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-   -   Snorkel visibility - again... (https://www.subsim.com/radioroom/showthread.php?t=91177)

Ducimus 03-30-06 09:16 PM

Quote:

Originally Posted by mike_espo
Anyway, Then went snorkeling using 512x TC, no problems at all, Covered 1000miles...this in the Area just west of Portugal in spring 1944. Only when I surfaced at night did I finally detect aircraft. I did get the snorkel and Btty fix though :hmm:
.

From what i understand, 3cm radar isnt very common, and only 1 or 2 types of planes have the possiblity of spawning with it.

I think it sticks in my mind because i was nailed while snorkeling in two consecutive patrols (while having said snorkel fixes in place) and had to turn home because the boat was too badly damaged.

VonHelsching 03-30-06 11:51 PM

Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by Tonnage_Ace
I forget whose mod I used but it fixed this issue immensely. They figured that it wasn't the radar which was detecting your snorkel but their vision. I was able to snorkel in a XXI at 16m with no problems, except when an airplane just happened to be right on top of you, which was very realistic.

I'd be very interested to find out if GW has this mod implemented...

GW does indeed include Jungman's snorkel fix relating to detection. Though it may not be a cure-all it certainly helps.

So, it's true...Nobody has touched AI sensors.dat after July 2005...

Ducimus 03-31-06 03:56 AM

Quote:

Originally Posted by VonHelsching
Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by Tonnage_Ace
I forget whose mod I used but it fixed this issue immensely. They figured that it wasn't the radar which was detecting your snorkel but their vision. I was able to snorkel in a XXI at 16m with no problems, except when an airplane just happened to be right on top of you, which was very realistic.

I'd be very interested to find out if GW has this mod implemented...

GW does indeed include Jungman's snorkel fix relating to detection. Though it may not be a cure-all it certainly helps.

So, it's true...Nobody has touched AI sensors.dat after July 2005...

I woudlnt say that. Im sure lots of ppl have, just nobody's gone and zipped it up yet. I have my own whole sensor suite im running, i call it "MY_Sensor_mod" in JSGME, i figure most everyones been tweaking with various files. Not like the tools to do so is any big secret or overly hard to use.

Kpt. Lehmann 03-31-06 04:18 AM

Quote:

Originally Posted by Ducimus
Quote:

Originally Posted by VonHelsching
Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by Tonnage_Ace
I forget whose mod I used but it fixed this issue immensely. They figured that it wasn't the radar which was detecting your snorkel but their vision. I was able to snorkel in a XXI at 16m with no problems, except when an airplane just happened to be right on top of you, which was very realistic.

I'd be very interested to find out if GW has this mod implemented...

GW does indeed include Jungman's snorkel fix relating to detection. Though it may not be a cure-all it certainly helps.

So, it's true...Nobody has touched AI sensors.dat after July 2005...

I woudlnt say that. Im sure lots of ppl have, just nobody's gone and zipped it up yet. I have my own whole sensor suite im running, i call it "MY_Sensor_mod" in JSGME, i figure most everyones been tweaking with various files. Not like the tools to do so is any big secret or overly hard to use.

Rgr that...

@ vonHelsching the GW team (specifically Marhkimov and myself) have spent a great deal of time on the DD agression issues and the DD pinpoint laser guided deptch charge system presented in stock.

Its in the readme regarding the sources of the information. Redwine, CB, Casposfungin, Jungman, and our very own Gouldjg and Rubini all made useful discoveries presented in 22 or so page thread dealing with that matter.

To make a long story short, this is probably the most tested element of GW. Without giving a 20 page dissertation that may come in the future... I think we hit the nail on the head.

In GW early in the war the DD's are dummies. As the war goes on, crew skill generally increases as do the number of escorts and the availability of quality equipment. Your chances of career survivablilty in DiD mode drop significantly.

Once we refine the mechanical elements in GW that need tuning, I can discuss these things in more detail.

I'm sorry if that sounds like I'm saying, "Trust me!" Its only that I have to prioritize my time still... Problem solving first... theory and discussion later.

I'm sorry if you feel this isn't what you expected to hear.

VonHelsching 03-31-06 08:24 AM

Kptn.

