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-   -   Can This Be A Work Around For The 8 KM Visibility? (https://www.subsim.com/radioroom/showthread.php?t=81936)

CCIP 07-20-05 01:20 PM

Oh. Well that's probably not in this Sensors file but in AI_Sensors. In which case I still ought to check with Jungman on this :hmm:

Jungman 07-20-05 02:58 PM

CCIP
I aready posted a beta, on the regular forum...repost here. :P

Not tested just a beta.

http://www.subsim.com/phpBB/viewtopi...=359353#359353

Snorkel_Radar beta fix. Needs some testing..time is not on my side lately...

-----------------------------------------------------------------------------
I need a beta tester to try this snorkel radar fix. The three basic radar sensitivity is 0.03m, 0.3m, and 1.5m.

I changed them to 0.3m, 1.5m, 2.5m respectively.

Just I guess. It is the radar MinSurface values for the 18 radar types used by the enemy ships and airplanes. I modified my AI_Sensors.dat file, which is used by my new SonarDC_20 Mod.

The only affect is the DD are not as Super Lock On in the game for SonarDC_20 Mod.

Knowing that, and if this works decent (or need to change some values) I will make another version for use with the stock game file.

Give it a try...I do not have time to test it yet....Snorkel Mod

http://rapidshare.de/files/3202118/AI_Sensors.dat.html

Just place it in you DATA/Library folder. Backup original.

Your Schnorkel will have a better chance not to be detected by airplanes so easily via the later year radars. You do not need to restart a patrol or carreer -should be immediate from an ingame save....even you periscope...and go slow not to set off visual detection.

timetraveller 07-20-05 03:13 PM

Quote:

Originally Posted by Manuel Ortega
Yes. Objects at a distance higher than fog end value are totally hidden by fog.
The same with start fog. If you put a negative value, the fog starts behind the camera. This is useful in games for making a thicker ambient.

In this pic I modified the fog start with a value of -100. This shows as more dense water.
http://www.mp-labs.com/sh2mods/waterfog_dense.jpg

The scene.dat file has a lot of modification capabilities.

All excellent discoveries Manuel! Great job!! Many people have been looking for these fog values for a long time.

TT

Jungman 07-20-05 03:24 PM

More stuff from that thread:

----------------------------------------------
Yes, late war, here is data from the Sunderland SNS

[Sensor 5]
NodeName=R01
LinkName=ASVMarkI
StartDate=19410101
EndDate=19430601

[Sensor 6]
NodeName=R01
LinkName=ASVMarkIII
StartDate=19430601
EndDate=19440601

[Sensor 7]
NodeName=R01
LinkName=ASVMarkVII
StartDate=19440601
EndDate=19451231

ASVMarkI Range 8 km MinSurface 1.5m
ASVMarkII Range 10 km MinSurface 1.5m
ASVMarkIII Range 12 km MinSurface 1.5m
ASVMarkVI Range 14 km MinSurface 0.3m
ASVMarkVII Range 16 km MinSurface 0.03m

As you can see, the last years war radar is 0.3m and .03m. That last year war radar would be impossible to hide a snorkel from, and the radar in the Sim.cfg does not have a range penalilty applied to it. Even 0.3 m is pretty darn good to detect you. And that is in June 1943.

Many people have lamented about the snorkel being detected by radar so easy.

All radar is at leat 1.5 meters, then goes to 0.3 meters, then the impossible 0.03m (3 cm radar).

That is why snorkel above less than 1.5 barely about waves will work and not get detected.

I believe this should be modded up to higher values.

First guess is from 1.5m, 0.3m , 0.03m;
to 2.5m, 1.5m, 0.3m.

These will let you snorkel fine until June 1943, then you must dive lower in water to avoid the better radars at 1.5 meters, then after June 1944 the radar is 0.3m almost impossible to not get detected unless in very smooth water to let snorkel work (water waves higher than 0.3m will shut it off).

Destroyers have thier own radar types too.

-----------------------

:o No one saw it?

Jace11 07-20-05 07:46 PM

Quote:

Originally Posted by Jungman
:P Hey, guess what I found while fixing the 180 Degree backward Radar?

The enemy AI sensors data is totally in the AI_Sensors.dat file.

It is the silly Sensors.dat that contains your crew freindly AI setting! :doh:

The radar has the MaxBearing as 360; but left the MaxElevation at only 180. Just make the Max Elevation 360 also, and viola...No more bearings from radar 180 out of phase. Bug fixed :hmm:

I also changed MinSurface size to fix the stupid Snorkel detection problem.... :yep:

But the main topic was Beyond seeing visual 8 km. Well, in that file Sensors.dat is where you can change alot of stuff. It was originally PreciseRange=6000m MaxRange=8000m PreciseHeight=15000 MaxHeight=20000, Sweep rate=15, sweep arc, probabiltyDetect, etc. Plus Surface area (so he can see those small airplanes better).

I change MaxRange to 20,000m. Did you know periscope is limited to 5000 precise and 6000m maximum range? No wonder the WO can out see you at night if you are using the Binoculars, UZO, Periscope...not sure though...

Anyway I am going to test UberWatch dude. Longer range to 20 km, but I may have to change the Surface (Area) detection from 40 to 20 like the radar so he can see the small airplanes. Or go into the Airplane.dat file and increase their surface 'area'.

It looks like you can tweak almost anything to ge the Wo to call out a ship, probability to detect too so it is not 100% constantly at long range.

