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-   -   Question on Sonar Use at Peri Depth (https://www.subsim.com/radioroom/showthread.php?t=112341)

ref 04-18-07 06:49 PM

It's modable adjusting one of the min sensor values, once I get the 1.2 patch I'll make a fix, I have it working at PD with 1.1.

Ref

MikeJW 04-18-07 07:41 PM

Quote:

Originally Posted by Ducimus
:damn:

People, you can only use one sensor at a time. If your using your peiscope, the sonar won't work. Want sonar back? lower the periscope and wait a couple seconds.



Wrong. Theres nothing about the periscope that would interfere with sonar. From Edward Beaches Submarine! Pocket Books edition, pg. 125

In Harders conning tower the range dials on the TDC have reached 1,500 yards:target's speed is 15 knots, angle on bow zero, relative bearing zero, torpedo gyros zero.
"stand by to shoot! Up periscope!"
The periscope whines softly as it rises out of its well. At this moment another report frpm Sound:"Fast screws! Close aboard starboard beam!"

Thats just one example in the book where a sonar operator detected an unseen destroyer while the captain is on the periscope. There were others but thats the only one I could easily find. You may be thinking of radar, and thats would be true until they tried radar antennas on periscopes.

U-Bones 04-18-07 07:55 PM

Quote:

Originally Posted by MikeJW
Quote:

Originally Posted by Ducimus
:damn:

People, you can only use one sensor at a time. If your using your peiscope, the sonar won't work. Want sonar back? lower the periscope and wait a couple seconds.


Wrong. Theres nothing about the periscope that would interfere with sonar. From Edward Beaches Submarine! Pocket Books edition, pg. 125

In Harders conning tower the range dials on the TDC have reached 1,500 yards:target's speed is 15 knots, angle on bow zero, relative bearing zero, torpedo gyros zero.
"stand by to shoot! Up periscope!"
The periscope whines softly as it rises out of its well. At this moment another report frpm Sound:"Fast screws! Close aboard starboard beam!"

Thats just one example in the book where a sonar operator detected an unseen destroyer while the captain is on the periscope. There were others but thats the only one I could easily find. You may be thinking of radar, and thats would be true until they tried radar antennas on periscopes.

Actually I am quite sure he is refering to the game feature, or mechanics if you will. :doh:

MikeJW 04-18-07 07:58 PM

Well, its not a game feature, its a bug. And with the "head hitting the wall" icon I thought he was saying it was historicly correct and shouldnt be fixed when its not correct. If I'm wrong I apologize but the sonar should work at PD for all boats.

U-Bones 04-18-07 08:00 PM

Quote:

Originally Posted by MikeJW
Well, its not a game feature, its a bug. And with the "head hitting the wall" icon I thought he was saying it was historicly correct and shouldnt be fixed when its not correct. If I'm wrong I apologize but the sonar should work at PD for all boats.

I think we all agree that sonar should work whenever submerged, regardless of the else may be going on ! But - feature or bug, the game does ignore radar and sonar when you have eyeballs on a target.

Ducimus 04-18-07 08:52 PM

I was referring to how the game works. It worked the same way in SH3, and it works the same way now. Thats a fact. If i was talking historically, i would have said "historically".

akdavis 04-18-07 10:40 PM

Quote:

Originally Posted by Ducimus
:hmm:

Well, im both right, and wrong. :lol: Honestly ive never used any of the pig boats, so i woudlnt have noticed. Tambor/gar is usualy what i start with.

That said, i think its fixable.

You have phrased it wrong and aren't really speaking to the core problem. It is not the case that sonar "does not work" when you are also using the periscope. Contacts are simply not tracked simultaneously if they are in visual contact. AI will continue to track targets not within sight of the periscope and you can still use the sonar station manually as normal.

If you raise the boat above 55 feet, the AI does not report any contacts, nor can you hear anything using the sonar station yourself, regardless as to whether or not the periscope is raised or lowered.

NefariousKoel 04-19-07 12:59 AM

The sonar depth needs to be raised quite a ways.

I don't mind not getting reports at surface since you'd spot them visually before hearing them due to the surface noise, however much below that we should be having it.

Jungman 04-19-07 02:56 AM

Waited for patch 1.2. Just open Sensors_Sub_Us.sim and search for three values set at -6, -6, -9 for MaxSensorHeight. Change them to -5,-5,-8 and the hydrophones will work at about 44 feet instead of 54 feet.

I did this for patch 1.1 and it worked. Since due to changes and other mods using the same file, you should be able to set those values yourself quite easy.

If not, using mini-tweak, I could tell you the values for the adress hex and such.

I did not know if this was realistic or not, but I find it more of a convenience.

EDIT: I meant -9 to -8.

Meridian 04-19-07 05:54 AM

Quote:

Originally Posted by Jungman
Waited for patch 1.2. Just open Sensors_Sub_Us.sim and search for three values set at -6, -6, -9 for MaxSensorHeight. Change them to -5,-5,-9 and the hydrophones will work at about 44 feet instead of 54 feet.

I did this for patch 1.1 and it worked. Since due to changes and other mods using the same file, you should be able to set those values yourself quite easy.

If not, using mini-tweak, I could tell you the values for the adress hex and such.

I did not know if this was realistic or not, but I find it more of a convenience.


Mine show values of -9 -6 -9. Should I be lowering each value by "1"?

Jungman 04-19-07 07:16 AM

That maybe be true for after patch 1.2. Yes, just plug in the correct IEEE single point float number (note it is a negative) one less.

Patch 1.1 was -6, -6, -9. So just use 1 less at -5, -8.

-8 = c1 00
-5 = c0 a0

Remember they get put in backwards. c1 00 00 00 is really in hex 00 00 00 c1

Technically this makes the passive hydrophones work (manual or use the crew) at about 43 feet deep.

Edit: Clarification, 'lowering' the Max value is actually adding a positve '1'. -6 --> -5 aprox depth the sonar will work (all the way to -300 meters).

TopCat 04-19-07 07:36 AM

@Ducimus

Couldn't you insert this correction into your mod plz?

U-Bones 04-19-07 09:31 AM

Personally I would use -4 for the two passive sonars. -5 seems to give on and off performance for the S-Class, mostly off.

Barkhorn1x 04-19-07 09:48 AM

Now we're getting somewhere!!

Brigs 04-19-07 11:00 AM

I'm trying to get my head wrapped around this tweaking stuff, so need to ask a question here.

Using the minitweaker on sensors.sub.us.sim shows these values:
(MaxSensorHeight field)
Hydrophone 1 -6
Hydrophone 2 -9
Hydrophone 3 20000 (expected to see -6 here)

I changed H1 and H2 to -4 and -7 respectively (-5 and -8 also did not work for me...maybe because I had previously raised my periscope depth up 1 meter ??)

Bingo.....got sonar at periscope depth.

H3 might be a problem later on, though. I replaced 20000 with -4 and nothing evil immediately happened, but I've only been testing on sub school training missions.

Do you think that radical number change in H3 could hose up the works somewhere down the line ?

Thanks


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