaced while some add it back in. Sonar could be used on the surface but only at slow speeds.

The game also has a bad habit of using the most recent and closest contact report as a means of showing the lines if they are still available. Meaning if your contact can be seen visually it stops showing up as a line on the sonar.

You can still go to the sonar station and listen and find the contact yourself however. Some, even submerged, will not show contact lines for sonar if the scope is up and the target is being shown visually.

Generic Mod Enabler - v2.6.0.157
1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Improved Ship Physics 2.6_TMO_RSRDC
TMO_Visuals_for_RSRDC
Fixed_CD_sonar_RSRDC
Classe_Balao_CamoTri
Pacific Sound Mod
Nav Map Make-Over v2.1
NMMO Airbase Add-on
NMMO v2.1 Patch 1 with AB
NMMO Maps Add-on
NMMO Pre Pearl Harbor Career Start Add-on
NMMO Reverse Ocean Colors Add-on
Less Plankton 1.2

CapnScurvy
01-07-15, 12:57 PM
Crannogman, you've not stated your mod list (except for RSRDC). If your using RSRDC v550 only (for the stock game.....no other mods activated with it) I can answer your questions.

Yes, RSRDC is thought to only add historical routes to the game.....it does a lot more. New ships, and planes are added. Configuration files are changed, so are data files.

To answer your question about the Gato (and most later model subs in RSRDC), the sensor file was changed from stock......having the "Ball" mount hydrophone (the one on the bottom of the hull used with newer subs) to require submerging before it works. That's not what it should do, but that's what it does. I'm guessing Lurker had his head filled with Operation Monsun and just forgot that American subs (outside of the S-Class, or a couple of the older class subs) didn't require the sub to be submerged when using a "Ball" mount sensor.

Here's the comparison of the Stock file on the left, RSRDC on the right:

http://i175.photobucket.com/albums/w132/crawlee/RDRDCHydPhone_zps7cecfd48.jpg

RSRDC requires you to be 12 meters deep before the hydrophone works, when equipped with the hull "Ball" type of Hydrophone. A work around is to remove the "Sensors_sub_US.sim" (found in the Data/Library folder) file from RSRDC.

Regarding not "hearing" a ship even though it's within eyesight of your sub. RSRDC changes the ship route speeds many times in the span of a day. If you've ever opened up one of RSRDC's .mis files, you would see a multitude of way points added to the shipping routes, when compared stock. He has some dropping down to less than 1 knot, then maybe shooting back up to 7 knots on the next way point. The problem is, when your manning the Hydrophone station yourself, you won't hear the target ship as long as its speed is less than halve its MaxSpeed set in its .dat file. Say a ship has a maximum speed of 16 knots....you'll not hear it with the Hydrophone yourself if it's travel speed is 7 knots. This is a stock game issue, not something brought on by RSRDC. However, RSRDC doesn't help the issue by trying to set many of its travel speeds less than halve the ship's MaxSpeed.

Crannogman
01-07-15, 01:08 PM
Thanks Capn, that must be it. My other mods are the nav map 2.1, PE4, and natural sinking; however, RSRD is the only thing that I added between my last patrol and this. I'm guesing I'll have to be in port to fix that, no? I'm out of fish and 16 hours West of Midway, but I'm pretty sure getting to Pearl and back in 3 days is out of the question

CapnScurvy
01-07-15, 04:19 PM
Yes, remove that .sim file after you're back in port...between assignments. Instead of completly removing it, just rename it to something like "OLD_RSRDC_Sensors_sub_US.sim". Then you can always go back to it if you like.

Sniper297
01-07-15, 08:06 PM
Just to make it clear, if using JGSME you'll need to deactivate RSRDC, change the name or delete Sensors_sub_US.sim in the MODS folder, then re-activate it.


the "Ball" mount hydrophone (the one on the bottom of the hull used with newer subs)

Just for accuracy there were two, one on either side of the keel. Switch to external view and look up at the forward part of the sub in game.

