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-   -   [REL] Hydrophones workaround... (https://www.subsim.com/radioroom/showthread.php?t=193199)

Leitender 03-13-12 04:46 AM

Did a small test with a TypVII-Boat and two destroyers at a distance of 16km and 24km. Before Rubins mod was installed, the far away being DD was detected within a few minutes at periscope depth at a range of 24.6km:

http://img27.imageshack.us/img27/943...1309301742.jpg

After installing Rubinis Mod, the following happened:

http://img515.imageshack.us/img515/4...1309410688.jpg

No detection at all at periscope depth. Diving to 17m, sonar guy discovered a contact at 14.2 km:

http://img6.imageshack.us/img6/8114/...1309422550.jpg

Rising back to P-depth led to contact lost:

http://img607.imageshack.us/img607/9...1309435451.jpg

Back to 17m, 2 contacts were discovered, the farer away at a range of 17.2km

http://img404.imageshack.us/img404/5...1309450742.jpg

Back to P-depth both contact lines were disappearing time after time because contact was lost:

http://img403.imageshack.us/img403/9...1309452553.jpg

At a second test i went to P-depth, no detecting, then to 17m, first contact was found at approx. 14km and at last going down to 30m. At 27m the second destroyer was discovered at a distance of 24.4km:

http://img204.imageshack.us/img204/9...1309500452.jpg

This is a wonderful mod an i love to see it working it although i used to go to 30m all the time when listening around. But now i know it has a benefit. Great. On the other hand, in shallow water, we have to be aware that hydrophon range is restricted to a range eventually shorter than sight! So sometimes our hydrophone is getting rather useless. Thank you very much, Rubini.

Rubini 03-13-12 08:26 AM

Thanks by the feedback Leitender,

The mod was made with the intention to have contacts after 10-11m (a short one at this depth).

What type of hydro are you using on your test mission (i mean, GHG, KDB or Balcon)? Probably was the KDB because I made it a bit "deep" because it is at up deck but the game don't uses the boat depth but the object itself. I guess that you understand my point.

I will release a new version with corrected shallow min heigh and please test it again. In some hours today.:up:

Leitender 03-13-12 08:57 AM

Hello Rubini,

thank you for your answer. I will look for the kind of hydrophone tonight, when iīm at home, but i believe youīre right with your KDB asumption, because it was a Type VIIB boat and the testing date was 09/43. We will see.

Concerning your second sentence, i think you mean the difference between "Minheight" and "MinSensorheight, do you?

For me everything worked as expected, one meter above or below isnīt that important imho, but of course i will test your new version. Just tell me what i have to pay attention for. I Would be glad to give you some "input" after all that work you did for this game.

Yours, sincerly

Leitender

h.sie 03-13-12 04:23 PM

I just finished to set up my 'final' sh3-installation for seriously playing - and now you come with a new idea. That is not fair. :DL.

Is it final or in development?

Rubini 03-13-12 05:42 PM

Quote:

Originally Posted by h.sie (Post 1854764)
I just finished to set up my 'final' sh3-installation for seriously playing - and now you come with a new idea. That is not fair. :DL.

Is it final or in development?

Hi h.sie,
Nice to "see" you mate!

I just release the version 1.1, i guess that itīs the final version, check on the first post!
Here what was changed:

Update 13/03/2012
Vesion 1.1

- adjusted the MaxSensorHeight for each hydro type to be 2m height to allow detection after 10-11m deep

- if you start to receive hydro detections when surfaced (more probably in bad wheater, big waves) just put them 2m more below again or use version 1.0

===============================================

Seems that some of the hydro arenīt detecting when in PD at all. This isnīt a fault of this mod, because in version one I just used the same values in question that are in the big mods. This adjust was made years ago to avoid hydro detection when surfaced...but perhaps it was a bit too much. I just put all them 2m heigh in version 1.1.

So, now we have 2 versions that are the same, just this MaxSensorHeight on the first sensorsdata for each hydro that was changed as explained above.:up:

Rubini 03-13-12 05:53 PM

Quote:

Originally Posted by Leitender (Post 1854537)
Hello Rubini,

thank you for your answer. I will look for the kind of hydrophone tonight, when iīm at home, but i believe youīre right with your KDB asumption, because it was a Type VIIB boat and the testing date was 09/43. We will see.

