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

gabeeg 03-26-07 07:09 PM

Rubini,

Ok...just for clarification, Jungmans SensorPak mod(s) altered sensors.dat by fixing the radar detector ranges as follows:

Metox: 4km range @ 15 sec sweep Old
Metox: 10km range @ 15 sec sweep New
Borkum: 5km range @ 15 sec sweep Old
Borkum: 15km range @ 10 sec sweep New
Naxos: 7.5km range @ 15 sec sweep Old
Naxos: 20km range @ 10 sec sweep New
Tunis: 10km range @ 15 sec sweep Old
Tunis: 25km range @ 5 sec sweep New

He did do a snorkel fix (I was not sure of this but looked back and found it!) that was moded in the AI_Sensors.dat where the snorkel will now be under the AI radars MinHeight value (1?)

Also, he did some changes to the DD/DDE "Super Sonar Detection" problem by changing AI_Sonar.dat:

The minimum Sonar Range was changed from default zero to 150 meters.
The maximum Sonar Bearing angle was reduced from -+ 90 degrees bow, to 60 degrees.

And depth charge blast radius was changed from 15 to 20 meters.

My question to you is what of the above is included in your mod and what if any of the above is not modded like Jungmans sensor pak but uses the stock values?

All of this is in Jungmans "SensorPak" mod (also apart of "SH3 Bugfixer & Small Enhancements" mod by Syxx_Killer) I am not sure if you can find these separately anymore...they have all been absorbed into all of the "Major Mods" in some form or another. I though, do not use any of the Major mods and just use a heavily modded stock install (The reason for this is that I run SHIII on my laptop and have to stay away from most of the eye-candy).

Rubini 03-26-07 07:32 PM

Quote:

Originally Posted by von Zelda
I opened you sensors cfg file which has "radar sensor height factor=0" If I recall correctly, the stock game had height at .5 and jugman's mod made it 1. I'm not sure of the stock GWX.

I can not open the sensor dat files.

Is it possible that changing the radar sensor height factor to 1 in the sensor cfg file may eliminate the detection of the snorkel without changing any thing else in the dat files?

There doesn't appear to be any thing to change in the sim cfg file.

If necessary, can you tweak the dat files to make radar sensor height =1 and post an optional update. But this might not be necessary if the change to radar sensor height works well at 1. Can you test this therory?

I just noticed you had Jugman's A1 dat file as an option. What are the radar sensor height factors in this optional file? Maybe this optional file is all we need along with the one change in the sensor cfg file??

You are messing with the wrong file.
Sensors.cfg and Sensors.dat are player uboat related.
Sim.cfg and AI_sensors.dat are AI behaviour/geometry related. The changes for Snorkel fix are or need to be made on AI_sensors.dat.

Rubini 03-26-07 07:45 PM

Quote:

Originally Posted by gabeeg
Rubini,

Ok...just for clarification, Jungmans SensorPak mod(s) altered sensors.dat by fixing the radar detector ranges as follows:

Metox: 4km range @ 15 sec sweep Old
Metox: 10km range @ 15 sec sweep New
Borkum: 5km range @ 15 sec sweep Old
Borkum: 15km range @ 10 sec sweep New
Naxos: 7.5km range @ 15 sec sweep Old
Naxos: 20km range @ 10 sec sweep New
Tunis: 10km range @ 15 sec sweep Old
Tunis: 25km range @ 5 sec sweep New

He did do a snorkel fix (I was not sure of this but looked back and found it!) that was moded in the AI_Sensors.dat where the snorkel will now be under the AI radars MinHeight value (1?)

Also, he did some changes to the DD/DDE "Super Sonar Detection" problem by changing AI_Sonar.dat:

The minimum Sonar Range was changed from default zero to 150 meters.
The maximum Sonar Bearing angle was reduced from -+ 90 degrees bow, to 60 degrees.

And depth charge blast radius was changed from 15 to 20 meters.

My question to you is what of the above is included in your mod and what if any of the above is not modded like Jungmans sensor pak but uses the stock values?

All of this is in Jungmans "SensorPak" mod (also apart of "SH3 Bugfixer & Small Enhancements" mod by Syxx_Killer) I am not sure if you can find these separately anymore...they have all been absorbed into all of the "Major Mods" in some form or another. I though, do not use any of the Major mods and just use a heavily modded stock install (The reason for this is that I run SHIII on my laptop and have to stay away from most of the eye-candy).

I already put all the Jungman changes on the Ai_sensor.dat - optional folder for GWX version, default on stock version: RWR range, Snorkel fix, uber sonars, etc (the depth charges and almost all this are already tweaked by GWX anyway). I also put there some tweaks by me and others that are accumulated after Jungaman first discouver. So these files are more "actual" than the Jungman first fix from almost two years ago. All the changes are on the readme...
The unique (perhaps) necessary adjust will be make the MinHeight for all AI active radar=1 that arenīt on original Jungman release neither on GWX.

But, like I said, I suggest that we play the game first. Others small settings also can interfere with this and I guess that the final result is already correct. If needed its so easy to adjust later.;)

Rubini 03-26-07 08:03 PM

Attention 16km users. I need a help to start the work on it.

The hydrophone fix will be the same that are in the 8km version. So, itīs already done.
For the visual settings I need these below tables complete (short time to make a lot of tests again). So with somebody help me we can also adjust the 16km mod.

1. What is max player eyes distance on 16km mod (in meters)?
No fog, daytime: ...............................at night:
Light fog, day time: ...........................at night:
Medium fog, day time: ........................at night:
Heavy fog, day time: .........................at night:




2. How is the maximum actual distance for the crew?

Day time(distance in meters when the crew start to see the ships in 90% of the time). Also annotate if the Ai attack your uboat before the crew see the enemy.
......................GWX(crew).....Stock(crew)... ....max player eyes
No fog
Light Fog
Med. Fog
Heavy Fog


Night time:
...................GWX(crew).......Stock(crew).... .........max player eyes
No fog
Light Fog
Med. Fog
Heavy Fog

Thanks for any help! If I have these infos I can start to adjust the 16km mod!;)

Reece 03-27-07 01:43 AM

Hi Rubini & thanks, so far the 8k GWX version is very good, my WO on a clear day spots targets at 9000mts & after movnig away then diving I'm getting reports from hydraphone operator from atleast 20k, this is an auto response, no selecting on my part!:up: haven't tried further yet as I do not have map updates on so I have to calculate manually, will keep you informed as game progresses.:yep:

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


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