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-   -   [REL] Repaired Equipment MOD by Xrundel and TheBeast (https://www.subsim.com/radioroom/showthread.php?t=184224)

volodya61 02-17-13 01:48 PM

Quote:

Originally Posted by gap (Post 2011301)
On the other hand, the Admiralty report I mentioned a few days ago (cumulative edition) refers maximum ranges of 10 nm for single contacts and 20 nm for convoys in very good conditions, i.e 18.5-37 km.

We already have these ranges in game.. :hmmm:

Okay.. look now at my previous post..

gap 02-17-13 02:16 PM

Quote:

Originally Posted by volodya61 (Post 2011322)
We already have these ranges in game.. :hmmm:

Okay.. look now at my previous post..

The graph of you last settings ;)

http://img28.imageshack.us/img28/130...yasettings.jpg

volodya61 02-17-13 02:43 PM

Quote:

Originally Posted by gap (Post 2011336)
The graph of you last settings ;)

:hmmm: so? is it good or bad or..?

gap 02-17-13 03:28 PM

Quote:

Originally Posted by volodya61 (Post 2011344)
:hmmm: so? is it good or bad or..?

I have a few ideas in mind, but explainning them right now would take long.

For a start I would increase MaxRange settings by a constant number, and play with MaxSesorHeight's settings for creating a parabolic curve.

Wait for my spreadsheet. I can assure you that it will make things a lot easier. Unfortunately I couldn't work on it yet, as I am still trying to resize trees in GR2 Editor and to release the nex update of DynEnv. But as soon as I finish with them I will happily resume my cooperation with you.

You should know that your projects are high in my priority list :03: :salute:

P.S: I think we are hijacking this thread :D

volodya61 02-17-13 04:03 PM

Quote:

Originally Posted by gap (Post 2011372)
Wait for my spreadsheet. I can assure you that it will make things a lot easier.

I'm back to my guns.. so far.. :D

Quote:

Originally Posted by gap (Post 2011372)
P.S: I think we are hijacking this thread :D

:har:
When we arrived there were three and a half pages in this thread.. :03:

gap 02-17-13 04:11 PM

Quote:

Originally Posted by volodya61 (Post 2011386)
I'm back to my guns.. so far.. :D

Okay, I will join you in a few... ;) :up:

Quote:

Originally Posted by volodya61 (Post 2011386)
:har:
When we arrived there were three and a half pages in this thread.. :03:

We are veritable thread boosters :smug: :-j

gap 02-17-13 06:07 PM

http://www.subsim.com/radioroom/show...9&postcount=94

;)

volodya61 02-17-13 06:16 PM

all men are brothers, all have to help each other. :up:

gap 02-17-13 06:17 PM

Quote:

Originally Posted by volodya61 (Post 2011491)
all men are brothers, all have to help each other. :up:

:yep:

Rubini 02-17-13 10:37 PM

Hi guys,

Thanks by the tip gap! Thanks also by your efforts volodya61!

I just finished to read all posts here from page 6 to the end.
If I understood well your approach to fix the hydrophone being deaf for the player in some layers was adjusting a bit their maxrange and some others entries on the sensors file hydro nodes, with some logical.

When i adapted the mod for Sh3 I didnīt noticed this problem at first , later some users call my attention to the problem. I then noticed that this problem was present also on itīs "original" sh5 version. Tried to found a solution, but no dice. For me was clear that this was one more Sh3/SH4/SH5 engine limitation.

Now, good to know that you have a found solution! I will try it on SH3 and will post later my results!

Thanks to share, this is why SH community goes ahead and itīs here from so much years!:up:

Rubini 02-18-13 12:38 AM

Ok, first quick test done:

it works also on SH3! Great find guys!:yeah:

Some comments and limitations:

1. The solution is related to make the first sensor the more long one (more distance sensible, currently the more deep). In this original mod and also on my version for Sh3 the sequence was just the inverse: first the short one, last the long one.

2.With this correction the mod continues to work on Ai/sonarman crew side correctly...but

3. At player (human) side, besides the fact that now we have again a really working hydro station as before (I mean, we have again ambience and propelers sound there all the time), it have the flaw of working all the time, for any distance (from max 30km from almost 0km), independentely of the hydro layer.

Conclusion: isnīt a perfect solution because the player will listen too much, independently of the hydro layer or uboat depth, but the AI/sonarman will works correctly, as the mod intention. Probably by game engine limitation, we will never have a perfect solution, but the mod is much better now!!(well, "never" canīt be used on SH3/4/5 mod community, we already fix a lot of unfixable things, no?):up:

gap 02-18-13 07:19 AM

Hi Rubini,

I am glad that, despite its limitations, the fix also worked for you. :up:
your conclusions are correct:

- only the last SensorData controller of each hydrophone (the one with the bigger Index Id) is used for human audible contacts: its Min and Max SensorHeights must cover the whole depth range at which we want contacts to be audible by the player;

- unfortunately human audible contacts are not affected by MaxRange settings: as noted by you, they are audible at any range. This is a limitation (or rather an unlimitation :D) relative to SH5 and probaly to SHIII stock games. Introducing layers with limited hydrophone detection, the present mod and your one for SHIII only make the problem more obvious.

Rubini 02-18-13 11:28 AM

Hi gap,

Today i made por deep tests and it really works in all of them!!:salute:

Quote:

- only the last SensorData controller of each hydrophone (the one with the bigger Index Id) is used for human audible contacts: its Min and Max SensorHeights must cover the whole depth range at which we want contacts to be audible by the player;

In my tests it worked even with lower ID numbers than others layers. The unique thing that change the mod behaviour is making the first layer the one that have the major distance detection, just this. (not related to id number, but itīs positions on the file, i mean, making it the first node between the layers). Perhaps we have some difference between Sh3/Sh5 here?

Thanks again by your effort, it really solved the problem and this is now a very complete mod!:up:

gap 02-18-13 12:09 PM

Quote:

Originally Posted by Rubini (Post 2011810)
Today i made por deep tests and it really works in all of them!!:salute:

Excellent news :yeah:

Quote:

Originally Posted by Rubini (Post 2011810)
In my tests it worked even with lower ID numbers than others layers. The unique thing that change the mod behaviour is making the first layer the one that have the major distance detection, just this. (not related to id number, but itīs positions on the file, i mean, making it the first node between the layers). Perhaps we have some difference between Sh3/Sh5 here?
Thanks again by your effort, it really solved the problem and this is now a very complete mod!:up:

No, I didn't mean unique Id numbers, but Index numbers (the ones which determine the position of a node/controller within the file). During my and Volodya's test, the controller with the highest number among the ones assigned to each hydrophone (in other words, the last one listed in s3d's tree) controls contact's audibility :yep:

Have you noticed anything different during your tests?

Rongel 02-20-13 01:07 PM

Hey-a!

So what is the situation with this new hydro-fix? I know that Xrundel and TheBeast have been absent for some time, but it would be nice to get this mod out in a proper way, with description of it's effects and installation notes etc. Your hard work needs some publicity!

Maybe a new thread then if it's impossible to get the fix to the front page. Don't want this to get lost in the depths of the forum...


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