SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] Repaired Equipment MOD by Xrundel and TheBeast (https://www.subsim.com/radioroom/showthread.php?t=184224)

gap 02-12-13 10:16 AM

Quote:

Originally Posted by volodya61 (Post 2008383)
My .sim is based on TDW's revision of R.E.M's file.. all ranges for all hydrophones are working as they should and as supposed to work..

Good news at last :yeah:

Quote:

Originally Posted by volodya61 (Post 2008383)
I didn't use it manually below the 30 meters depth so far, but I could test it later..

Yes, please :)

volodya61 02-12-13 11:30 AM

Quote:

Originally Posted by gap (Post 2008407)
Yes, please :)

OK.. I will test it..
Where can I find deep waters near Kiel :hmmm:

whiskey111 02-12-13 04:20 PM

Quote:

Originally Posted by gap (Post 2008381)
...but you can still test if AI sonarman hydrophone ranges vary depending on depth. You need to test it in a set of single missions, placing an enemy contact at various ranges :yep:

I don't trust AI :D Frankly speaking, the most important to me is how I can hear ships. Without having this possibility this mod is completely useless to me ;-)

gap 02-12-13 04:25 PM

Quote:

Originally Posted by whiskey111 (Post 2008657)
I don't trust AI :D Frankly speaking, the most important to me is how I can hear ships. Without having this possibility this mod is completely useless to me ;-)

Yes, but figuring out what goes on with the AI could give us some clues on how to fix the mod for the player :03:

volodya61 02-12-13 07:40 PM

Quote:

Originally Posted by gap (Post 2008407)
Yes, please :)

Quote:

Originally Posted by volodya61 (Post 2008461)
OK.. I will test it..
Where can I find deep waters near Kiel :hmmm:

Okay..

Here is my SensorData settings:

GHG
1. -7 | -27 | 23000
2. -27 | -500 | 100000
3. -7 | -500 | 23000
audible to human in range -7 | -27

KDB
1. -23 | -500 | 100000
2. -3 | -23 | 20000
audible to human in range -30 | -∞
(I think the difference 7 meters included to the hydrophone KDB initially)

Here is full stock SensorData settings:

GHG
1. 0 | -500 | 55000
audible to human in range 0 | -∞

KDB
1. 0 | -500 | 30000
audible to human in range -7 | -∞


I think all the conclusions are on the surface.. the game audio controller accepts only the first value and doesn't know about the others..
All we need is to teach the game audio controller to see all of the sensor data rows or (much easier) to make the first sensor data rows such as GHG p.3
Unfortunately I am not very familiar with the S3D but tomorrow I'll try to edit my file and will see what happens..

What you think Gap?

gap 02-12-13 08:45 PM

Quote:

Originally Posted by volodya61 (Post 2008768)
What you think Gap?

I think that:
  1. You are a an excellent tester. Seriously, hats off :yep:

  2. Your conclusion that only the first SensorData controller is used for audio is in accordance with my initial guess, and looks to me fully congruent with the results of your tests.

  3. We cannot "teach" the game to "see" the second and third layer, but as you are suggesting, we can try extending the range of the first layer from the minimum to the maximum depth.
    Let's say that we have 3 depth ranges, from A to B, from B to C and from C to D, where A is the shallowest depth, and D is the deepest depth. I would try the following settings:

    Quote:

    1st SensorData:
    maximumrange=short
    mindepth=A
    maxdepth=D

    2nd SensorData:
    maximumrange=medium
    mindepth=B
    maxdepth=D

    3rd SensorData:
    maximumrange=long
    mindepth=C
    maxdepth=D
  4. Notice that using the above settings the human player would be able to hear ships only from the shallowest layer: at bigger depths, our operator would be better than us in detecting far contacts. If we wanted the opposite to be true, we should try inverting the previous settings, as folows:

    Quote:

    1st SensorData:
    maximumrange=long
    mindepth=A
    maxdepth=D

    2nd SensorData:
    maximumrange=medium
    mindepth=A
    maxdepth=C

    3rd SensorData:
    maximumrange=short
    mindepth=A
    maxdepth=B
    My only doubt is that with these settings, probably the second and third ranges wouldn't be applied at all, and our operator wouldn't be affected by depth changes.

