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-   -   [REL]Visual and Hydrophone detection issue: a new workaround (https://www.subsim.com/radioroom/showthread.php?t=107989)

Wilcke 04-11-07 10:03 AM

Rubini,

No need to respond, I am on a longer patrol now, VIIB, 09/1940. The Stay Alert 8k continues to work real well and no glitches. This is superb.

Ready for the 16k Beta, have another fresh install of GWX 1.03 awaiting!:up:

Good work man!

Wilcke

04-11-07 10:16 AM

Quote:

Originally Posted by jimbuna
Quote:

The 16km version will arrive in some days
:up:


:up: :up: :up:

Alex 04-11-07 11:06 AM

:cool:

:up:

mikaelanderlund 04-11-07 01:28 PM

Quote:

Originally Posted by Rubini
Thanks for the feedback Reece!

The 16km version will arrive in some days!;)

Thanks Rubini. Can't wait! :D . This mod together with the upcoming GWX 1.04 will make my day:sunny: .

Mikael

Reece 04-13-07 03:25 AM

This is not so good news ... started a new patrol using AI_Sensors_Jungman_GWX.dat file & this works great, though does seem to be an overkill now with DD's almost deaf, well that's what it seems & now my hydraphone operators are deaf again, I thought the AI sensors would have no effect, but at periscope depth and the DD about 1km away on a bearing of 65 degrees the crew reports no contact, I could then proceed with TC greater than 32! I definitely only changed that 1 file!:cry:

Jimbuna 04-13-07 04:38 AM

Personally mate, I'd take Jungman out :arrgh!:

Makr 04-13-07 07:34 AM

Quote:

Originally Posted by Reece
This is not so good news ... started a new patrol using AI_Sensors_Jungman_GWX.dat

What is this? Is this file part of the mod, or something you added in?

Reece 04-13-07 07:49 AM

It's in the options folder, can use mod as is or replace the dat & cfg files with others supplied!:yep:
Rubini, I do use SH3 Commander & that may have altered the AI sensor file, (I didn't roll back when putting the new file in) I will try again but I doubt that this would cause uboat hydraphones to change! I always seem to get myself in the Poo!:lol:

Wilcke 04-13-07 09:32 AM

I know what you mean sometimes you just forget especially late at night!:dead: I am so glad I have a backed up SH3 1.4b fresh and ready to go! Saves a lot of time after I bungle up an install!

Wilcke

Rubini 04-13-07 09:49 AM

Hi guys,

I started the work on 16km after the great help of bert8for3 which provide me a complete bunch of tests for GWX 16km version.

The first conclusion is that the main problem is really with the 8km version on GWX and stock (probably also on others big mods). The 16 km, despite also have a slight blind and deaf crew, rarely have that annoying problem to be stopped from a TC under enemy fire. This is really more common on 8km version because, like I said, the big mods only provide one set (the same files) of sensors files for both 8km and 16km versions, and this settings are normally more adjusted for 16km.
Definitively, each version needs it's own sensors files.

I will be out on the weekend but expect the 16km fix mod for the next week.;)

@Reece: well, yes, Jungman AI_sensors is a bit more easy to play with. This is why I suggest to only use it on the early war. But the problem that you describe is probably some type of mess that you made with yours files. Install the mod again!

Jimbuna 04-13-07 10:11 AM

Quote:

I will be out on the weekend but expect the 16km fix mod for the next week.
Nice one Rubini :up: :arrgh!:

Wilcke 04-13-07 01:46 PM

Rubini,

Have a good one! :up:

Wilcke

Reece 04-15-07 08:51 PM

Thanks for the reply Rubini, yes I have found SH3 Commander have varying AI_Sensors.dat files & cfg files that mess things up a bit, I have rolled back & removed them from the various random folders etc. Mod seem to be functioning properly now.:up: One unusual thing is that I often get no contact, then going to Hydraphone, point to ship sound, shows the type, THEN the crew start reporting the contact, but as soon as I leave to external view all goes quiet again! until I press "H", is this a stock bug?:-?

Rubini 04-15-07 09:32 PM

Quote:

Originally Posted by Reece
Thanks for the reply Rubini, yes I have found SH3 Commander have varying AI_Sensors.dat files & cfg files that mess things up a bit, I have rolled back & removed them from the various random folders etc. Mod seem to be functioning properly now.:up: One unusual thing is that I often get no contact, then going to Hydraphone, point to ship sound, shows the type, THEN the crew start reporting the contact, but as soon as I leave to external view all goes quiet again! until I press "H", is this a stock bug?:-?

