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K_Sea6
06-26-06, 09:03 PM
Does anyone know where I would be able to tweek my own U-boats hydraphones max range at? I found it once but have forgotten Thanks

Fab
06-27-06, 06:39 AM
Are you trying to bring the max range down? If so, I'd love to see Teddy Bär add this to NYGM 2.01. The hydrophones are just way too powerful in SH3 I think.

don1reed
06-27-06, 07:19 AM
Fab,

David Miller in his book, "U-Boats", provides info re Gruppenhorchgerät (GHG)

The range depended on the ambient acoustic properties of the water but, given favorable conditions, single ships could be detected at about 11nm (20km) and convoys at about 54nm (100km).


also, see: http://www.uboat.net/articles/id/52

where it lists destroyers detectable at 10nm,
single ship at 7.5nm, &
convoys at 50nm

...as you can see, there is a slight difference...all due to the oceans conditions...

Gunther Prien once reported that during the night he was under a wasserbombe attack, but in reality another ship was being bombed by aircraft over 100nm away.

These forums have discussed this issue many times in the past and have left it where it stands.

K_Sea6
06-27-06, 08:35 PM
Are you trying to bring the max range down? If so, I'd love to see Teddy Bär add this to NYGM 2.01. The hydrophones are just way too powerful in SH3 I think. Yes I agree, and did bring the max range down for AI hydraphone to a more realistic range with "mini tweeker" to 8000 meters from 10500, I think 4000 meters is closer to realistic but I'll just stick with that until I find out for sure. But anyway its my hydraphone i'm wanting to raise because I see my targets way before I here them somewhere right around 6000 meters and I visual them at 16000 meters, I think I should here them way before I see them I'm just suprised you can't do it with mini tweeker

Gammel
06-27-06, 08:40 PM
Sensors.cfg file should give you good control tweaking your Uboat crew´s ai.
sim.cfg for enemy ai...

K_Sea6
06-27-06, 08:50 PM
Fab,

David Miller in his book, "U-Boats", provides info re Gruppenhorchgerät (GHG)

The range depended on the ambient acoustic properties of the water but, given favorable conditions, single ships could be detected at about 11nm (20km) and convoys at about 54nm (100km).

also, see: http://www.uboat.net/articles/id/52

where it lists destroyers detectable at 10nm,
single ship at 7.5nm, &
convoys at 50nm

...as you can see, there is a slight difference...all due to the oceans conditions...

Gunther Prien once reported that during the night he was under a wasserbombe attack, but in reality another ship was being bombed by aircraft over 100nm away.

These forums have discussed this issue many times in the past and have left it where it stands. If 10 NM = 18,520M and 7.5 NM = 13,890M than the average would be somewhere around 16,000M The same as my Visual. Soooo If convoys could be herd at 50 NM =to 92,600M , in some cases depending on conditions, so on so forth In my opinion 20,000 Meters would make a good equation What does everyone else think???

K_Sea6
06-27-06, 08:55 PM
Sensors.cfg file should give you good control tweaking your Uboat crew´s ai.
sim.cfg for enemy ai... Now, I have been to Sensors.cfg Game file and mini tweeker and havn't found a thing on Hydraphone ranges only this....... ;Hydrophone Hydrophone range factor=1 ;[>=0] Hydrophone fog factor=0 ;[>=0] Hydrophone light factor=0 ;[>=0] Hydrophone waves factor=0.2 ;[>=0] Hydrophone speed factor=0.5 ;[>=0] Hydrophone enemy speed=0 ;[>=0] Hydrophone aspect=0 ;[>=0] Hydrophone noise factor=0.5 ;[>=0] Hydrophone sensor height factor=0 ;[>=0] Hydrophone already tracking modifier=20 ;[detection probability modifier] Hydrophone decay time=150 ;[>0] already tracking bonus decay, in seconds Hydrophone uses crew efficiency=false ;[true or false] and I can't make heads or tails of it.

Gammel
06-28-06, 10:00 AM
The mini tweaker is not needed (and i assume it won´t work) for changing .cfg files. Just use notepad.
.
Guess you know that and i probably got you wrong here, my english is not very good, as you can see... :D

Changes made in the sensors.cfg/sim.cfg will have an huge impact on sensor performance, i´m working on the sim.cfg right now for tweaking enemy hydrophones and visual performance - i know for sure
Problem is, i can easily test results of my tweaking efforts with the "noise level meter" that you can turn on/off in realism settings.
It´s a good indicator how the enemy can "see/hear" your sub.

For tweaking your crews ai/sensors you have nothing similar to that...
Also you need a good savegame or perhaps a selfmade testmission for testing - very important.

If you don´t want to tweak sensor performance in the *.cfg files, you can do too with TT mini tweaker due making changes in the sensors.dat file. Here you can make changes (like altering range etc.) to every single sensor your boat has.

Hope my posting was a little usefull to you, but i guess not. :cry:
I fail all the time, lol
:D