IRL "flow noise" doesn't start to be a big problem until 10+ knots, best I recall it was something like a 1.8 decibel per knot increase above that. Didn't affect me since the AQS13 sonar I used was lowered from a hovering SH-3 Sea King with automatic stabilization equipment (an autopilot that kept the helo centered over the cable), zero knots = zero flow noise. :rock:

merc4ulfate
01-07-15, 09:00 PM
There were two because they did different functions.

Crannogman
01-07-15, 09:37 PM
There were two because they did different functions.

Yeah I noticed those little doodads while I was sneaking around in the shadows; hadn't noticed them on my Tambor. Anyhow, thanks for the help. I'm not sure whether to restart this whole 8-week tour with the fix, or just sink some flattops and head back to Pearl.

CapnScurvy
01-08-15, 08:38 AM
Yes, there are two of these "ball" type sensors on the bottom of the hull. In real life, one was for the Sonar, the other was for the Hydrophone. In-game the stock Gato has only one of them linked to the two different sensor's function. It makes no difference, that isn't the problem. RSRDC's MaxSensorHeight=-12 is the problem.

Sniper is right, you must deactivate your RSRDC mod from the game before making any changes to it. And, you must deactivate your mod list, one at a time......starting at the last mod activated, then working back up the list order until you get to the main RSRDC mod. I forgot to tell you these things because I figure anyone who adds mods should already know the proper way of doing things!!

suitednate
01-08-15, 04:03 PM
This is the answer to a question I have had for awhile now. Can we just change the -12 value to 0 instead of deleting or removing files?

Would you also suggest being in port in between patrols before doing this? Can this be done mid-patrol? Or will there be adverse effects like when you change anything else mid-patrol?

Crannogman
01-08-15, 04:06 PM
Yes, there are two of these "ball" type sensors on the bottom of the hull. In real life, one was for the Sonar, the other was for the Hydrophone. In-game the stock Gato has only one of them linked to the two different sensor's function. It makes no difference, that isn't the problem. RSRDC's MaxSensorHeight=-12 is the problem.

Sniper is right, you must deactivate your RSRDC mod from the game before making any changes to it. And, you must deactivate your mod list, one at a time......starting at the last mod activated, then working back up the list order until you get to the main RSRDC mod. I forgot to tell you these things because I figure anyone who adds mods should already know the proper way of doing things!!

Yeah I know to remove the mod. It's just a question of whether to finish this patrol first; I think I will (rather than reload the leaving of port)

CapnScurvy
01-08-15, 05:27 PM
This is the answer to a question I have had for awhile now. Can we just change the -12 value to 0 instead of deleting or removing files?

Would you also suggest being in port in between patrols before doing this? Can this be done mid-patrol? Or will there be adverse effects like when you change anything else mid-patrol?

Using Silent 3ditor....just set the value for MaxSensorHeight to 0.0.

I would set it to zero for all four of the Hydrophone/Sonar sensors. With RSRDC those Nodes are the same as stock....starting at #47 and going to #53.

As far as changing it in mid-patrol.......I'd wait and do it after returning to port. Usually it's the UPC files that will really mess things up if you change them during a patrol......of course a .sim file IS NOT a UPC file, but I'd still wait to make the change to an on-going campaign.

suitednate
01-08-15, 06:15 PM
Using Silent 3ditor....just set the value for MaxSensorHeight to 0.0.

I would set it to zero for all four of the Hydrophone/Sonar sensors. With RSRDC those Nodes are the same as stock....starting at #47 and going to #53.

As far as changing it in mid-patrol.......I'd wait and do it after returning to port. Usually it's the UPC files that will really mess things up if you change them during a patrol......of course a .sim file IS NOT a UPC file, but I'd still wait to make the change to an on-going campaign.

Thanks for the input. :salute:

Sniper297
01-08-15, 08:11 PM
I never looked into what exactly is in the save game files, but I've found that some modifications will work after a save and reload, others require starting a whole new career. Can't hurt to try the hack in the middle of the patrol, if it don't "take" or crashes the game, restore the original file then try it while in port.