Yes, I think so.
The hydrophones is the most important thing that was left unfinished by the Devs. Raduz that was also working with Hydrophones also find a lot of small bugs on it.

Anyway this mod donīt makes any deep change on hydophones (in truth in any settings). On Hydrophones I just raised itīs deafult range and "velocity" of the detection by the crew. So this type of bug that you describe is not related with these changes. I also had noticed them before this mod.;)

Reece 04-15-07 10:53 PM

Thanks Rubini, I finally came across plenty of aircraft near Scapa Flow (early 1941), been a bit scarce till now, although visual sightings & hydraphones have been great this does not apply to aircraft, twice I have had to reload the game, as soon as the aircraft is spotted it is too late, there is no time to dive, if you stay on the surface and fight, bombs drop directly on deck and kill you, if you do manage to dive they drop bombs on deck and you die!:x This is the 8k version, is there a way to spot them earlier & make them not quite so Uber?:cry: I double checked the files:
Sensors.dat (30k version)
AI_Sensors.dat (Jungman)
Sim.cfg & Sensors.cfg
They are definitely the correct ones.:yep:
Any help would be appreciated.

panzerschutze12ss 04-16-07 01:53 AM

Does anybody have this MOD posted on FileFront? Can not download it off Rapidshare and would really like to try this MOD. If nobody has it up on FileFront could sombody please let me know if they would be willing to send it by e-mail to me. Thank You

poor sailor 04-16-07 03:00 AM

Quote:

Originally Posted by panzerschutze12ss
Does anybody have this MOD posted on FileFront? Can not download it off Rapidshare and would really like to try this MOD. If nobody has it up on FileFront could sombody please let me know if they would be willing to send it by e-mail to me. Thank You

I already posted another link in this thread but here you go again http://files.filefront.com/Stay_Aler.../fileinfo.html

panzerschutze12ss 04-16-07 05:26 AM

Thanks PoorSailor! I'm pretty good in serching the threads for the answers to my prob. But in haste I missed your post. As they say it's the one you don't see that gets you. THANKS AGAIN!

NOW I"LL GO AND :damn: AGAINST THE BULKHEAD!!!!

Rubini 04-16-07 07:39 AM

Quote:

Originally Posted by Reece
Thanks Rubini, I finally came across plenty of aircraft near Scapa Flow (early 1941), been a bit scarce till now, although visual sightings & hydraphones have been great this does not apply to aircraft, twice I have had to reload the game, as soon as the aircraft is spotted it is too late, there is no time to dive, if you stay on the surface and fight, bombs drop directly on deck and kill you, if you do manage to dive they drop bombs on deck and you die!:x This is the 8k version, is there a way to spot them earlier & make them not quite so Uber?:cry: I double checked the files:
Sensors.dat (30k version)
AI_Sensors.dat (Jungman)
Sim.cfg & Sensors.cfg
They are definitely the correct ones.:yep:
Any help would be appreciated.

I can ensure to you that the planes are now detected far before than in the original GWX/Stock...and it is plane size dependant. Anyway the small aircraft are yet not detected in a good distance, but the medium and big ones probably will be. It's always possible to put this yet far distant but we will notice some small side effects...the small ships will become to be detected also so far away.
Another necessary comment is about fog presence. The game really makes the airplanes/small ships a bit more difficult to detect when you have fog.

Anybody more have some feedback on planes detection or noticed some other odd side effect? If needed I can adjust the planes detection to go yet more distant.;)

@Reece: can you test a adjusted version of the Sensors.dat when the airplanes detection will be the double distance that you have now?

Reece 04-16-07 08:25 AM

Quote:

@Reece: can you test a adjusted version of the Sensors.dat when the airplanes detection will be the double distance that you have now?
Yes there is a saved version about 300k before the area of this incident, or, if required I can restart a new patrol, go back there, & deliberately "hang around" to see what happens!:up:
The planes are Hurricanes I think, sound sluggish, 1 prop.
Thanks, eagerly wait for link!:yep:
Cheers.

PS. Was a clear day.


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