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-   -   [REL]Visual and Hydrophone detection issue: a new workaround (https://www.subsim.com/radioroom/showthread.php?t=107989)

von Zelda 03-27-07 06:22 AM

Thanks, Rubini.

D/L new 1.03 and installed your great mod. Began new career with Type II out of Kiel.

Using medium to high TC, crew spoted target at 5000 meters during the night in light fog and a target at 8900 meters during the day in light fog. Well done!

Have not tried hydrophone yet.

Rubini 03-27-07 07:41 AM

Thanks for the feedback mates!

Yesterday at night I run one more (entire) full of encounters patrol. The mod is working great. IT's now a "serious" game.
My now "alert crew" makes the Kriegsmarine proud! They are always alert and report the visual contacts always in time and at the longer distance possible without eagle eyes.

The hydrophone is awesome now, the sonarman always detect at the longer distance possible...and I'm not using the 30km version!

You don't need to worry anymore about your crew job!

I forgot so say the correct order to install it:
GWX original
Patch 1.03
Visual_Hydrophone workaround.

Always roll back SH3Cmdr prior to install this mod.
Sh3Cmdr uses, beyond others files, the AI_sensors.dat as default. If you not roll back first then the mod will not work as intend.

I will now take a deep look at the Airplanes visual detection issue. I yet feel that its not so good.

q65 03-27-07 08:10 AM

Well done
I installed the mod last evening and my crew spotted a Passenger/cargo at about 5000m at night under good conditions. I was able to get myself in a good position without being spotted. 11K in the books for only one ship.That is the first time I can recall I have sunk a ship in 39 over 3K and I seem to spend alot of my time in 39 early 40's. It is the first time that I saw them and they didnt see me and start to zig zag and call in the heavier guns. When I went up to the bridge I was able to see the ship through the binoculars. I believe that if I did not install this mod my crew would have missed and we would have been 2 ships that sailed past in the night. To me this seems more realistic. I wasnt on top of the ship when it was spotted and I had time to do my thing.

Looking forward to seeing what the sonar operator might do. In my last patrol I was evading a destroyer. I thought I had lost him. I was lazy and didnt check the hydrophone myself and I asked my operator for any contact. Nothing there so I thought I was safe and preceded up to Periscope depth only to hear at the last moment the high pitch whine of the screws. Needless to say I was rammed and sent to the bottom.

Reece 03-27-07 08:50 AM

Yeh this is really kicking some ass!:up: Like a whole new game ... things work now!!:D

Rubini 03-27-07 01:21 PM

Good news!!:sunny:

I cracked the blind crew to spotting aircraft!
Just an example (stock game) in a clear unfogged day, at mid day, an Hurricane approching at your right (90 degress) only will be dected by the crew between 800-1300m average. I achieve it far from 8.3km away (i know that this is so much...)!!!

Now is just a matter of fining tunning. I will probably drop to 3.5km away.
I also noticed that others (GWX and NYGM) already have made something similar but never in a complete package to have a really "Alert crew fix" for ships, airplanes and Hydrophones, as it should be since the SH3 release.

This fix also make a better job on small ships like a Fish boat for example that yet was not well detected by the crew (visual) even with my anterior fix.

Expect a new complete version of the mod in 2 days!

PS: Somebody knows (in RL, WWII era, visual only) what could be a good distance to detect a Hurricane in the above conditions?

poor sailor 03-27-07 01:28 PM

That's great news Rubini, looking forward to this!:up:

Paajtor 03-27-07 01:53 PM

Quote:

Originally Posted by Rubini

PS: Somebody knows (in RL, WWII era, visual only) what could be a good distance to detect a Hurricane in the above conditions?

I live right next to an airport (Maastricht-Aachen-Airport...the strip is approx. 1km away from my house lol), and on a clear mid-day, I can see small aircrafts for up to 4km away.
But under certain conditions (depends on wind-direction and air-humidity), I can hear them earlier!
I think the engine-sound would be heard even earlier out at sea, if weather and seas are calm...certainly a high-power Merlin-engine, with hardly any exhaust-damping.
A trained watch-crew would hear the low rumble from miles away, I think.

Is there a way, to put the watch on high-alert, when they "hear" an engine, and start scanning in a rough direction that they think they hear the sound coming from?