Crannogman
01-10-15, 11:02 PM
So, glory be, I finally got a chance to get in and mess with it; was able to disable the file in RsRD, disable and thr rnable via JGSME, and then reload my saved mission with now-functioning hydrophones. Thanks for the help!

suitednate
01-13-15, 08:51 PM
Anyone know how to modify this for RFB? The sensors are not in the same folder location firstly. Second, I found the same file in the RFB mod itself, modified them to 0m depth and I still can't hear anything in the surface with my hydrophones. Anyone know anything?

Sniper297
01-13-15, 09:46 PM
Let's start with " The sensors are not in the same folder location".

What JGSME is, is essentially a glorified batch file which, when activated;

1. Reads the contents of C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\Data\Submarine (or whatever the mod is).

2. Moves to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\Data\Submarine and copies the same files to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\!BACKUP\Data\Submarine.

3. Copies the contents of C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\ to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\ to overwrite any file with the same name in the respective folders.

4. When you deactivate a mod, it copies the files of that mod (reading the info stored in C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\!INSTLOGS for which files to replace) into the main game folders, restoring the defaults. Assuming they WERE defaults in the first place, the main reason for starting with a virgin copy of the game and taking the "snapshot" with JGSME is to insure the original files in \MODS\!BACKUP actually ARE original.

So when using JGSME you actually have 3 copies of each file from the mod - the one in the main folder, the modded file from the MODS folder, and the original stored in \MODS\!BACKUP.

So the main problem is when using Silent 3ditor is making sure you're actually modifying the file you THINK you're modifying, and with three of them it can easily get confusing.

Correct way, use JGSME to deactivate the mod.

Edit the file(s) in the C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\Data\Submarine (or whatever the mod is) folder(s).

Start JGSME and activate the mod again - this should replace the original with your new modified file(s).

Basic computer operation;

Open Windows Explorer (not the same thing as Internet Explorer, Windows Explorer is for managing files on your own computer instead of over the web) and you get pictures. They're adorable, but not very practical. First thing click on Tools, then Folder Options.

Click the View tab, scroll down to the "Hide extensions for known file types" and click the checkbox to UNcheck that, then click Apply.

Next click View, Details, so you're looking at actual file names instead of useless icons. Choose details, you can click name, size, type, and Date Modified, that makes it easier to look for files - click the "Type" tab, for example, and all the files ending with .txt or .jpg are grouped together.

Now when you browse through the files, you find three named Sensors_sub_US.sim, you can look at the date and time the file was modified to confirm the one you modified is the one in the main folder.

suitednate
01-14-15, 05:02 AM
Let's start with " The sensors are not in the same folder location".

What JGSME is, is essentially a glorified batch file which, when activated;

1. Reads the contents of C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\Data\Submarine (or whatever the mod is).

2. Moves to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\Data\Submarine and copies the same files to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\!BACKUP\Data\Submarine.

3. Copies the contents of C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\ to C:\sh4new\Silent Hunter 4 Wolves of the Pacific\ to overwrite any file with the same name in the respective folders.

4. When you deactivate a mod, it copies the files of that mod (reading the info stored in C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\!INSTLOGS for which files to replace) into the main game folders, restoring the defaults. Assuming they WERE defaults in the first place, the main reason for starting with a virgin copy of the game and taking the "snapshot" with JGSME is to insure the original files in \MODS\!BACKUP actually ARE original.

So when using JGSME you actually have 3 copies of each file from the mod - the one in the main folder, the modded file from the MODS folder, and the original stored in \MODS\!BACKUP.

So the main problem is when using Silent 3ditor is making sure you're actually modifying the file you THINK you're modifying, and with three of them it can easily get confusing.

Correct way, use JGSME to deactivate the mod.

Edit the file(s) in the C:\sh4new\Silent Hunter 4 Wolves of the Pacific\MODS\unRealFleetBoat\Data\Submarine (or whatever the mod is) folder(s).

Start JGSME and activate the mod again - this should replace the original with your new modified file(s).