You misunderstood me, probably beacause I was not clear enough. I am aware about the work on DD agression. I was referring on the visibility and spotting possibilities of the snorkel while submerged.

Ducimus 03-31-06 02:49 PM

Heh i suppose i should probably zip up and acutally publish all the crap i mod at some ponit in time.

In, "my_sensor_mod" i have the following:

AI_sensors.dat
DC_X_H.sim
DC_X_H.zon
DepthCharges.sim
Sensor.dat

Each one ive done various tweaks to balancing realism with gameplay to make the most enjoyable and thrilling SH3 experience i can create.


If i were to make a readme for just the AI sensors.dat alone..

Scrolling through it real quick heres what i did:

-Made AI passive detecton work to 500 meters instead of 300 meters. ( i was expermenting with deep diiving and DC's gonig below 300 meters. DIdnt see the need to change it back to default of 300 )

- Left passive min range at 10 meters


- Made AI active detection work down to 500 meters instead of 300 meters.

- Min range on active is 75 meters (most mods are much wider then this, I wanted the AI to get the ashcans in the ballpark, not miss me every time, jungmans i beleive is min range of 120)

- I dont remember if i modded this or not, but max bearing on active is 90 I vaugly recall trying thinking about making the active sonar cone only *slighly* smaller, dont remember if i did it or not. (if i remember jungmans has his at 70, so his is fairly narrow)

- I think i may have adusted one of the higher end passive & active sonar sensitivy to 0.06. I don't recall if that was default or not.

- I nerfed airbourne radar ASVMarkVIII it used to have a minsurface hight of 0.03. My nerf was i abritraly put in a minsurface height of 1 meter. (i was really pissed) i overkilled it i think. In hindsight i think im going to go back and scale all airbourne radar so each one is slightly better then the last, but certanly not 0.03 min surface height. 0.03 is realistic yes, but i think its a game killer. By comparision the minsurface height of the earliest airborne radar is 1.5 which i left untouched.




I *think* thats all of what i did to AI sensor.dat.

As for the other files the rough gist is:

- Hedgehogs: i gave them a 200 meter depth limit, but a 50 meter depth percision. meaning that a hedghog spread will detonate anywhere between 200 and 250 meters randomly. If you can get down to 260 in time your safe, if your like 225, you *might* get lucky and have the hedge hog explode before it reaches your boat. (as you can see by my sig, im not always lucky or sucessful, bit it gives you more of a fighting chance, also makes for some cool multiple explosion sounds underwater :D )

- Depthcharges gave them a max radius of 20 (default is 40), and a percision of 25, meaning it will explode anywhere within 25 meters of its intended depth setting. (jungmans i think has a max radius of 15 or so)


- Then i fooled around with radar and RWR ranges in the sensor.dat file. Other mods i used, i felt the range was too extreme on the RWR, as it toally removed the surpise and challenge when i could see planes coming miles away. So I made my own mod where the ranges were better then stock, useful, but not so useful that it totally removes aircraft as a danger. Id dig into the file and list what i did, but im outta time right now.

johnfriesen77 03-31-06 05:26 PM

sim.cfg
 
[Visual]
Detection time=0.6 ;[s]
Sensitivity=0.01 ;(0..1)
Fog factor=0.9 ;[>=0]
Light factor=1.2 ;[>=0]
Waves factor=0.9 ;[>=0]
Enemy surface factor=300 ;[m2]
Enemy speed factor=15 ;[kt]

Have I done this right.. decrease waves factor from 1.0 to 0.9 to make waves reduce sightings slightly?

Ducimus 03-31-06 05:45 PM

Wave factor effects passive sonar detection range.

For example, If you remove wave factor (zeroing it out) at 15 kt winds and rough seas a DD will be able to hear you from a fairlly long distance. Say 6K meters or so. By comparision, leaving the wave factor at default, under the same conditions the DD wont hear you until your within 1200 meters or so. In other words, at any given wave factor setting, the calmer the sea's the farther the detection range.


Although I did alot of testing on this, i dont remember how the numbers scaled (IE is higher = lower wave factor effect or vise versa) I posted ALOT of testing results in the old 30 page thread on "getting rid of pin point DD drops" or something like that. Same thread the DD aggression mod was bourn from.


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