SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] Prolonged DC Attack (https://www.subsim.com/radioroom/showthread.php?t=126070)

Laffertytig 12-01-07 08:13 PM

i havent tried your mod yet but have to say ive invested many hours in SH3 and SH4 messing with sound files so i could get the das boot effect of the destroyers props rushing as it got closer to no avail. the best i can seem to get is when the dd moves within 100 metres and even then its still not loud.

may i ask what tools or methods you used to enhance the sound?

Peto 12-01-07 08:24 PM

Quote:

Originally Posted by Laffertytig
i havent tried your mod yet but have to say ive invested many hours in SH3 and SH4 messing with sound files so i could get the das boot effect of the destroyers props rushing as it got closer to no avail. the best i can seem to get is when the dd moves within 100 metres and even then its still not loud.

may i ask what tools or methods you used to enhance the sound?

Actually, all I've used for this stuff has been Audacity (free down-load). I just pull up the file and tweak volumes and EQ certain frequencies to raise/reduce certain levels. In "Effects" there are quite a few handy tools to use. In a nut shell, they're just the same files tweaked. Didn't touch the Escort audio files though--the screw sounds are stock.

As far as CTD issues with HK_Peto1: I just fired it up and Wasted 6 Torpedos only to prove that it's hard to hit a DD that knows I'm there (well--I'm a lousy shot). So, tax payers, please blame AVGWarhawk for that frivolous expenditure ;). Seriously, I don't know what is wrong there. Might be a bad upload--not sure. I'll try repacking the mod and run it up the pipe again. Have to see if anyone has problems after that...

Question: What mods are you using (if any). Maybe there is a problem there...?

Keep the info coming!

AVGWarhawk 12-01-07 09:01 PM

The second mission worked just fine although I had blown the bugger out of the water.:smug: I was picked up at about 3000 yards and I did a head on shot. Then again, I suspect you just wanted me to be detected and attempt evading. I will do so next run:up:

The only other mod that might affect the first mission is RSRD. My others are just textures.

Factor 12-01-07 09:07 PM

im running RSRD also, and foofighters textures.

as long as it dont happen in career, its all good.

Peto 12-01-07 09:08 PM

Quote:

Originally Posted by AVGWarhawk
The second mission worked just fine although I had blown the bugger out of the water.:smug: I was picked up at about 3000 yards and I did a head on shot. Then again, I suspect you just wanted me to be detected and attempt evading. I will do so next run:up:

The only other mod that might affect the first mission is RSRD. My others are just textures.

Thank You! I'm thinking that it could very well be RSRD (my bad--certainly not Lurker :up:) as I'm running TM 1.7 when creating those scenarios. I'll get it figured out and see if I need to make a couple versions.

And yes--give the poor little guy a chance AVG LOL!!!

AVGWarhawk 12-01-07 09:10 PM

Quote:

Originally Posted by Factor
im running RSRD also, and foofighters textures.

as long as it dont happen in career, its all good.

It might be this particular DD maybe? Not sure. I'm throwing caution to the wind and also being a tester as it were.....I'm running it in a career to see how she goes! The more and more I look at this the more and more I'm liking this piece of modding work. :yep:

Besides, the foundations of large mod packages is starting to grow in TM and RFB. ROW and RSRD are now being melded together with these two mods. NSM has found its way into them. I forsee this little gem doing the same. Lets test away!

Besides, I'm see Peto working on this and that, helping the other modders. Who am I to stiffle his creativity?

Peto 12-01-07 09:13 PM

I'll make a RSRD version just in case. Will post here when I upload it.

Thanks AVGWarhawk!!!

AVGWarhawk 12-01-07 09:14 PM

Quote:

Originally Posted by Peto
I'll make a RSRD version just in case. Will post here when I upload it.


See....happening already:D I just love you guys. You make my day just fun as can be:rock:

Peto 12-01-07 10:15 PM

OK. It's posted (link on 1st post of this thread). The only thing I could think off the top was a difference in ship files between TM and RSRD. So I remade HK_Peto1 (renamed HK_Peto) using an install of RSRD . Let's see if that works.

:up:

Der Teddy Bar 12-01-07 11:33 PM

In SH3 & SH4 how long the escorts stayed around was determined by the Lost contact time=. This one value was for all escorts regardless if they were convoy escorts, port escorts and hunter killer groups.

With SH4 1.3 onwards there has been major improvement to the previous one size fits all of the Lost contact time=

The time that non convoy escort stays hunting the submarine is now calculated as 2 * (skill * 4 + 2) * lost_contact_time -/+30%. Skill being 0 - 1 where 1 is elite.

So for a non convoy elite escort that might be ….
2 * (1 *4 +2) = 12
12 * 15 = 180
180 -/+ 30%=54
180 – or + 54 = 126 to 234 minutes

So for a non convoy escort that might be ….
2 * (0.6 *4 +2) = 8.8
8.8 * 15 = 132
132 -/+ 30%= 39.6
132 – or + 36.9 = 92 to 172 minutes

NOTE: The time is now calculated from the time that the escort arrives on location. For this example I will use the random Lost contact time of 172 minutes. Assuming that the escort is within 20k, the maximum distance to which an escort will respond, and the escort will take 60 minutes to arrive at you last known location, then the random Lost contact time once the escort arrives on location will be 172 minutes and not 112 minutes i.e. 172-60.

For convoy escort the Lost contact time= stays the same with the only change being that the time is now calculated from the time that the escort arrives on location.



Peto 12-01-07 11:47 PM

Quote:

Originally Posted by Der Teddy Bar

With SH4 1.3 onwards there has been major improvement to the previous one size fits all of the Lost contact time


Thank You for posting this Teddy Bar! I knew that there was a new formula being used and it wasn't as simple as a config file somewhere.

I may be able to use that knowledge for a couple ideas I have brewing.

:up:

Laffertytig 12-02-07 10:17 AM

does the dd skill level affect how well they track u in this mod? and can it be installed at port mid campaign?

Peto 12-02-07 11:34 AM

Quote:

Originally Posted by Laffertytig
does the dd skill level affect how well they track u in this mod? and can it be installed at port mid campaign?

To my understanding, enemy AI skill level reflects a units Range capability. In other words: an Elite escort uses 100% of a sensors rated range, a veteran uses only 90% of that range and so on. I'm not sure exactly what the percentages are, (and I'm not absolutely positive I am correct). So--that does result in higher skill level escorts being able to track you better as their "close range" is longer than lower AI levels (close range being a percentage of total range).

Short Answer--Yes--the AI skill level does affect tracking skill.

Installing this while in port should be fine.

AVGWarhawk 12-02-07 09:10 PM

Peto, before this gets buried. How are you coming along with some other ideas you had for this?

Peto 12-02-07 10:32 PM

Quote:

Originally Posted by AVGWarhawk
Peto, before this gets buried. How are you coming along with some other ideas you had for this?

Well--I'm working on some SD Radar stuff which will be a separate thing. The biggest thing that would enhance this package is some depth charge/ escort mods that tater is working on. I think when he's got that, combined with this it could be great for the Historical crowd. I'm also trying it out as a "Mood Mod" something that you can enable/disable during a patrol--so you're not always faced with long pursuits.

And I was hoping for more info on how this works by those who try it. I'm not upset at all ;)--was just hoping for some feedback. I know it may need some tweaking but I'd like to know what people are experiencing even (or especially) if it's no difference. I think the 1.4 has taken center stage (rightfully so).

Did it make a difference for your evasion experience?


All times are GMT -5. The time now is 05:31 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.