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

Rubini 03-18-12 03:09 PM

Leitender,

I´m very proud that you yet use so old mod (i use it too!). The stay alert crew mod was one of the most balanced sensors mod to date. I will reply you more carefully asap...I´m now for the first time, having success in making scripts for SH3 and just now make my fiirst real success...so i will finish something there first and will come here to reply to you.:up:

Leitender 03-18-12 06:58 PM

Fine. I´ll wait for your reply. Thank you for your time.
Greetings.

LGN1 03-25-12 02:29 PM

Hi all,

I've tried to add new sensor data to the AI_Sensors.dat, but unfortunately it doesn't seem to work :down: It seems that the game uses only the first sensor data :-?

Regards, LGN1

Rubini 03-25-12 04:05 PM

Quote:

Originally Posted by LGN1 (Post 1860666)
Hi all,

I've tried to add new sensor data to the AI_Sensors.dat, but unfortunately it doesn't seem to work :down: It seems that the game uses only the first sensor data :-?

Regards, LGN1

Thats is odd...sh3 is really full of traps.:damn:
Thanks to share mate!

Leitender 03-26-12 03:55 AM

LGN1:

You must also create a new sensor (e.g. R02 for a Radar system which differentiates in range between planes and ships) to the ship´s sns-file AND create a new cfg-node to the ship´s dat-file. Compare it to the existing sensors an you will see.

Rubini:

May i ask again for the reason why you increased hydrophone range in that way? Thank you very much.

Rubini 03-26-12 05:37 AM

Quote:

Originally Posted by Leitender (Post 1860917)
LGN1:

You must also create a new sensor (e.g. R02 for a Radar system which differentiates in range between planes and ships) to the ship´s sns-file AND create a new cfg-node to the ship´s dat-file. Compare it to the existing sensors an you will see.

Rubini:

May i ask again for the reason why you increased hydrophone range in that way? Thank you very much.

Yes, you can!:DL
Ok, on the Stay Alert crew sensors mod I limited the Hydro max range by the motives wrotes on the readme: Sh3 allow you to listen until 30km (not more) but the sonarman only can follow sound contacts in distances lower than 25km. This is why i opted to max ranges lower than 25km in that mod. But now, after have played SH5 a bit (which have the same limitations) but major stock hydro distances, i liked the idea to have more long range hydro detections anyway (more yet after this "layers" workaround). I guess that it add to game play, (more contacts, more fun:DL), although taking in mind the above explained limitations. So, in the end: just taste!:up:

makman94 03-26-12 12:47 PM

Quote:

Originally Posted by LGN1 (Post 1860666)
Hi all,

I've tried to add new sensor data to the AI_Sensors.dat, but unfortunately it doesn't seem to work :down: It seems that the game uses only the first sensor data :-?

Regards, LGN1

oh well...with also LGN1 in this,i feel even more secure ! i see the community 'closing' to a project that always wanted: good working sensors !

just a note guys : setting ranges to follow realistic values will not make the game better...on the contrary ! some radars had ability to spot a ship from 40km in real life so what will you do ? set this radar to 40km ? will be a disaster for gameplay
my opinion is that the proposions must be 'kept' to all sensors starting ,as reference point, from the max visuality range at clear day (and then adjusting accordinally all other sensors).as this is 'limited' to 20km or 16km (availiable enviros) then all the sensors must 'follow' analogicaly this limitation and ,by this way, will 'mirroring' a smaller model of the real world.

very interesting theme here !

Leitender 03-26-12 01:13 PM

Hi Rubini,

thank you very much for your extensive reply. makman´s objection also was my thought when i remembered the other sensors, esp. visuals and radars. On the other hand, sensors with a wider range than player´s visibility although work.

Another thing is: I cannot say for sure, but is there maybe the sensor for Balkongerät_TypeXXI missing in your .cam-file? In the original sensors.dat, you´ll find it quite at the end of the file.

Let me also tell you that i made some tests with the MaxSensorHeight value. First i checked the original GWX data (GHG -8m, KDB -3m, Balkon -9m), then i built in each sensor one by one and tested at which depth i could use the hydrophone. Surprising result: For each hydro i got more or less the same depth: between 9.5m and 11m. So i set Maxsensorheight=0 for Balkon, because in real life the boats could use this hydro when surfaced, but no change: The hydrophon man began its work at a 10m depth. My testing configuration was GWx3.0, using a TypeVIIB in 1944, exchanging the sensors by changing the corresponding basic.cfg value for the correct hydro, then sat in front of the hydro and paid attention to the depth, at which my own propeller noise could be heard and at which the "follow nearest contact" order changed from grey (inactive) to white (active) colour. Did you make similar experiences?

Greetings

Leitender 03-26-12 02:21 PM

Hi Rubini, once again.

Bad news. There´s no sound when you hear for contacts by yourself. Your sonar man doesn´t report contacts either. "Follow nearest..." orders are inactive. All this happens though contact line is displayed at F5 map view and you can ask your hydro man for new contacts.

:hmmm:

LGN1 03-26-12 03:01 PM

Quote:

Originally Posted by Leitender (Post 1860917)
LGN1:

You must also create a new sensor (e.g. R02 for a Radar system which differentiates in range between planes and ships) to the ship´s sns-file AND create a new cfg-node to the ship´s dat-file. Compare it to the existing sensors an you will see.

Hi Leitender,

thanks for the information. Have you tried it? Does it work? I always thought the game cannot handle two radars/hydrophone/visuals,... at the same time :hmmm:

Regards, LGN1

Rubini 03-26-12 04:06 PM

Quote:

Originally Posted by Leitender (Post 1861131)
Hi Rubini, once again.

Bad news. There´s no sound when you hear for contacts by yourself. Your sonar man doesn´t report contacts either. "Follow nearest..." orders are inactive. All this happens though contact line is displayed at F5 map view and you can ask your hydro man for new contacts.

:hmmm:

AFAIK, as i said above, the sonarman only start to "follow sound contacts" order in 25km or less. The maximum player audible sounds is more or less 30km. And really I forgot the Balkon for type XXI!:damn::DL

Wolfstriked 03-26-12 04:20 PM

Rubini...should not the dedicated sonar man be best at reading the sounds?

Rubini 03-26-12 04:48 PM

Quote:

Originally Posted by Wolfstriked (Post 1861177)
Rubini...should not the dedicated sonar man be best at reading the sounds?

Yes, but the game is bugged. Even in stock game you can hear 30km away, but the sonarman only will "follow sound contact order" at 25km or less. A workaround to have all working accordingly is to set the maxranges for hydro to 25km...welll, you yet can hear at 30km..:DL:damn:

Leitender 03-26-12 05:02 PM

Hi Rubini,

i regret, but my contact was only 2.5km away. And i cannot even hear my own propellers.

Greetings

Rubini 03-26-12 05:48 PM

Quote:

Originally Posted by Leitender (Post 1861191)
Hi Rubini,

i regret, but my contact was only 2.5km away. And i cannot even hear my own propellers.

Greetings

You are right!:damn:
I just make a quick run and only achieve to listen at hydro station at the most deep hydro sensor (here i could hear any sound at any distance, it´s ok...but the others two above layers are deaf for the player (the sonarman is ok). Although outside of the hydro station all works well...perhaps something more need to be done, a node, an ID, i don´t know.

I will not have free time next days, so will be good if someone more could look at this issue to see if we afind a solution.

For now, only use this mod if you don´t listen the contacts by yourself.:shifty:


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