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-   -   Surfaced Sonar (https://www.subsim.com/radioroom/showthread.php?t=217692)

merc4ulfate 01-14-15 10:41 PM

:k_confused: OMG 1.4 :k_confused:

TorpX 01-14-15 11:42 PM

Looking in a reserve copy of RFB 2.0, I find this file here:

Data\Library\USSubParts\Sensors_sub_US.sim.

However, there is also the same file in the RFB_2.0_Patch_23April2010 mod, so changing the RFB 2.0 file by itself, will not help you much.

Note that the file is Sensors_sub_US.sim, not sensor_sub_US.sim.

suitednate 01-15-15 12:06 AM

Quote:

Originally Posted by TorpX (Post 2278368)
Looking in a reserve copy of RFB 2.0, I find this file here:

Data\Library\USSubParts\Sensors_sub_US.sim.

However, there is also the same file in the RFB_2.0_Patch_23April2010 mod, so changing the RFB 2.0 file by itself, will not help you much.

Note that the file is Sensors_sub_US.sim, not sensor_sub_US.sim.


Yeah that's the one I changed and still the hydrophones won't work while surfaced. :06:

Sniper297 01-15-15 12:32 AM

Okay, I do have a Sensors_sub_US.sim, but not in Data\Library, it's in \Data\Library\USSubParts. So the one you should be hacking (after deactivating with JGSME) would be \Silent Hunter 4 Wolves of the Pacific\MODS\RFB\Data\Library\USSubParts\Sensors_s ub_US.sim.

The way JGSME works if the path is something like

\Silent Hunter 4 Wolves of the Pacific\MODS\RFB\Version2\Data\Library\USSubParts\ Sensors_sub_US.sim

that won't work, since JGSME is looking for whatver is directly under \MODS\FolderName to copy that directly into \Silent Hunter 4 Wolves of the Pacific. So anything other than \MODS\FolderName\Data\RestOfThePath won't work correctly. Like Webster's torpedo mods for example, when the file is unzipped you have

Webster's Improved US Torpedo for v1.4 and v1.5\Webster's Improved US Torpedo v1 plus V2 and V3. You cannot copy/extract that directly to MODS or you'll have

\Silent Hunter 4 Wolves of the Pacific\MODS\Webster's Improved US Torpedo for v1.4 and v1.5\Webster's Improved US Torpedo v1 plus V2 and V3

Then when you run JGSME you end up with

C:\sh4new\Silent Hunter 4 Wolves of the Pacific\Webster's Improved US Torpedo v1 plus v2 and v3 folders, which the game is not going to look in for data.

So check the path in the MODS folder, make sure you don't have \Data buried inside two folders or something, then check the date on the \Silent Hunter 4 Wolves of the Pacific\MODS\RFB\Data\Library\USSubParts\Sensors_s ub_US.sim to make sure it's the one you just modified.

TorpX 01-15-15 01:53 AM

Quote:

Originally Posted by suitednate (Post 2278370)
Yeah that's the one I changed and still the hydrophones won't work while surfaced. :06:

But you're using RFB_2.0_Patch_23April2010 aren't you? (You should be!)

So you need to change the file in that one. When you enable RFB_2.0_Patch_23April2010, the file in this will overwrite the RFB 2.0 version.

Whenever you enable a series of mods with JSGME, that have the same file, the last one enabled will be the version used by the game.



suitednate 01-15-15 04:44 PM

Quote:

Originally Posted by TorpX (Post 2278387)
But you're using RFB_2.0_Patch_23April2010 aren't you? (You should be!)

So you need to change the file in that one. When you enable RFB_2.0_Patch_23April2010, the file in this will overwrite the RFB 2.0 version.

Whenever you enable a series of mods with JSGME, that have the same file, the last one enabled will be the version used by the game.



Yes I edited the one in the RFB patch that you mentioned. Still doesn't work.

Is it possible that it actually might be working but I won't hear enemy ships on the surface because my guys can technically see them on the surface even if they haven't called them out yet? Thing is I still can't even hear my own engines on the surface so I'm thinking it's not working at all.

TorpX 01-15-15 10:21 PM

Quote:

Originally Posted by suitednate (Post 2278670)
Yes I edited the one in the RFB patch that you mentioned. Still doesn't work.

Is it possible that it actually might be working but I won't hear enemy ships on the surface because my guys can technically see them on the surface even if they haven't called them out yet? Thing is I still can't even hear my own engines on the surface so I'm thinking it's not working at all.