Rubini 03-27-07 02:32 PM

Thanks Paajtor!
Then just imagine what you could see with a good binoculars and also when 4 or 5 ppl are scanning the sky together!
I will probably adjust the small aircrafts (hurricanes) to 5km and the big ones to 7km. What do you think?

This distance also could mimic the sound detection what isn't moddable on the game...:hmm:

Like I said I can make it detectable more than 8km away if needed. We just need good RL references like you give us.

Quote:

Originally Posted by Paajtor
Quote:

Originally Posted by Rubini

PS: Somebody knows (in RL, WWII era, visual only) what could be a good distance to detect a Hurricane in the above conditions?

I live right next to an airport (Maastricht-Aachen-Airport...the strip is approx. 1km away from my house lol), and on a clear mid-day, I can see small aircrafts for up to 4km away.
But under certain conditions (depends on wind-direction and air-humidity), I can hear them earlier!
I think the engine-sound would be heard even earlier out at sea, if weather and seas are calm...certainly a high-power Merlin-engine, with hardly any exhaust-damping.
A trained watch-crew would hear the low rumble from miles away, I think.

Is there a way, to put the watch on high-alert, when they "hear" an engine, and start scanning in a rough direction that they think they hear the sound coming from?


Paajtor 03-27-07 02:41 PM

Ok, so this was during optimal conditions.

Rubini, do you know, if the SH3 wind-directions can be used, to determine if a plane is heard (and seen after a little while) early or late?
Suppose there's a stiff breeze (5-6bft, don't know the kmh-equivalents right now), blowing in your face from over the bow...can the game's wind-speed and -direction be used, to make it so that the watch-crew has a much earlier contact from a target nearing up ahead?

5km for small, and 8km for big planes sounds good, btw...maybe need more opinions?

Jan Kyster 03-27-07 07:06 PM

We can handle those Swordfish, we've been playing with the last couple of days :roll: They are pretty close, but we can just handle them...

But the Hurricanes... :huh:

Damn, they are fast!


U-33 volunteers for testing!

\edit:
Second thought: a fighter ~600km/t reach us in 30 secs if only first spotted at 5km... gulp :o

Reece 03-27-07 08:13 PM

I always had the problem of running high TC, then TC drops to 1x, an explosion, direct hit on boat, then the WO says "Aircraft", thats when I kick him fair in the kyber!:lol:
Hope this fixes that, prior to your mod I have been using Der teddy bars (NYGM 2.2) sensors.dat & sensors.cfg to improve visual aircraft detection, and seemed to work:yep:
Thanks Rubini.:up:

nikbear 03-27-07 10:47 PM

How do I download this mod,rapidshare isn't playing ball and keeps telling me my download session is invalid:nope: Ive waited 85 mins twice now and each time its the same:cry:

Reece 03-28-07 12:32 AM

I don't think Rubini will mind, try here:
http://www6.rapidupload.com/d.php?file=dl&filepath=29084
Cheers.

Rubini 03-28-07 01:00 AM

Itīs done!:sunny:

Sh3 have a separated setting for the "size" of the contact on sensors.dat for each sensor called "surface". On visual sensor (sensors.dat) it is equal 150 for stock and in GWX it is equal 100 (I canīt open NYGM Sensors.dat).
This setting control mainly how the small contacts will be detected. Bigger number means less detectable small units. Lesser number, then the small units are more detectable. Obviously the settings on the Sensor.cfg also will have important influence on the final result.

Then I will release two versions: one with surface=90. Hurricane will be detected (average) on a clear day, no fog, at 2500meters (stock and GWX at 1500m), the big plane, B24 at 6800 meters( stock/GWX at 5900) . The other with surface=60. Hurris at 3500 and B24 at 8000 meters. At night these distances are a half and with fog is even lesser.

Hummm...B24 spotted 8000m away? Remember that is a clear unfogged day using binocular, and 5 ppl out there scanning the horizon and sky... I donīt know, i guess that is possible in RL. Anyway I will use it (surface=60) for the main reason below:

We have a good side efect here: These settings also mess with the small vessels. A simple fishboat using stock/GWX settings are detected very late at 3500m (clear calm day). The player can see itīs smoke 7500m away! Now just imagine an English Armed Trawler or an Elco boat...they will start to shoot at you before your blind crew see them (they are clearly visible but your crew donīt see them!). Use the surface=60 and your crew will now detect also these small ships a bit early (one minute or two) before they can see you! (Of course these are average distances, not exactly the same all the time).

