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-   -   [WIP] Airborne Magnetic Anomaly Detector (MAD) (https://www.subsim.com/radioroom/showthread.php?t=166330)

keltos01 03-31-10 04:39 PM

how do you add the MAD visual node to a plane ?



tried the MAD PBY mission at PD : they passed over me not noticing me...

keltos

Ducimus 03-31-10 04:58 PM

Quote:

Originally Posted by keltos01 (Post 1342555)
how do you add the MAD visual node to a plane ?

keltos

Smoke and mirrors!

First, lets establish one thing. Underwater detection by an airplane is nothing short of a hack. Your making the game do something it was never designed to do. So it won't be perfect. Thankfully it works well enough to be feasible.

Now then, what your going to have to do is make several new visual sensor nodes (easy with S3D), each with their own characteristics. (happy testing there, let me tell ya!). One "normal" visual sensor, and another with a negative surface factor to detect submerged, and maybe another with an even more negative surface factor.

To the best of my knowledge, an AI unit can have only one visual sensor at a time. So then, like radar or sonar improvements in a ship or plane SNS file, so you do the same with the visual sensor.

edit:
Another idea is to clone (by 3d model inheirtance) a plane, so you have two instances of the same plane. One with the super negative visual factor, the other without. Place them both in your airbase.cfg files and let them randomly spawn.

tater 03-31-10 06:08 PM

Yep.

Ducimus, it's been a while since that thread. Do underwater sensors need to be underwater? Ie: if you put a sonar on a ship, and the node is above the water, does it work?

If underwater detectors must be under water, then make a new active sensor, and place the node for it 25m, or whatever the desired max altitude for the MAD equipped plane is. Then if the planes are flying above that alt, it won't work, and if they are low enough, the sonar is dipped. Assuming they need to be below water level.

If they work above, then you need to design the other aspects of the active sonar such that it works. Course if they only ping after they detect otherwise, that won't work.

The other issue with using a visual sensor is night time and weather.

Of course ww2 aircraft would not have operated in bad weather anyway, but MAD planes did work at night.

Ducimus 03-31-10 06:37 PM

Quote:

Originally Posted by tater (Post 1342665)
Yep.
Do underwater sensors need to be underwater? Ie: if you put a sonar on a ship, and the node is above the water, does it work?

I dunno, i never tried that. Worthy of an experiment i suppose.

peabody 03-31-10 07:30 PM

Ducimus and tater,

I read your old thread and got it working. I know it's hit or miss, I prefer miss, but Keltos likes to blow himself up. :har: Still doing some testing, they engage most of the time.
Thanks for your help.

Peabody

Ducimus 03-31-10 07:52 PM

Quote:

Originally Posted by peabody (Post 1342722)
Ducimus and tater,

I read your old thread and got it working. I know it's hit or miss, I prefer miss, but Keltos likes to blow himself up. :har: Still doing some testing, they engage most of the time.
Thanks for your help.

Peabody

Cool. It's alot to remember and hard to explain. It's was far easier to find the old thread and let it do some of the explaining. :O:

cgjimeneza 03-31-10 08:00 PM

Holy Crap

MAD on planes and fidos or maybe DCs... keltos and Ducimus are gona have our behinds!!!!

:timeout:

this is something to be very afraid........... cant wait to try it:wah:

keltos01 04-01-10 12:21 AM

Peabody made it work ! :D

now we need them to drop a dye or a smoke marker on the first pass then attack...


"submerged contact bearing 299 Sir ! "

"stand by for DC release"

:D

keltos

Jan Kyster 04-01-10 09:13 AM

That's it! :o

MsHearts, here I come! http://i189.photobucket.com/albums/z.../run4hills.gif

keltos01 04-01-10 09:25 AM

I read someplace that they also had towed MAD arrays on ships :o

Quote:

MAD gear was used by both Japanese and U.S. anti-submarine forces, either towed by ship or mounted in aircraft to detect shallow submerged enemy submarines.
http://en.wikipedia.org/wiki/Magnetic_anomaly_detector

keltos

keltos01 04-01-10 09:47 AM

MAD on US Blimps
 
Quote:

While the L-type airships would earn their keep in the massive blimp hangers primarily as training ships for up-and-coming pilots and crews, the K-type blimps would earn the reputation as the "work-horse" of World War II LTA missions.
Just over 250 feet in length, the K-ship was well equipped with communications gear and instruments for "blind" and night flying. Each airship had an ASG-type radar with a 90-mile detection radius, Loran long-range navigations systems, and underwater search equipment, such as sonobuoys and MAD (magnetic anomaly detection) gear.