Just to review:

    1. You disabled all mods
    2. You changed the RFB_2.0_Patch_23April2010 file
    3. There are no mods after this one that change that file
If you followed these criteria, I don't know why it wouldn't work. Even if the crew does not report contacts, you should still be able to hear them yourself, unless they are going too slow. You should certainly be able to hear your own screws, though.

Maybe this has to be done in port?




CapnScurvy 01-16-15 10:13 AM

Quote:

Originally Posted by suitednate (Post 2278670)
Is it possible that it actually might be working but I won't hear enemy ships on the surface because my guys can technically see them on the surface even if they haven't called them out yet?

There's a stock problem while manually (meaning, when you listen for the target screws) using the Hydrophone, under certain conditions you'll not hear the target. I found that when the target's Maximum Speed is set in its xxx.sim file, if the target is programed to travel at or less than half its MaxSpeed.....you won't hear it. Your hydrophone crewman will report it, but you won't hear a thing. For instance, RSRDC has all its ship routes with multiple waypoints (hundreds of waypoints over stock), Lurker has each waypoint changing the targets speed (sounded good at the time) to confuse the enemy. However, if the targets speed drops just below half the Max rated speed.....you can't hear it.

I'm suspecting RFB fooled around with those routes as well.

Quote:

Thing is I still can't even hear my own engines on the surface so I'm thinking it's not working at all.
Well, you won't hear your own engines. The sensor .sim file for the hydrophone doesn't allow for you to hear to the rear of the sub. It's blocked out by design.

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

Follow what TorpX has written regarding changing the RFB_2.0_Patch_23April2010 file. If that's the last mod in your activation list.......that's the files you need to change.

merc4ulfate 01-16-15 12:17 PM

If a ship is traveling at less than half it's maximum speed you won't hear it. So if a ships top speed is 15 knts and it is traveling at 7 you will not hear it.

Sniper297 01-16-15 03:16 PM

At this point I would hunt up a copy of the original July 2007 file and use it to replace whatever is in there now.

pdiddy 01-16-15 05:01 PM

I thought this mod RSRDC_Fixed_CD_sonar.rar fixed this problem. (If not, does anybody know what it does?)

I have not encountered any "silent" ships since installing - of course I may have just not encountered any ships going half-speed.

TorpX 01-16-15 09:22 PM

Quote:

Originally Posted by pdiddy (Post 2278991)
I thought this mod RSRDC_Fixed_CD_sonar.rar fixed this problem. (If not, does anybody know what it does?)

It fixes the sensors of the IJN coast defense ships; meaning they can now properly hear you. It doesn't change your sensors.




TorpX 01-16-15 09:32 PM

Quote:

Originally Posted by suitednate (Post 2278370)
Yeah that's the one I changed and still the hydrophones won't work while surfaced. :06:

I didn't think of this before, but what model of boat are you playing?

The S-class has never had a surface hydrophone ability (and shouldn't). The sonar nodes may be located in a different place in the 3d model, rendering your changes inoperative.



suitednate 01-17-15 12:46 PM

Quote:

Originally Posted by TorpX (Post 2279041)
I didn't think of this before, but what model of boat are you playing?

The S-class has never had a surface hydrophone ability (and shouldn't). The sonar nodes may be located in a different place in the 3d model, rendering your changes inoperative.



I have been using everything BUT the S boats. Been in a Salmon, Gato, Balao, etc.

suitednate 01-17-15 01:03 PM

Quote:

Originally Posted by TorpX (Post 2278753)
Just to review:

    1. You disabled all mods
    2. You changed the RFB_2.0_Patch_23April2010 file
    3. There are no mods after this one that change that file
If you followed these criteria, I don't know why it wouldn't work. Even if the crew does not report contacts, you should still be able to hear them yourself, unless they are going too slow. You should certainly be able to hear your own screws, though.

Maybe this has to be done in port?





Followed all if that criteria, and I have made these changes while in port. I'm pretty sure you use RFB yourself. Have you made these changes? Do your hydrophones work on the surface?

suitednate 01-17-15 01:06 PM

Quote:

Originally Posted by CapnScurvy (Post 2278857)
There's a stock problem while manually (meaning, when you listen for the target screws) using the Hydrophone, under certain conditions you'll not hear the target. I found that when the target's Maximum Speed is set in its xxx.sim file, if the target is programed to travel at or less than half its MaxSpeed.....you won't hear it. Your hydrophone crewman will report it, but you won't hear a thing. For instance, RSRDC has all its ship routes with multiple waypoints (hundreds of waypoints over stock), Lurker has each waypoint changing the targets speed (sounded good at the time) to confuse the enemy. However, if the targets speed drops just below half the Max rated speed.....you can't hear it.

