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

Wolfstriked 03-28-12 03:15 PM

Great stuff Rubini.A question I have is about the blind spots of a hydrophone.Could you explain the arc better.Is it dumb to submerge and do a 360deg turn to ensure the blind spots are not a hindrance?

Rubini 03-28-12 04:13 PM

Quote:

Originally Posted by Wolfstriked (Post 1862145)
Great stuff Rubini.A question I have is about the blind spots of a hydrophone.Could you explain the arc better.Is it dumb to submerge and do a 360deg turn to ensure the blind spots are not a hindrance?

IIRC, an arc is just an amount of a circular degree that is covered in a presetted time and with a probability to make a contact. It seems to me, a better option than the no arc sensors exactly because arcs have probability.

On some SH5 scripts the boat do a full stop, listen a bit, then a 45 degree turn and full stop again just to cover the blind spots. Well, this is the more realistic way, no doubt. But I didn't used this approach on my script mod at first, as this will be done in high TC and players will never noted it...I guess.

Wolfstriked 03-28-12 04:22 PM

Quote:

Originally Posted by Rubini (Post 1862177)
IIRC,an arc is just a amount of a circular degree that is covered in a presetted time and with a probability to make a contact. It seems to me, a better option than the no arc sensors exactly because arcs have probability.

On some SH5 scripts the boat do a full stop, listen a bit, then a 45 degree turn and full stop again just to cover the blind spots. Well, this is the more realistic way, no doubt. But I didn't used this approach on my script mod at first, as this will be done in high TC and players will never noted it...I guess.

So using your hydrophone mod removes the blind spots?For now,I am not using the long patrol script and wonder if you could put the arcs back for those that like to manually dive and hydro check.Or am I misunderstanding you.I am from NYC and you are from Sao Paulo so there might be a slight speech difference.

Rubini 03-28-12 04:34 PM

Quote:

Originally Posted by Wolfstriked (Post 1862179)
So using your hydrophone mod removes the blind spots?For now,I am not using the long patrol script and wonder if you could put the arcs back for those that like to manually dive and hydro check.Or am I misunderstanding you.I am from NYC and you are from Sao Paulo so there might be a slight speech difference.

For sure!:DL
No, arc does nothing about blind spots. They are the sensors internal sh3 engine properties only.
And the script is another history,i just want to said that to you cover the blind spots, you really must turn your uboat abit.

Wolfstriked 03-28-12 11:28 PM

Where can I learn about the blind spots for various equipment.Also Rubini,I seem to be getting readings on surface with your mod.It might be mod soup though so tommorow I will try it loading it last and see what happens.

Rubini 03-28-12 11:41 PM

Quote:

Originally Posted by Wolfstriked (Post 1862324)
Where can I learn about the blind spots for various equipment.Also Rubini,I seem to be getting readings on surface with your mod.It might be mod soup though so tommorow I will try it loading it last and see what happens.

Use version 1.0a, the sensors are more deep on this version.

Wolfstriked 03-28-12 11:55 PM

Thanks Rubini,will probably leave as is but just move SO to rest on surface.Maybe a mod to move SO to and from hydrophone if the newer version is better for readings close to periscope depth.

Leitender 03-29-12 02:02 AM

Quote:

Could you explain the arc better.Is it dumb to submerge and do a 360deg turn to ensure the blind spots are not a hindrance?
May i assist you, Rubini? :salute:

Wolfstriked

There were 3 passive sonars used in german U-Boats: GHG, KDB and Balkon.

The early GHG sensors were attached to each side of the boat near the front dive plane. Thatīs why one could only hear along the side and had blind spots at bow and stern. The commanders always did a 90° turn, to discover these blind spots in reality, btw. normally at a depth of 30m to get a maximum range.

Later rotatable KDB was mounted on top of the foredeck which led to a blind spot only at the stern because of the connning tower. That system was quite sensitive but had a minor range compared to the GHG and also was very vulnerable against depth charges. So it soon was cut off.

Finally Balkon followed the GHG principle, but was mounted below the keel at the bow of the boat, which reduced the blind spot to the stern and made spotting possible when surfaced. Also range was increased.

If contact was lost, the operater could estimate the targetīs course for little time and give these estimates to the kaleun. If the targetīs course was more or less perpendicular it was possible to bridge this gap.

Bearing accuracy was not accurate enough to get firing solutions irl (different than ingame). So it was only used for tactical / surveillance purposes.