Basic computer operation;

Open Windows Explorer (not the same thing as Internet Explorer, Windows Explorer is for managing files on your own computer instead of over the web) and you get pictures. They're adorable, but not very practical. First thing click on Tools, then Folder Options.

Click the View tab, scroll down to the "Hide extensions for known file types" and click the checkbox to UNcheck that, then click Apply.

Next click View, Details, so you're looking at actual file names instead of useless icons. Choose details, you can click name, size, type, and Date Modified, that makes e it easier to look for files - click the "Type" tab, for example, and all the files ending with .txt or .jpg are grouped together.

Now when you browse through the files, you find three named Sensors_sub_US.sim, you can look at the date and time the file was modified to confirm the one you modified is the one in the main folder.

Did all that. What I meant was that the "sensor_sub_US.sim" file is not located in the data/library folder for the RFB version of RSRD. That file is located in the RFB mod itself. I changed the max sensor height parameter and still wasn't able to use the hydrophones on the surface.

Sniper297
01-14-15, 05:50 PM
Hmmm, I don't have RFB and I have version 1.4 of the game, just did a search for sensor_sub_US.sim, no file by that name. I can only assume it's a new file from 1.5 or RFB, if it's a new one created by the mod itself there must be another CFG file someplace that references it. Either way nothing further I can do until I get 1.5, sorry.

merc4ulfate
01-14-15, 10:41 PM
:k_confused: OMG 1.4 :k_confused:

TorpX
01-14-15, 11:42 PM
Looking in a reserve copy of RFB 2.0, I find this file here:

Data\Library\USSubParts\Sensors_sub_US.sim.

However, there is also the same file in the RFB_2.0_Patch_23April2010 mod, so changing the RFB 2.0 file by itself, will not help you much.

Note that the file is Sensors_sub_US.sim, not sensor_sub_US.sim.

suitednate
01-15-15, 12:06 AM
Looking in a reserve copy of RFB 2.0, I find this file here:

Data\Library\USSubParts\Sensors_sub_US.sim.

However, there is also the same file in the RFB_2.0_Patch_23April2010 mod, so changing the RFB 2.0 file by itself, will not help you much.

Note that the file is Sensors_sub_US.sim, not sensor_sub_US.sim.



Yeah that's the one I changed and still the hydrophones won't work while surfaced. :06:

Sniper297
01-15-15, 12:32 AM
Okay, I do have a Sensors_sub_US.sim, but not in Data\Library, it's in \Data\Library\USSubParts. So the one you should be hacking (after deactivating with JGSME) would be \Silent Hunter 4 Wolves of the Pacific\MODS\RFB\Data\Library\USSubParts\Sensors_s ub_US.sim.

The way JGSME works if the path is something like

\Silent Hunter 4 Wolves of the Pacific\MODS\RFB\Version2\Data\Library\USSubParts\ Sensors_sub_US.sim

that won't work, since JGSME is looking for whatver is directly under \MODS\FolderName to copy that directly into \Silent Hunter 4 Wolves of the Pacific. So anything other than \MODS\FolderName\Data\RestOfThePath won't work correctly. Like Webster's torpedo mods for example, when the file is unzipped you have

Webster's Improved US Torpedo for v1.4 and v1.5\Webster's Improved US Torpedo v1 plus V2 and V3. You cannot copy/extract that directly to MODS or you'll have

\Silent Hunter 4 Wolves of the Pacific\MODS\Webster's Improved US Torpedo for v1.4 and v1.5\Webster's Improved US Torpedo v1 plus V2 and V3

Then when you run JGSME you end up with

C:\sh4new\Silent Hunter 4 Wolves of the Pacific\Webster's Improved US Torpedo v1 plus v2 and v3 folders, which the game is not going to look in for data.

So check the path in the MODS folder, make sure you don't have \Data buried inside two folders or something, then check the date on the \Silent Hunter 4 Wolves of the Pacific\MODS\RFB\Data\Library\USSubParts\Sensors_s ub_US.sim to make sure it's the one you just modified.