    If you send me your files, I can tweak them in s3d and send them back to you, for you to check :up:

  5. Seems that the K.D.B has a constant offset of -7 m. this probably due to the fact that the SensorData controller min and max depth settings are relative to sensor's position, whereas the depths we are measuring in game are relative to boat's keel. The G.H.G, and probably the Balkon Gerat, are fitted near the keel, whereas the K.D.B. sensors are mounted on the deck, about 7 m higher.

  6. You are a good pal, and a very friendly subsim member :O: :rotfl2:

volodya61 02-13-13 07:16 AM

Quote:

Originally Posted by gap (Post 2008799)
You are a an excellent tester. Seriously, hats off :yep:
You are a good pal, and a very friendly subsim member :O: :rotfl2:

:oops:

Quote:

Originally Posted by gap (Post 2008799)
If we wanted the opposite to be true, we should try inverting the previous settings, as folows:
.....
My only doubt is that with these settings, probably the second and third ranges wouldn't be applied at all, and our operator wouldn't be affected by depth changes.

I think you are absolutely right here, if we make these settings, the sense of mod disappears altogether..

Quote:

Originally Posted by gap (Post 2008799)
If you send me your files, I can tweak them in s3d and send them back to you, for you to check :up:

I have already edited my file but I'm afraid that there may be errors..
Here is my original file - http://rghost.ru/43766178
Make the changes and send it to me, please and I will check both of :up:

EDIT: and Balcon Gerat too, please :yep:

whiskey111 02-13-13 08:29 AM

I have checked this file. The AI sonarman is no longer updating the contacts when sub is surface.
However, below 30m still no sound for human.

gap 02-13-13 08:36 AM

Quote:

Originally Posted by volodya61 (Post 2008956)
:oops:

just kidding Volodya :)

Quote:

Originally Posted by volodya61 (Post 2008956)
I think you are absolutely right here, if we make these settings, the sense of mod disappears altogether.

yes, I am afraid we got to live with reduced audible hydro range :-?

Quote:

Originally Posted by volodya61 (Post 2008956)
I have already edited my file but I'm afraid that there may be errors..
Here is my original file - http://rghost.ru/43766178
Make the changes and send it to me, please and I will check both of :up:


EDIT: and Balcon Gerat too, please :yep:

Okay, working on it :up:

Quote:

Originally Posted by whiskey111 (Post 2008993)
I have checked this file. The AI sonarman is no longer updating the contacts when sub is surface.
However, below 30m still no sound for human.

We are trying to fix it, whiskey. Stay tuned ;)

volodya61 02-13-13 08:45 AM

Quote:

Originally Posted by whiskey111 (Post 2008993)
I have checked this file. The AI sonarman is no longer updating the contacts when sub is surface.
However, below 30m still no sound for human.

It's my original file.. it wasn't edited yet..
here are settings of it - http://www.subsim.com/radioroom/show...8&postcount=80

gap 02-13-13 09:44 AM

Quote:

Originally Posted by volodya61 (Post 2009004)
It's my original file.. it wasn't edited yet..
here are settings of it - http://www.subsim.com/radioroom/show...8&postcount=80

I have openend your file both in Goblin and in S3d, and I have noticed that in your post you had inverted layers order. This is because Goblin shows controllers in reverse index order. In other words, the controller used for audio contacts is the last one.