So far so good. All the blind spots, resp. bearings are given in the sensors.dat file and the values were more or less ok. Beyond, there is a "always tracking bonus time" within the sensors.cfg wich exactly simulates the update of bearing without contacts. This is a very fine and well functioning system in SH3. But this only concerns the crew.

You yourself are able to hear contacts at the hydrophone without any restrictions in geometry, loudness, speed etc. Thatīs much easier, but not realliy realistic. So if you trust only your sonar operator, you will gain realistic results. To support your operator turn your boat after a few minutes 90° as irl and you will get the biggest immersion.

Rubini 03-29-12 10:04 AM

Quote:

Originally Posted by Leitender (Post 1862353)
May i assist you, Rubini? :salute:

Wolfstriked

There were 3 passive sonars used in german U-Boats: GHG, KDB and Balkon.

The early GHG sensors were attached to each side of the boat near the front dive plane. Thatīs why one could only hear along the side and had blind spots at bow and stern. The commanders always did a 90° turn, to discover these blind spots in reality, btw. normally at a depth of 30m to get a maximum range.

Later rotatable KDB was mounted on top of the foredeck which led to a blind spot only at the stern because of the connning tower. That system was quite sensitive but had a minor range compared to the GHG and also was very vulnerable against depth charges. So it soon was cut off.

Finally Balkon followed the GHG principle, but was mounted below the keel at the bow of the boat, which reduced the blind spot to the stern and made spotting possible when surfaced. Also range was increased.

If contact was lost, the operater could estimate the targetīs course for little time and give these estimates to the kaleun. If the targetīs course was more or less perpendicular it was possible to bridge this gap.

Bearing accuracy was not accurate enough to get firing solutions irl (different than ingame). So it was only used for tactical / surveillance purposes.

So far so good. All the blind spots, resp. bearings are given in the sensors.dat file and the values were more or less ok. Beyond, there is a "always tracking bonus time" within the sensors.cfg wich exactly simulates the update of bearing without contacts. This is a very fine and well functioning system in SH3. But this only concerns the crew.

You yourself are able to hear contacts at the hydrophone without any restrictions in geometry, loudness, speed etc. Thatīs much easier, but not realliy realistic. So if you trust only your sonar operator, you will gain realistic results. To support your operator turn your boat after a few minutes 90° as irl and you will get the biggest immersion.

Thanks Leitender! Very good explanation!:salute:

Wolfstriked 03-29-12 11:28 AM

Quote:

Originally Posted by Leitender (Post 1862353)
May i assist you, Rubini? :salute:

Wolfstriked

There were 3 passive sonars used in german U-Boats: GHG, KDB and Balkon.

The early GHG sensors were attached to each side of the boat near the front dive plane. Thatīs why one could only hear along the side and had blind spots at bow and stern. The commanders always did a 90° turn, to discover these blind spots in reality, btw. normally at a depth of 30m to get a maximum range.

Later rotatable KDB was mounted on top of the foredeck which led to a blind spot only at the stern because of the connning tower. That system was quite sensitive but had a minor range compared to the GHG and also was very vulnerable against depth charges. So it soon was cut off.

Finally Balkon followed the GHG principle, but was mounted below the keel at the bow of the boat, which reduced the blind spot to the stern and made spotting possible when surfaced. Also range was increased.

If contact was lost, the operater could estimate the targetīs course for little time and give these estimates to the kaleun. If the targetīs course was more or less perpendicular it was possible to bridge this gap.

Bearing accuracy was not accurate enough to get firing solutions irl (different than ingame). So it was only used for tactical / surveillance purposes.

So far so good. All the blind spots, resp. bearings are given in the sensors.dat file and the values were more or less ok. Beyond, there is a "always tracking bonus time" within the sensors.cfg wich exactly simulates the update of bearing without contacts. This is a very fine and well functioning system in SH3. But this only concerns the crew.

You yourself are able to hear contacts at the hydrophone without any restrictions in geometry, loudness, speed etc. Thatīs much easier, but not realliy realistic. So if you trust only your sonar operator, you will gain realistic results. To support your operator turn your boat after a few minutes 90° as irl and you will get the biggest immersion.

Excellent post there Leitender and just opens up more possibilities^^ in modding:DAs for the player being able to hear with no restriction,well that sucks.You say trust the SO but last night he was totally unrealistic.In outside view his bearings to a lone merchant were off completely and sometimes spot on.I wonder then is it that I had less than half of the green bar filled.If so then that needs to be modded out also.:rotfl2:Now get to work fellas.....:har:

LGN1 04-19-12 04:25 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 shipīs sns-file AND create a new cfg-node to the shipīs dat-file. Compare it to the existing sensors an you will see.

