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-   -   Soundman STILL not Calling.../contact.cfg (https://www.subsim.com/radioroom/showthread.php?t=196957)

Trevally. 07-22-12 09:08 AM

Looking in the objects folder

http://img812.imageshack.us/img812/5131/radaru.jpg

This shows the range etc for the radar (and there is the sweep that I talked about above)

The "ProbInsideArc = 0.95" could this be why the radar spikes fades in and out?

hydro is also set like this, but visual is at 0.0

Would be the max setting or 0 to ensure radar spike is always shown?

TheDarkWraith 07-22-12 09:14 AM

Quote:

Originally Posted by Trevally. (Post 1912687)
Looking in the objects folder


This shows the range etc for the radar (and there is the sweep that I talked about above)

The "ProbInsideArc = 0.95" could this be why the radar spikes fades in and out?

hydro is also set like this, but visual is at 0.0

Would be the max setting or 0 to ensure radar spike is always shown?

Never hurts to try but I think the radar is suffering from the same thing the hydrophone did before I patched it. I'm still trying to find the radar routine in the exe...

Trevally. 07-22-12 09:16 AM

;Radar.
Radar range factor=1 ;[>=0] (keep range setting true at all times?)
Radar fog factor=0 ;[>=0]
Radar light factor=0 ;[>=0]
Radar waves factor=0 ;[>=0]
Radar speed factor=0 ;[>=0]
Radar aspect=1 ;[>=0] (??)
Radar enemy speed=0 ;[>=0]
Radar noise factor=0 ;[>=0]
Radar sensor height factor=0 ;[>=0]
Radar already tracking modifier=10 ;[detection probability modifier] (hmm - the more target = less accuracy?)
Radar decay time=150 ;[>0] already tracking bonus decay, in seconds (this must be how long after contact is lost before it fades from map view?)
Radar uses crew efficiency=false ;[true or false] (no crew affect?)

TheDarkWraith 07-22-12 09:19 AM

Radar aspect is the aspect ratio of the contact. Not sure how different values for this affect the sensor. That's why I said it's time to play!

I have a vague idea of what all the other entries do but without real concrete testing to confirm it it would be total speculation.

troopie 07-22-12 10:05 AM

@TDW, on a brief tangent, how's the GTX690?

TheDarkWraith 07-22-12 10:10 AM

Quote:

Originally Posted by troopie (Post 1912710)
@TDW, on a brief tangent, how's the GTX690?

Better than I expected! Totally blows away my old GTX590. I had a little micro-stuttering from time to time in games with the GTX590 but not anymore with the 690. It's well worth the money. Hopefully the GK110 cards won't be out for another 6 months so I don't have to shell out big $$ again :-?

troopie 07-22-12 10:24 AM

Quote:

Originally Posted by TheDarkWraith (Post 1912715)
Totally blows away my old GTX590

Crack up, I tried to get a hold of a GTX550 in oz last year but it was too hard! We're a bit behind the times down here!

Trevally. 07-22-12 10:53 AM

More radar testing.

Contocte does not effect call out.
Contocte is not range either - it seem to be total power of contact signals from target.
I moved towards target until it read over 200 - then backed off
It continued to go up until I reversed out or range.
Contocte - ramained on radar even when out of range.
Switching radar off on will not reset it:hmmm:


Testing the data\Objects\Sensors\UBoot_Sensors.sim I changed ProbInsideArc = 0.95 to ProbInsideArc = 0
Contact was shown on radar screen but not seen by crew or drawn on map. (TCx1+8)

Changed it to ProbInsideArc = 1
Crew could see target and marked it on map. This happened at long range 6600m (TCx1+8):yeah:
http://img841.imageshack.us/img841/7872/86327448.jpg

Tested again on map view at TCx64 - crew did not find contact
Tested again at TCx32 - crew did find contact


:hmmm:
Looks as if the radar is more effective at low TC and anything above 32 (animation limit?) - it will not see the target

Trevally. 07-22-12 11:15 AM

Radar Warning

I changed the aabove sensor file to set radar detection to 15km and 20km (there are a few types?)
Anyway here is the file:-
https://rapidshare.com/files/1956477..._Range_20km.7z

@TDW
Perhaps you can change your file in your Ui, Irai and FX whe we can find out the actual range these detectors worked from?