I'm suspecting RFB fooled around with those routes as well.



Well, you won't hear your own engines. The sensor .sim file for the hydrophone doesn't allow for you to hear to the rear of the sub. It's blocked out by design.

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

Follow what TorpX has written regarding changing the RFB_2.0_Patch_23April2010 file. If that's the last mod in your activation list.......that's the files you need to change.

So are you saying I would be able to hear other ships while using the hydrophones on the surface? Just not my own engines? Because I certainly hear my own engines when I'm submerged and train the dial to 180.

TorpX 01-17-15 08:59 PM

Quote:

Originally Posted by suitednate (Post 2279234)
Followed all if that criteria, and I have made these changes while in port. I'm pretty sure you use RFB yourself. Have you made these changes? Do your hydrophones work on the surface?

I do use RFB, RSRDC and all, but I am playing an S-class boat, so I haven't made any sonar-related changes to any files. The S-class have never had surface sonar capability.

I am at a loss to figure out what you should do at this point.





suitednate 01-17-15 10:26 PM

Quote:

Originally Posted by TorpX (Post 2279348)
I do use RFB, RSRDC and all, but I am playing an S-class boat, so I haven't made any sonar-related changes to any files. The S-class have never had surface sonar capability.

I am at a loss to figure out what you should do at this point.





Well if you do any patrols in any other boats please let me know the result. Thanks.

Sniper297 01-18-15 03:18 AM

I'm not using anything but my own mods at this point, which makes no changes to the original Sensors_sub_US.sim from 2007. In a Sargo I can hear my own screws on the surface from 170 to 190, also any ship moving faster than 5 knots or so.

CapnScurvy 01-18-15 09:31 AM

Quote:

Originally Posted by suitednate (Post 2279236)
So are you saying I would be able to hear other ships while using the hydrophones on the surface? Just not my own engines? Because I certainly hear my own engines when I'm submerged and train the dial to 180.

If your playing just stock, you should be able to hear targets while on the surface, with certain later class subs. As long as the target ship doesn't travel at or below half its rated MaxSpeed. However, the S-Class and early Porpoise, Sargo/Salmon boats will need to submerge to have the Hydrophone's to work. That's because the sensor is set on top of the deck with these early class Hydrophone's.

One other wrinkle that gets into the mix is that the stock game has the Hydrophone and Sonar switched between the two. It's unfortunate, but the stock game has the Hydrophone linked to the Sonar parameters, the Sonar is linked to the Hydrophone parameters. That's why you can hear your own engines......even though the stock parameters for the Hydrophone state otherwise. Oh, if only the average player knew what a mess this game is!! Eye candy.......we got a boat load. Quality control.......not so much!

Quote:

Originally Posted by Sniper297
I'm not using anything but my own mods at this point, which makes no changes to the original Sensors_sub_US.sim from 2007. In a Sargo I can hear my own screws on the surface from 170 to 190, also any ship moving faster than 5 knots or so.

What I already stated. The Hydrophone is linked to the Sonar parameters, the Sonar is linked to the Hydrophone parameters. The two are different in their bearing sweep parameters.

You say you can hear "any ship moving faster than 5 knots...." is only because the MaxSpeed set for that ship is greater than 10 knots.....say 11 knots or greater.

From what I've seen within the stock mission/campaign .mis files is that most/all merchant ships travel at about 8 to 9 knots between waypoints. That just about covers all the target MaxSpeed possibilities within the game. Passenger ships usually travel faster, but their MaxSpeed is usually set greater too.

It's my impression that warship's are set differently. Even though they have MaxSpeed figures set high (some at 30 -35 knots)....... if their linked as "escorts", they become part of the convoy's overall speed rating in the .mis file. It's also possible that warship's are not a part of this "half its rated MaxSpeed" modifier. There are differences between the "ClassType" of ships available in the game. That's why there's a "ClassType=" parameter in the xxx.cfg file for each ship. It's my opinion, there's some set of coded parameters that are specific to that particular "Type" of ship. Just like there are differences between the AI aircraft in-game.

Why do you suppose the "ClassType=302" aircraft act's like a dive bomber when it nears an enemy target? That coded behavior of diving onto an enemy target (unlike any other aircraft) is not within the aircraft's files we have access to. Yet, the game has that particular "ClassType" do its thing every time it's called upon to preform. The torpedo bomber does its attack differently, do does the level bomber, yet there's no place in the files that distinguishes this behavior from one another, except for the difference of "ClassType". We just don't have access to ALL information that goes into making up the game.......UbiSoft has to keep some things to themselves!


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