Hi,

I have tried the idea, but couldn't get it to work. It seems that the units can only deal with one sensor per sensor type :-? From reading some old posts, it seems that several people have already tried similar things, but no one has been successful so far. Nevertheless, it would be good if someone else tries it again. Leitender?

Regards, LGN1

Leitender 04-23-12 04:17 AM

Hi LGN1,

two attempts: Creating a R02-Node within .dat-file, then 1. create a R02-part within .sns-file: No success. 2. Fitted unused D01-Node with type 286-Radar: No success either. So far: :hmmm:

Vince82 05-09-12 05:20 PM

:yeah:Very important mod, adds a lot more realism as the hydrophone is such a vital piece of equipment for a uboat.

TY Rubini

gap 02-17-13 06:04 PM

Quote:

Originally Posted by Rubini (Post 1851300)
Leitender have noticed that the player only can listen from one of the layers (seems the more deep one, the other two are deaf for the player).
Anyhow, the sonarman and the game works normally on the hydro contacts and dinamics, as intend.
So, be adviced, until we find a solution, that this mod is not suitable for players that like to listen contacts by theirselfs

Hi Rubini,

I suggest you to go through the last posts of Repaired Equipment MOD's thread: it seems that I and volodya61 managed to fix the above issue, making hydrophone contacts audible along the whole sensor's depth range.

Hopefully our method will work for SHIII as well :up:

Rubini 02-17-13 10:39 PM

Quote:

Originally Posted by gap (Post 2011479)
Hi Rubini,

I suggest you to go through the last posts of Repaired Equipment MOD's thread: it seems that I and volodya61 managed to fix the above issue, making hydrophone contacts audible along the whole sensor's depth range.

Hopefully our method will work for SHIII as well :up:

Thanks by the tip gap! Just finished to read all that thread and will start to test your approach on sh3. Will post my finds later!:up:

Rubini 02-18-13 12:42 AM

Ok, first quick test done:

it works also on SH3! Great find guys!:yeah:

Some comments and limitations:

1. The solution is related to make the first sensor the more long one (more distance sensible, currently the more deep). In this original mod and also on my version for Sh3 the sequence was just the inverse: first the short one, last the long one.

2.With this correction the mod continues to work on Ai/sonarman crew side correctly...but

3. At player (human) side, besides the fact that now we have again a really working hydro station as before (I mean, we have again ambience and propelers sound there all the time), it have the flaw of working all the time, for any distance (from max 30km from almost 0km), independentely of the hydro layer.

Conclusion: isnīt a perfect solution because the player will listen too much, independently of the hydro layer or uboat depth, but the AI/sonarman will works correctly, as the mod intention. Probably by game engine limitation, we will never have a perfect solution, but the mod is much better now!!(well, "never" canīt be used on SH3/4/5 mod community, we already fix a lot of unfixable things, no?):up:

I will test it a bit more and make a new update package soon!

gap 02-18-13 07:20 AM

Hi Rubini,

I am glad that, despite its limitations, the fix also worked for you. :up:
your conclusions are correct:

- only the last SensorData controller of each hydrophone (the one with the bigger Index Id) is used for human audible contacts: its Min and Max SensorHeights must cover the whole depth range at which we want contacts to be audible by the player;

- unfortunately human audible contacts are not affected by MaxRange settings: as noted by you, they are audible at any range. This is a limitation (or rather an unlimitation :D) relative to SH5 and probaly to SHIII stock games. Introducing layers with limited hydrophone detection, the present mod and your one for SHIII only make the problem more obvious.

Rubini 02-18-13 11:31 AM

Hi guys,

After made more tests i can say that the gap fix really fixed the problem! Now the mod is complete!!
I will make a new updated version and will post for download until tomorrow!

Thanks gap!:salute:

gap 02-18-13 12:10 PM

Quote:

Originally Posted by Rubini (Post 2011812)
Hi guys,

After made more tests i can say that the gap fix really fixed the problem! Now the mod is complete!!
I will make a new updated version and will post for download until tomorrow!

Thanks gap!:salute:

:yeah: :woot:

Txema 10-08-13 07:10 PM

The link for this mod is not working form me:

Link to download (after decompress choose accordingly)
Version 2.0
http://www.mediafire.com/?q8fzs78u03t8wb

Could you please check it ?

Thanks in advance !!


Txema


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