Concerning your second sentence, i think you mean the difference between "Minheight" and "MinSensorheight, do you?

For me everything worked as expected, one meter above or below isnīt that important imho, but of course i will test your new version. Just tell me what i have to pay attention for. I Would be glad to give you some "input" after all that work you did for this game.

Yours, sincerly

Leitender

Thanks again by the comment mate!
Yes, I wrote a wrong sentence, forget Minheight" and "MinSensorheight, the correct should be "MaxSensorHeight". Now, reading your first post more carefully I saw that in any moment you tested a ship less than 12km away, so I should not have the conclusion that something was wrong with the mod/hydro MaxSensorHeight, probably it was not.

Iīm not playing SH3 latelly (Iīm messing with Sh5 a bit!:DL), anyway i released a version 1.1 where i made the MaxSensorHeight 2m height for each hydro. So, now we have 2 working versions, one with the same values with the super mods and the new one with a bit more sensible in PD.

Sorry by the confusion...it was the first time that i made a mod without being playing the game:damn::D

Leitender 03-13-12 08:15 PM

Hi Rubini,

i just reviewed my setting, but it must have been an GHG hydrophone. In my currently used basic.cfg, delivered with Testpilots great Type VIIB Mod, hydrophone standard equipment is "1270" for every year, which is determined as GHG at the bottom of this cfg file.

I also took a look at the foredeck, but no KDB device was mounted:

http://img94.imageshack.us/img94/795...1400525675.jpg

At last, i could have proved to have a GHG immediatly, because i had to turn my boat to get contact to the DD directly ahead of me, because of the deaf area of the GHG around the bow:

http://img831.imageshack.us/img831/8...1400520739.jpg

Generations of SH3 beginners (including me) claimed this effect to be a bug without knowing anything about the geometric restrictions of this hydrophone...:damn:

To come back to what you wrote: Iīm not sure if i understood completely what you meant: in my tests no ship was at a distance closer than 12km. I did not test this because i thought within this distance a ship always is to be discovered, even when using your mod and being in shallow depth?

I did another test with your 1.0 version which showed a shipīs contact by GHG at periscope depth closer than 12km:

http://img196.imageshack.us/img196/1...1401315773.jpg


To another ship at a distance of little bit more than 12km, contact was lost after rising to PD from a deeper depth of approx 17m:

http://img820.imageshack.us/img820/4...1401353000.jpg

So in the end, it seems to me that version 1.0 works perfectly how you described it and how i expected it. :hmmm:

Greetings

Rubini 03-13-12 09:10 PM

Thanks again Leitender,

Yes, GHG is blind (I mean deaf:DL) in some degrees in front of and at the back too, this was historically correct.

And good to know that also version 1.0 is working...anyway version 1.1 is released and will stay as an option if someone have no detection at PD at all.:up:


==========================================

@LGN1
Now some more info on how the mod works (a LGN1 request):

1. As you know it adds 3 SensorsData layer for each hydro type,
2. Each layer was setted to a restrict MaxSensorHeight (first layer -3m kDB to -9m GHG, second layer -15, third layer -25).
3. The MinSensorHeight is always -500 (at least for the first and the last layer). Here is the trick.
4. We must think that the correct could be each layer be this way: first, letīs say -6 to -15, second -15 to -25, third -25 to -500. But this way it will not work WELL at all.
5. If we use the segmented approach as exposed above, when the player comes from a depth from another the hydro sensors will be reseted (on and off) and then a gap - sometimes small, sometimes big - will appears for the same contact (as a new contact need to be made for the new sensorsdata in use). It will work, but with gaps.
6. So, with the solution in use we will have smooth depth layers contacts!

LOL! Isnīt easy to explain how a trick issue works with my poor english!

brett25 03-14-12 12:46 AM

hi rubini, can confirm similar resuts. At 30-40meters depth hydrophones work well w with decreasing effectiveness as your reach periscope depth. Also, when listening at sonar station nothing is heard, then sounds start getting oucked up as depth increases. Im not sure if a bug, but contacts seem to show on the nav map regardless of depth chages. I have to test this further:salute:

Borgneface 03-14-12 03:34 AM

Salut! Rubini,

A bit later than the others, but as promised I confirm that your mod does what it says in the read me!
I was going to post a more detailed result but after what our collegues Kaleun just did...I do not think I can add anything
:Kaleun_Applaud:

Rubini 03-14-12 08:18 AM

Quote:

Originally Posted by brett25 (Post 1854906)
hi rubini, can confirm similar resuts. At 30-40meters depth hydrophones work well w with decreasing effectiveness as your reach periscope depth. Also, when listening at sonar station nothing is heard, then sounds start getting oucked up as depth increases. Im not sure if a bug, but contacts seem to show on the nav map regardless of depth chages. I have to test this further:salute:

@Borgneface, brett
Thanks by the feedback mates!