TorpX
01-15-15, 01:53 AM
Yeah that's the one I changed and still the hydrophones won't work while surfaced. :06: But you're using RFB_2.0_Patch_23April2010 aren't you? (You should be!)

So you need to change the file in that one. When you enable RFB_2.0_Patch_23April2010, the file in this will overwrite the RFB 2.0 version.

Whenever you enable a series of mods with JSGME, that have the same file, the last one enabled will be the version used by the game.

suitednate
01-15-15, 04:44 PM
But you're using RFB_2.0_Patch_23April2010 aren't you? (You should be!)

So you need to change the file in that one. When you enable RFB_2.0_Patch_23April2010, the file in this will overwrite the RFB 2.0 version.

Whenever you enable a series of mods with JSGME, that have the same file, the last one enabled will be the version used by the game.




Yes I edited the one in the RFB patch that you mentioned. Still doesn't work.

Is it possible that it actually might be working but I won't hear enemy ships on the surface because my guys can technically see them on the surface even if they haven't called them out yet? Thing is I still can't even hear my own engines on the surface so I'm thinking it's not working at all.

TorpX
01-15-15, 10:21 PM
Yes I edited the one in the RFB patch that you mentioned. Still doesn't work.

Is it possible that it actually might be working but I won't hear enemy ships on the surface because my guys can technically see them on the surface even if they haven't called them out yet? Thing is I still can't even hear my own engines on the surface so I'm thinking it's not working at all.

Just to review:




You disabled all mods
You changed the RFB_2.0_Patch_23April2010 file
There are no mods after this one that change that file


If you followed these criteria, I don't know why it wouldn't work. Even if the crew does not report contacts, you should still be able to hear them yourself, unless they are going too slow. You should certainly be able to hear your own screws, though.

Maybe this has to be done in port?

CapnScurvy
01-16-15, 10:13 AM
Is it possible that it actually might be working but I won't hear enemy ships on the surface because my guys can technically see them on the surface even if they haven't called them out yet?

There's a stock problem while manually (meaning, when you listen for the target screws) using the Hydrophone, under certain conditions you'll not hear the target. I found that when the target's Maximum Speed is set in its xxx.sim file, if the target is programed to travel at or less than half its MaxSpeed.....you won't hear it. Your hydrophone crewman will report it, but you won't hear a thing. For instance, RSRDC has all its ship routes with multiple waypoints (hundreds of waypoints over stock), Lurker has each waypoint changing the targets speed (sounded good at the time) to confuse the enemy. However, if the targets speed drops just below half the Max rated speed.....you can't hear it.

I'm suspecting RFB fooled around with those routes as well.

Thing is I still can't even hear my own engines on the surface so I'm thinking it's not working at all.

Well, you won't hear your own engines. The sensor .sim file for the hydrophone doesn't allow for you to hear to the rear of the sub. It's blocked out by design.

============

Follow what TorpX has written regarding changing the RFB_2.0_Patch_23April2010 file. If that's the last mod in your activation list.......that's the files you need to change.

merc4ulfate
01-16-15, 12:17 PM
If a ship is traveling at less than half it's maximum speed you won't hear it. So if a ships top speed is 15 knts and it is traveling at 7 you will not hear it.

Sniper297
01-16-15, 03:16 PM
At this point I would hunt up a copy of the original July 2007 file and use it to replace whatever is in there now.

pdiddy
01-16-15, 05:01 PM
I thought this mod RSRDC_Fixed_CD_sonar.rar (http://www.subsim.com/radioroom/downloads.php?do=file&id=4057) fixed this problem. (If not, does anybody know what it does?)

I have not encountered any "silent" ships since installing - of course I may have just not encountered any ships going half-speed.

TorpX
01-16-15, 09:22 PM
I thought this mod RSRDC_Fixed_CD_sonar.rar (http://www.subsim.com/radioroom/downloads.php?do=file&id=4057) fixed this problem. (If not, does anybody know what it does?)