Here is the result
http://img37.imageshack.us/img37/1852/69220811.jpg

Bomber radar detected - called out and drawn - TC dropped to 8 :up:

TheDarkWraith 07-22-12 11:19 AM

Quote:

Originally Posted by Trevally. (Post 1912732)
Tested again on map view at TCx64 - crew did not find contact
Tested again at TCx32 - crew did find contact

:hmmm:
Looks as if the radar is more effective at low TC and anything above 32 (animation limit?) - it will not see the target

This is that TC limit bug I mentioned some posts back. There are a lot of things that are TC limited I'm seeing in the exe file :shifty:

Trevally. 07-22-12 11:26 AM

For radar detector warning ranges - here is a post about them

Quote:

The Scharnhorst also had a trainable Palau passive antenna on top of the aft rangefinder/radar hut. This was a passive detector antenna that feed intercepted signals to the Wanze automatic radar warning receiver (70cm-350cm wavelengths) and the Samos or Fanoe detector recievers. The Fanoe could automatically detect wave lengths from 20cm to 70cm.

The Bali omni-directional detector antennas would have been mounted high up on a mast or yard arm and still functional. These could have detected metric emissions at great range. Next the Sumatra antennas placed at sundry places about the superstructures could give a rough indication of direction of metric emissions.

The Scharnhorst's FuMB devices had also detected Burnette's cruiser's radar emissions early that morning, long before the Belfast detected the Scharnhorst with its Type 273 at 30km. This was the reason Bey turned around to investigate, but he failed to switch on his active radars at that point, and obviously did not have them switched on in time
So it look like the detectors had a longer range than the actual radar:hmmm:

0rpheus 07-22-12 01:10 PM

Quote:

Originally Posted by TheDarkWraith (Post 1912743)
This is that TC limit bug I mentioned some posts back. There are a lot of things that are TC limited I'm seeing in the exe file :shifty:

I know it's early days, but do you think this is something that can be rectified? Being stuck at 32x for anything to really work is going to make for some long patrols! :har:

null8fuff10 07-22-12 01:40 PM

Does someone tried following procedure?

- new installation SH5 stock
- Patch 1.2
- TDW Patcher 1.0.46.0 (broken hydrophone fix TRUE, Crew wakeup Change 1, 2, 3 TRUE)
- No Mods installed
- Start game
- Loading ASW Testmission

>>> Everything works fine here, Hydrophone contacts submerged and on surface (out of visual range and far enough away from target ship)
OK, good until here!!! <<<

Now ...
- Exit game
- Starting game
- Starting new campaign
- Starting tutorial

>>> NO contact line, NO text in messagebox, NO hydrophone callout from Benno on surface or submerged. Only when I myself take over the station, the contact lines will be visable on TAI. <<<


I am perplexed - shall I am the only one here, whi has this problem? I am surprised and can't belive :hmmm:

Tell me I am stupid :/\\!!, but give some useful informations please. Did I do something wrong?


Regards
null8fuff10

hitmanuw 07-22-12 01:58 PM

for me works fine with this mods :
Accurate German Flags
sobers 3D deck spray mod V7
SteelViking's Interior Mod V1.2
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 5x4
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
EQuaTool 01.01 by AvM - Large Style
Critical hits 1.1 Torpedos
SM_ASW
DBSM_Music_1_0_4
Reduced Mission Tonnage v02
stoianm upgrade available mod stock file

null8fuff10 07-22-12 03:06 PM

@ hitmanuw

Also when you start a new campaign without any Mods?


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