That makes little difference for our purposes, indeed. I am saying it just in case someone wants to replicate our experiment with other settings. Thinking especially of our SH3/4 mod community friends who are using S3d as their main editing tool :)

About your settings, Volodya, I have a couple of remarks:

1. the GHG is set to have 3 layers: 1 for shallow depths (7-27 m), one for high depths (27-500), and one covering the whole depht range (7-500). It doesn't make much sense :hmm2: can you please specify the number of different sensitiveness layers you want, with their depth ranges (relative to sensor position) and max detecting ranges?

2. I see that, similarly to R.E.M, your file features max detecting ranges exceding 20 km which, IIRC, is the "world limit" beyond which units exist just as a set of coordinates. Is is supposed to be like this? :hmmm:

volodya61 02-13-13 10:24 AM

Quote:

Originally Posted by gap (Post 2009027)
1. the GHG is set to have 3 layers: 1 for shallow depths (7-27 m), one for high depths (27-500), and one covering the whole depht range (7-500). It doesn't make much sense :hmm2: can you please specify the number of different sensitiveness layers you want, with their depth ranges (relative to sensor position) and max detecting ranges?

these are not my layers.. I only a bit changed values..
it all makes sense.. the layers are working correctly.. in layer (7-27) Benno heard in range about 21-22 Km.. in layer (27-500) Benno heard in range about 37-38 km for convoys and in range 35-36 km for single ships.. with KDB less at 1-2 km

Quote:

Originally Posted by gap (Post 2009027)
2. I see that, similarly to R.E.M, your file features max detecting ranges exceding 20 km which, IIRC, is the "world limit" beyond which units exist just as a set of coordinates. Is is supposed to be like this? :hmmm:

In fact the "world limit" is about 40 km mostly.. one time Benno has detected a convoy in range 55 km.. it was wolfpack.. and I had seen them using external camera.. when the first unit of the convoy is entering into the sensors area (40 km) then Benno can hear whole convoy.. that's why he could heard in range 55 km..

gap 02-13-13 10:45 AM

Quote:

Originally Posted by volodya61 (Post 2009042)
these are not my layers.. I only a bit changed values..
it all makes sense.. the layers are working correctly.. in layer (7-27) Benno heard in range about 21-22 Km.. in layer (27-500) Benno heard in range about 37-38 km for convoys and in range 35-36 km for single ships.. with KDB less at 1-2 km

So you are proposing a two ranges sensitiveness pattern (7-27 and 27-500)? In this case I will remove the third SensorData controller for both the GHG and the Balkon Gerat. :hmmm:

Quote:

Originally Posted by volodya61 (Post 2009042)
In fact the "world limit" is about 40 km mostly.. one time Benno has detected a convoy in range 55 km.. it was wolfpack.. and I had seen them using external camera.. when the first unit of the convoy is entering into the sensors area (40 km) then Benno can hear whole convoy.. that's why he could heard in range 55 km..

Okay, 40 km makes much more sense :up:

volodya61 02-13-13 10:59 AM

Quote:

Originally Posted by gap (Post 2009050)
So you are proposing a two ranges sensitiveness pattern (7-27 and 27-500)? In this case I will remove the third SensorData controller for both the GHG and the Balkon Gerat. :hmmm:

If you remove third SensorData for GHG and Balcon Gerat then it will be human audible only at one range - 7-27 or 27-500..

I suggest you to add one more SensorData for KDB and two SensorDatas for Balcon Gerat type9.. because I don't know exactly which one (Balcon Gerat or Balcon Gerat type9) is using in game.. all other settings I will make by myself..

volodya61 02-13-13 11:09 AM

Quote:

Originally Posted by volodya61 (Post 2009060)
...and two SensorDatas for Balcon Gerat type9..

I think it's not needed.. I hope when Xrundel and TheBeast did this mod they knew what they were doing..
add only one SensorData for the KDB, please.. and send me the file..

EDIT: I've tried to did it by myself but something wrong with me.. :/\\!! Goblin don't see new SensorData after my edit.. :nope:


All times are GMT -5. The time now is 08:35 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.