It fixes the sensors of the IJN coast defense ships; meaning they can now properly hear you. It doesn't change your sensors.

TorpX
01-16-15, 09:32 PM
Yeah that's the one I changed and still the hydrophones won't work while surfaced. :06:

I didn't think of this before, but what model of boat are you playing?

The S-class has never had a surface hydrophone ability (and shouldn't). The sonar nodes may be located in a different place in the 3d model, rendering your changes inoperative.

suitednate
01-17-15, 12:46 PM
I didn't think of this before, but what model of boat are you playing?

The S-class has never had a surface hydrophone ability (and shouldn't). The sonar nodes may be located in a different place in the 3d model, rendering your changes inoperative.




I have been using everything BUT the S boats. Been in a Salmon, Gato, Balao, etc.

suitednate
01-17-15, 01:03 PM
Just to review:




You disabled all mods
You changed the RFB_2.0_Patch_23April2010 file
There are no mods after this one that change that file


If you followed these criteria, I don't know why it wouldn't work. Even if the crew does not report contacts, you should still be able to hear them yourself, unless they are going too slow. You should certainly be able to hear your own screws, though.

Maybe this has to be done in port?






Followed all if that criteria, and I have made these changes while in port. I'm pretty sure you use RFB yourself. Have you made these changes? Do your hydrophones work on the surface?

suitednate
01-17-15, 01:06 PM
There's a stock problem while manually (meaning, when you listen for the target screws) using the Hydrophone, under certain conditions you'll not hear the target. I found that when the target's Maximum Speed is set in its xxx.sim file, if the target is programed to travel at or less than half its MaxSpeed.....you won't hear it. Your hydrophone crewman will report it, but you won't hear a thing. For instance, RSRDC has all its ship routes with multiple waypoints (hundreds of waypoints over stock), Lurker has each waypoint changing the targets speed (sounded good at the time) to confuse the enemy. However, if the targets speed drops just below half the Max rated speed.....you can't hear it.

I'm suspecting RFB fooled around with those routes as well.



Well, you won't hear your own engines. The sensor .sim file for the hydrophone doesn't allow for you to hear to the rear of the sub. It's blocked out by design.

============

Follow what TorpX has written regarding changing the RFB_2.0_Patch_23April2010 file. If that's the last mod in your activation list.......that's the files you need to change.

So are you saying I would be able to hear other ships while using the hydrophones on the surface? Just not my own engines? Because I certainly hear my own engines when I'm submerged and train the dial to 180.

TorpX
01-17-15, 08:59 PM
Followed all if that criteria, and I have made these changes while in port. I'm pretty sure you use RFB yourself. Have you made these changes? Do your hydrophones work on the surface?

I do use RFB, RSRDC and all, but I am playing an S-class boat, so I haven't made any sonar-related changes to any files. The S-class have never had surface sonar capability.

I am at a loss to figure out what you should do at this point.

suitednate
01-17-15, 10:26 PM
I do use RFB, RSRDC and all, but I am playing an S-class boat, so I haven't made any sonar-related changes to any files. The S-class have never had surface sonar capability.

I am at a loss to figure out what you should do at this point.






Well if you do any patrols in any other boats please let me know the result. Thanks.

Sniper297
01-18-15, 03:18 AM
I'm not using anything but my own mods at this point, which makes no changes to the original Sensors_sub_US.sim from 2007. In a Sargo I can hear my own screws on the surface from 170 to 190, also any ship moving faster than 5 knots or so.

CapnScurvy
01-18-15, 09:31 AM
So are you saying I would be able to hear other ships while using the hydrophones on the surface? Just not my own engines? Because I certainly hear my own engines when I'm submerged and train the dial to 180.

If your playing just stock, you should be able to hear targets while on the surface, with certain later class subs. As long as the target ship doesn't travel at or below half its rated MaxSpeed. However, the S-Class and early Porpoise, Sargo/Salmon boats will need to submerge to have the Hydrophone's to work. That's because the sensor is set on top of the deck with these early class Hydrophone's.

