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-   -   Hydrophone hunting tutorial for GWX - D/L links here (https://www.subsim.com/radioroom/showthread.php?t=107303)

raduz 03-31-07 04:49 AM

Quote:

Originally Posted by Canovaro
Thank you so much for the hard work, I have been searching for a new hydro table for GWX!

:up:

you are welcome:)

Meridian 03-31-07 05:36 AM

Thanks very much for this.

On a similar subject, there used to be a mod where the Revolution table was a pull down chart similar to the ones in GWX. Can anyone point me to it or can any of the modders make one for the Hydro Room.

raduz 03-31-07 07:31 AM

yes, this would be cool. and I also miss the stopwatch in the sonar room, I mean the stopwatch that could be started and stopped in the sonar room, not in periscope view...

Platapus 03-31-07 06:54 PM

Quote:

Originally Posted by raduz
So I decided to make a small "mod" allowing use of passive sonar in the GWX way we did it in the stock game.

I will say it loud and I will say it proud: YOU ROCK!

Thank you so much for taking the time to not only code up the mod but to also take the time to write a nice manual with it. That spreadsheet is a winner.

Thanks again for supporting the SH3 community.

/salute

raduz 04-01-07 01:36 AM

Quote:

Originally Posted by Platapus
I will say it loud and I will say it proud: YOU ROCK!

Thank you so much for taking the time to not only code up the mod but to also take the time to write a nice manual with it. That spreadsheet is a winner.

Thanks again for supporting the SH3 community.

/salute

Thanks:up: Coding up the mod was not a big deal, in fact, I didnt code anything. I just used the propeller sounds from vanilla version. as for the manual, I would be grateful for reporting any errors you find in the RPM chart, because I was alone to do this and no one checked it.

Canovaro 04-04-07 04:35 AM

one question though, I suppose the real speed of the ship is less in bad weather? I mean, the ship has to use more energy to go through rough sea right?
:-?

raduz 04-04-07 07:20 AM

Quote:

Originally Posted by Canovaro
one question though, I suppose the real speed of the ship is less in bad weather? I mean, the ship has to use more energy to go through rough sea right?
:-?

I am not sure how is the ships speed affected by the weather in GWX as I play mainly vanilla version. Sure the ship has to use more energy to go through rough sea. when the weather is really awful and big waves, you can clearly hear the propeler revs drop or raise as the ship slows down or accelerate. however, if the turncount tells you the ship is doing 9 knots (just an example), you can rely on it no matter how rough the weather is. slowing down/accelerating due to bad weather has only minor impact on ships speed (although I made no tests with GWX). AFAIK, major weather impact can be observed on fuel consumption in GWX.

Canovaro 04-06-07 09:08 AM

Quote:

Originally Posted by raduz
Quote:

Originally Posted by Canovaro
one question though, I suppose the real speed of the ship is less in bad weather? I mean, the ship has to use more energy to go through rough sea right?
:-?

when the weather is really awful and big waves, you can clearly hear the propeler revs drop or raise as the ship slows down or accelerate.

So that means that the sound depends on the speed instead of vice versa?

Dantenoc 04-06-07 02:28 PM

Yes, speed is the all powerfull parameter in SHIII, not engine effort. It may not be the only parameter, but it certainly appears to be the main one for almost everything. I beleive you can also observe this same behaviour in the fuel consumption model of your boat (speed determines it, instead of engine effort) :roll:

raduz 04-06-07 03:47 PM

Quote:

Originally Posted by Dantenoc
Yes, speed is the all powerfull parameter in SHIII, not engine effort. It may not be the only parameter, but it certainly appears to be the main one for almost everything. I beleive you can also observe this same behaviour in the fuel consumption model of your boat (speed determines it, instead of engine effort) :roll:

I agree, the engine effort doesnt seem to have any effect on speed or RPM. Alas, the propeller pitch is not modeled in SH3 (neither is in SH4).

Canovaro 05-03-07 08:38 AM

Raduz, I'm about to try GWX and I'm a big fan of your hydro stuff. Thanks again for the chart! I got a question though.

In the documentation that originally comes from Grayrider there is also information and bearing tables about making shots with no gyro*.
- Does this still work with GWX?

Also the sound cone table for getting range, same question:
-Does this still work with GWX?


* This hydro tutorial is groundbreaking stuff imo! I did a convoy attack (100% realism) all by hydrophone without ever seeing a ship! I sank a C2 (didn't know it was a C2 until I read the captain's log) :lol:

raduz 05-03-07 04:08 PM

Quote:

Originally Posted by Canovaro
Raduz, I'm about to try GWX and I'm a big fan of your hydro stuff. Thanks again for the chart! I got a question though.

In the documentation that originally comes from Grayrider there is also information and bearing tables about making shots with no gyro*.
- Does this still work with GWX?

Also the sound cone table for getting range, same question:
-Does this still work with GWX?


* This hydro tutorial is groundbreaking stuff imo! I did a convoy attack (100% realism) all by hydrophone without ever seeing a ship! I sank a C2 (didn't know it was a C2 until I read the captain's log) :lol:

Thank you, I am glad there still are people using my tutorial!;)

Attacking without visual contact is always a bit tricky and risky too, because you can sink a friendly or neutral vessel. But still, it is a challenge :up:

As for the bearing tables, you should adress your question to Grey, I have never use it although I wish to.

The sound cone table works for GWX too, because whole principle with the "merchant"/"warship" appearing on the notepad is hard coded, so it could not be modified by anyone, not even by the GWX dev team. So yes, it works the same way both for stock/GWX. Just keep the stock sound files if you wish to use the turn count for getting speed. Happy hunting, mate

Canovaro 05-04-07 01:06 AM

Quote:

Originally Posted by raduz
Quote:

Originally Posted by Canovaro
Raduz, I'm about to try GWX and I'm a big fan of your hydro stuff. Thanks again for the chart! I got a question though.

In the documentation that originally comes from Grayrider there is also information and bearing tables about making shots with no gyro*.
- Does this still work with GWX?

Also the sound cone table for getting range, same question:
-Does this still work with GWX?


* This hydro tutorial is groundbreaking stuff imo! I did a convoy attack (100% realism) all by hydrophone without ever seeing a ship! I sank a C2 (didn't know it was a C2 until I read the captain's log) :lol:

Thank you, I am glad there still are people using my tutorial!;)

Attacking without visual contact is always a bit tricky and risky too, because you can sink a friendly or neutral vessel. But still, it is a challenge :up:

As for the bearing tables, you should adress your question to Grey, I have never use it although I wish to.

The sound cone table works for GWX too, because whole principle with the "merchant"/"warship" appearing on the notepad is hard coded, so it could not be modified by anyone, not even by the GWX dev team. So yes, it works the same way both for stock/GWX. Just keep the stock sound files if you wish to use the turn count for getting speed. Happy hunting, mate

Okay thanks for your answer, glad this still works. Do you know if Greyrider is still around on these boards?

raduz 05-04-07 02:17 AM

yes, at least once a week. send him a PM.

SmokinTep 05-04-07 06:16 AM

Awesome job. Will load next time in port.


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