The blimp's arsenal usually consisted of four depth charges, two on the control car's external bomb racks and two in the bomb bay, and a .50-caliber aircraft machine gun in the forward turret. Some blimps were equipped with automatic rifles that could be fired from removable windows in the aft of the control car.

By war's end, LTA squadrons had performed 35,600 operational flights in the Atlantic and 20,300 flights in the Pacific. There was a total of 5.5 million hours in the air, escorting nearly 90,000 ships loaded with cargo, troops, weapons, and supplies.
http://findarticles.com/p/articles/m...4/ai_87423966/

Quote:

WWII K-ships had radar, sonobuoys, MAD, depth charges, contact bombs, a machine gun, and during the latter stages of the war, homing torpedoes
:o

http://battleblimps.com/k-ships.html

keltos

tater 04-01-10 11:34 AM

The japanese also had something like SOSUS, with both MAD, and listening gear.

keltos01 04-01-10 03:08 PM

did the US already have them ?

keltos

tater 04-01-10 03:11 PM

Honestly not sure, we didn't have much trouble sinking IJN subs without MAD, LOL.

The IJN campaign should have objectives that require the boat make a contact report at noon at a specific lat/long, then have a decent % of those meeting have a USN ASW asset (sub, ideally) waiting for them, LOL.

keltos01 04-02-10 01:17 AM

we'll have MAD, homing air torpedoes, and lots of other goodies too !

we have our own Narwhal type too : the J1M :)

and a double 5.5 inch DG


keltos

keltos01 04-12-10 04:32 AM

What ships did carry MAD gear in WWII ?

keltos

keltos01 08-05-10 02:33 AM

bump since Ducimus said :
Quote:

- Visual sensor that allows underwate detection changed to that of a psuedo MAD. Comes into play in october 1944, and only on planes that would have had MAD.
Duci can you help me with my MAD ?


http://www.mediafire.com/file/jmxn40n1niu/MAD IJN v1.1.7z

keltos

Ducimus 08-05-10 03:19 PM

Quote:

Originally Posted by keltos01 (Post 1460223)
bump since Ducimus said : Duci can you help me with my MAD ?

What are you having problems with? I honestly haven't done anything tricky or fancy to my sensors other then specifying a -2.2 or so minsurface factor.

One part of the puzzles however, is environmental mods. I forget the exact variable, but it deals with the min distance of fog rendering in the 4 states of fog in the scene.dat. Unfortunatly RE and EE tend to use a setting that is a big myopic for AI visuals, Looks great, but it handicaps visual detection. Best to use stock values on this particular variable. MinZfactor or something like that, id have to have the file in front of me to tell you. Feel free to rip the fog values out of TMO 2.0 if you want. Don't forget to adjust the sim.cfg as well.

tater 08-05-10 03:43 PM

What an IJN sub campaign needs are missions that are VERY specific. Go to lat/long and radio base at noon. Then have that mission file generate a US sub or air assets to come and attack that sub.

Failure to follow orders should give the player a huge renown hit to encourage them to meet their ambush in a timely fashion. :)

keltos01 08-06-10 05:34 AM

Quote:

Originally Posted by tater (Post 1460759)
What an IJN sub campaign needs are missions that are VERY specific. Go to lat/long and radio base at noon. Then have that mission file generate a US sub or air assets to come and attack that sub.

Failure to follow orders should give the player a huge renown hit to encourage them to meet their ambush in a timely fashion. :)

:O:

Peabody's covering all that !

keltos


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