One other wrinkle that gets into the mix is that the stock game has the Hydrophone and Sonar switched between the two. It's unfortunate, but the stock game has the Hydrophone linked to the Sonar parameters, the Sonar is linked to the Hydrophone parameters. That's why you can hear your own engines......even though the stock parameters for the Hydrophone state otherwise. Oh, if only the average player knew what a mess this game is!! Eye candy.......we got a boat load. Quality control.......not so much!

I'm not using anything but my own mods at this point, which makes no changes to the original Sensors_sub_US.sim from 2007. In a Sargo I can hear my own screws on the surface from 170 to 190, also any ship moving faster than 5 knots or so.

What I already stated. The Hydrophone is linked to the Sonar parameters, the Sonar is linked to the Hydrophone parameters. The two are different in their bearing sweep parameters.

You say you can hear "any ship moving faster than 5 knots...." is only because the MaxSpeed set for that ship is greater than 10 knots.....say 11 knots or greater.

From what I've seen within the stock mission/campaign .mis files is that most/all merchant ships travel at about 8 to 9 knots between waypoints. That just about covers all the target MaxSpeed possibilities within the game. Passenger ships usually travel faster, but their MaxSpeed is usually set greater too.

It's my impression that warship's are set differently. Even though they have MaxSpeed figures set high (some at 30 -35 knots)....... if their linked as "escorts", they become part of the convoy's overall speed rating in the .mis file. It's also possible that warship's are not a part of this "half its rated MaxSpeed" modifier. There are differences between the "ClassType" of ships available in the game. That's why there's a "ClassType=" parameter in the xxx.cfg file for each ship. It's my opinion, there's some set of coded parameters that are specific to that particular "Type" of ship. Just like there are differences between the AI aircraft in-game.

Why do you suppose the "ClassType=302" aircraft act's like a dive bomber when it nears an enemy target? That coded behavior of diving onto an enemy target (unlike any other aircraft) is not within the aircraft's files we have access to. Yet, the game has that particular "ClassType" do its thing every time it's called upon to preform. The torpedo bomber does its attack differently, do does the level bomber, yet there's no place in the files that distinguishes this behavior from one another, except for the difference of "ClassType". We just don't have access to ALL information that goes into making up the game.......UbiSoft has to keep some things to themselves!

Sniper297
01-18-15, 12:07 PM
"early Porpoise, Sargo/Salmon boats will need to submerge to have the Hydrophone's to work. That's because the sensor is set on top of the deck with these early class Hydrophone's."

In game they're similar to real life, one rotating T shaped hydrophone on deck, two domes under the forward torpedo room which DO work on the surface same as any other surface ship with sound heads under the keel.

Historical note, some S class boats also had sound heads under the keel since the S boats were the ones used for early sonar experiments back in the 1920s. The JP sonar (the rotating T on deck) was not used on the surface for obvious reasons, but the lower sound heads were. There was originally a separate sonar station in the forward torpedo room for the lower sound heads, and the two different types of sonar had different ranges and accuracy - this is not modeled in game because, as you say, we got eye candy instead of simulation.

TorpX
01-18-15, 08:29 PM
Well if you do any patrols in any other boats please let me know the result. Thanks.

I won't be able to help you. As I said, I haven't made any changes to the sonar/hydrophone files. Iow, I use the unaltered RFB files. I don't really consider the matter worth the trouble to try and fix it. Sound aspects of the game have always been weak, and I try not to depend on them too much. The hard-coded flaws in the game make fixing most of these things impossible. I came to this conclusion, when I first started playing SH4, and found I was able to "hear" ships on the other side of an island. :doh:

merc4ulfate
01-18-15, 10:30 PM
UNINSTALL GAME
REBOOT
CHECK REGISTRY TO MAKE SURE ALL ENTRIES ARE GONE
REBOOT
REINSTALL GAME (on a drive other than your system drive if possible and do not install in PROGRAM FOLDER OR FILES)
REBOOT
INSTALL JSGME
REBOOT
INSTALL MODS
REBOOT

Your problem will no longer be there