I spent all the time in tests trying to not put values that could fix one thing but unbalance other. This is my compromise, this is why we have choices.

I will release it with the two settings above. Use what you feel that is more your play stile.;)

@ Can someone also provide another link? Seems some guys are having problems in download from RS.
Hehe...thanks Reece!:up:

Reece 03-28-07 01:24 AM

Great news Rubini, looking forward to the new release.:up:

You should become a member of file front, you can then have your own download site free, and no adds or spyware etc, I can certainly reccomend it, also this site is better than rapidshare IMO::up:
http://www6.rapidupload.com/
Cheers.

poor sailor 03-28-07 01:35 AM

Here is another link http://files.filefront.com/Visual_Hy.../fileinfo.html

LGN1 03-28-07 03:24 AM

Hi Rubini,

your results sound very good :up:. Unfortunately at the moment my personal
version is a heavily modded NYGM installation. Thus, I cannot test the
mod. However, I will closely follow the development. At the moment I
have two questions for which you may have an answer.

In the thread
http://www.subsim.com/radioroom/show...=106663&page=3 it
seems that changing the waves amplitude and attenuation in Sim.cfg has
an influence on a graphical glitch. Someone in this thread has asked
if changing these values has any side effects. I guess it has, but I
am not sure. Can you comment on this?

If I ask my sonar man to follow the nearest warship he does not follow
the nearest warship, but the next warship he can hear. For example,
one warship is at bearing 50 degrees, range 1000m and one bearing 270
degrees, range 500m. If the sonar man has bearing 0 degree (more
general 270 < his bearing < 50) at the moment I order him to follow
the nearest warship he follows the contact at 50 degrees. If I wait
until his bearing is greater than 50 degrees he follows the warship at
270 degrees. Have you or anyone else encountered similar problems? It
is really strange. It seems to me that the order is not follow the
'nearest' but follow the 'next' contact.

Any comments on these two subjects are highly welcomed.

Cheers, LGN1

cyclop_si 03-28-07 03:37 AM

Quote:

Originally Posted by LGN1
If I ask my sonar man to follow the nearest warship he does not follow
the nearest warship, but the next warship he can hear. For example,
one warship is at bearing 50 degrees, range 1000m and one bearing 270
degrees, range 500m. If the sonar man has bearing 0 degree (more
general 270 < his bearing < 50) at the moment I order him to follow
the nearest warship he follows the contact at 50 degrees. If I wait
until his bearing is greater than 50 degrees he follows the warship at
270 degrees. Have you or anyone else encountered similar problems? It
is really strange. It seems to me that the order is not follow the
'nearest' but follow the 'next' contact.

Hi,
Same behaviour in my case as well, using GWX 1.02 without other additional modes.
Bye

Woof1701 03-28-07 04:07 AM

Hi Rubini

First of all thanks for this mod!!!
When I first read about it here, my immediate idea was to combine it with Ducimus' additional AI visual nodes. I had always been a little annoyed with my crew's performance in fog and on the hydrophone, as well as the fact that the AI had the same visuals as my own boat. Ducimus fixed the second problem with his additional AI nodes, while you now finally fixed the hydrophones and the visuals of my crew. Considering that uboats and surface ships each have different properties that make them see or be seen more or less easily, with combining your and Ducimus' mod we'd have the best of both worlds.

Now I'm trying to put the two together but have no idea though how to do it. Since both you and Ducimus altered the sim.cfg and AI_sensors.dat we'd most certainly have a mixup here and just using your player sensors.cfg and sensor.dat with Ducimus mod might produce quite unsatisfactory effects.

Could you please describe what changes in the AI files do exactly? Since I thought this mod was about player problems with hydrophone and visuals, I'm not sure how AI behaviour was changed?

Thanks a lot.
Best regards


BTW: Link to Ducimus thread:
http://www.subsim.com/radioroom/showthread.php?t=106956

von Zelda 03-28-07 05:54 AM

Quote:

Originally Posted by Rubini
Itīs done!:sunny:

Great work there! When will this be released?

Thanks.


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