@brett25: the persistent contact in nav map is a default sh3 behaviour, this is by a setting on sensors.cfg, I don't recall now the correct name, but its the last one on Hydrophone section and is setted, IIRC, to 150. Try using something like 5 and your hydro contact will draw of few seconds after you lose contact.

LGN1 03-14-12 02:58 PM

Hi Rubini,

thanks for your explanation :up: The basic idea of this mod offers many new possibilities. First, I'm thinking about adding a new short range sector to the KDB in my private setup (around the stern). It annoys me that the KDB does not work around 180° when I'm slow and deep (when being hunted). I don't think the hydrophone operator would loose a close contact in this sector when the boat is deep and silent-running.

Second, if I'm not wrong, this allows to model Allied hydrophone and ASDIC sensors in much higher detail (e.g., high sensitivity for short ranges, short range sensors with high angles, long range sensors with small angles,...)

Thanks again for sharing the mod, Rubini :yeah:

Regards, LGN1

Leitender 03-14-12 03:14 PM

Quote:

the persistent contact in nav map is a default sh3 behaviour, this is by a setting on sensors.cfg, I don't recall now the correct name, but its the last one on Hydrophone section and is setted, IIRC, to 150.
Great! A small explanation for a master but a big step for a player. Finally i got the meaning of this line:

Quote:

Hydrophone decay time=150 ;[>0] already tracking bonus decay, in seconds
and i understand why my hydrophone man could follow a target directly ahead of my boat although it should be within the deaf zone. Why did the devs put in this decay time?

brett25 03-14-12 04:55 PM

Quote:

this allows to model Allied hydrophone and ASDIC sensors in much higher detail

LGN1, this is an excellent idea:yeah:

Rubini 03-14-12 06:02 PM

Quote:

Originally Posted by brett25 (Post 1855226)
LGN1, this is an excellent idea:yeah:

Exactly! Yes, this mod shows that multiple sensorsdata can be given to probably any sensors on Sh3, allowing for new and more deep serious play.
Waiting for new mods, LGN1!:up:
(Iīm so much envolved with Sh5 for now)

Sepp von Ch. 03-14-12 06:06 PM

Hello, I have GWX and in my mod soup will this mod overwrite Sensors.dat in FM30 upd_down final mod and Aces Multimod Compatibility fix release 1.3.

Should I overwrite these mods?

Rubini 03-14-12 06:22 PM

A side note:

h.sie just noticed that I made a mistake with the first SensorsData for both BalkonGerat bearing values (because when making the mod I Copy&Paste datas from GHG and forget to adjust the bearings:damn:). So here a correct bearing values for each hydro type to avoid confusion (values not only for realistic side but also for playabiliy):


Balkon Gerat:
0/170 190/360


KDB:
0/160 200/360

GHG
10/150 210/350


I will reupload the mod with the correction explained above in few minutes.
So, or correct it by yourself or download the mod again. Sorry!:D


Rubini 03-14-12 06:24 PM

Quote:

Originally Posted by Josef von Posorschitz (Post 1855251)
Hello, I have GWX and in my mod soup will this mod overwrite Sensors.dat in FM30 upd_down final mod and Aces Multimod Compatibility fix release 1.3.

Should I overwrite these mods?

No. If you overwrite you will loose something. Try to adjust your own sensors.dat in use. I provide an easy step to step on how to do this on the readme of the mod and also on the first post.

Sepp von Ch. 03-14-12 06:39 PM

OK. Thanks Rubini.

fitzcarraldo 03-14-12 06:41 PM

Dear Rubini: Your modified sensors.dat: Is the vanilla sensors or GWX? And if it is GWX: 8 k or 16 k?

I will make the modifications in the sensors.dat of my MEPv3 installation for GWX.

Many thanks and regards!

Fitzcarraldo :salute:


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