Is this real!!! Have you tested it? That bug was my pet hate. I spent hours trying to fix the radar mirror effect..... hours and hours....

Jace11 07-20-05 07:56 PM

Quote:

Originally Posted by Jungman
:P Hey, guess what I found while fixing the 180 Degree backward Radar?

The enemy AI sensors data is totally in the AI_Sensors.dat file.

It is the silly Sensors.dat that contains your crew freindly AI setting! :doh:

The radar has the MaxBearing as 360; but left the MaxElevation at only 180. Just make the Max Elevation 360 also, and viola...No more bearings from radar 180 out of phase. Bug fixed :hmm:

I also changed MinSurface size to fix the stupid Snorkel detection problem.... :yep:

But the main topic was Beyond seeing visual 8 km. Well, in that file Sensors.dat is where you can change alot of stuff. It was originally PreciseRange=6000m MaxRange=8000m PreciseHeight=15000 MaxHeight=20000, Sweep rate=15, sweep arc, probabiltyDetect, etc. Plus Surface area (so he can see those small airplanes better).

I change MaxRange to 20,000m. Did you know periscope is limited to 5000 precise and 6000m maximum range? No wonder the WO can out see you at night if you are using the Binoculars, UZO, Periscope...not sure though...

Anyway I am going to test UberWatch dude. Longer range to 20 km, but I may have to change the Surface (Area) detection from 40 to 20 like the radar so he can see the small airplanes. Or go into the Airplane.dat file and increase their surface 'area'.

It looks like you can tweak almost anything to ge the Wo to call out a ship, probability to detect too so it is not 100% constantly at long range.

To do the radar fix, you change the MaxElevation to 360 for all GERMAN RADAR Sets???

Jungman 07-20-05 08:12 PM

I only changed the radar MaxElevation from 180 to 360 for the radar sets in the Sensors.dat file. There are 18 total.

These are your own sub radars. I tried it out and it is spot on correct reading. It said the ship was 14 degree in front of me, and sure enough, it was. Use my download or CCIP version of Sensors.dat.

ASFAIK it fixes the reverse radar (MaxBearing=360 and MaxElevation=360 must match or 180 degree is subtracted). I explained it earlier in a post with the link.

Jace11 07-20-05 08:32 PM

Well, I did the same and it didn't fix it. I will try the file that is going around and see it that does it, but all I did was change ElevationMax from 180 to 360 like you said. Though, I did it just for the radars that are set to 180. Not the RWR or sonar. I think in total there is only 6 radars. You said 18? I am missing something. Anyway, I try this file and test and report back.

Jace11 07-20-05 08:47 PM

I am sorry but I can't confirm this as a fix. The radar bug is still present. I downloaded the file, it contained the same changes I did. I ran it in the game and the bug is still there. When you tested, did you use the dial? The bug is with the dial, not the spoken report. The spoken report has always been correct, it says 14 degrees when the ship is at 14 degrees, but the spike on the CRT will occur at 360 - 14 on the dial (346 degrees).

I thought about this a while ago and tried many fixes. I think you are modding pure sensors here. The radar rotation in relation to the ship works correctly, I believe the bug is simply an animation problem for the 3D object of the radar DIAL in the radio room. Which I why I was looking at the Interior RR files for a clue on this.

I will go back to my "mirrored.tga" for my dial, which helps me read it, and which I have used for months and I'm used to it now.

I hope someone can fix it though, as I spent along tim trying a while ago. I like the fog fixes though.

Jungman 07-20-05 11:10 PM

I was using the digital readout when radar moving manually. :o I never knew it was the analog dial TGA that is reversed! So I thought it was fixed. I did not understand the true nature of the bug. :dead:

Radioman does callout the correct bearing then, always has. Why not upload your Mirrored Dial.tga? It should be easy enough to edit with an image editor. What is the file name for the Radar wheel TGA? Similar to the hydrophone dial I guess?

18 radar types I was refering to the enemy radars in the AI_Sensors.dat file. Your own sub radar stuff is in Sensors.dat which there are only so many. Six to eight or so. Sorry if I mispoke.

Messing around with the radar and snorkel problem, got them confused.

v!por 07-21-05 08:52 AM

AC warning time b4 attack
 
Gents;

Reporting on effect of Jung's mod on radar fix...

installed Jungman's fix and while surfaced, Jan 1943, VIIC 1/42, winds at 12+ , used the suggested changes in announcements returning from time compression to 1x. when aircraft spotted.... B4 using latest mod would receive the announcement and had time to crash dive to at least 30 meters and no damage... Now, u pick up air radar... u barely get below ... depth charges etc in water ... u r flooding .... and sink....

Reporting this to let Jungman know what is happening... tried twice and twice same result...

Jungman 07-21-05 03:04 PM

Snorkel/Radar fix is not for you on the ocean surface, it is for the snorkel being picked up too easy while underwater.

You have another problem.

jasonb885 07-21-05 05:07 PM

Quote:

Originally Posted by Jungman
...
You have another problem.

Yeah, an incoming bomber!

:yep:

CCIP 07-21-05 05:09 PM

Yep. I can tell you for certain that this has nothing to do with this fix. It happens occasionally, with or without any mods. Learning to manuever on surface when they attack suddenly is one way to survive.

Jungman 07-21-05 05:49 PM

:rotfl: Seen that coming, or not. :dead:
:-j
In other threads and other feedback we are getting a feel for what the heck is going on..it may be the snorkel surface area is big as house and the planes with NO radar (Avengers) still are attacking with lazer visual sights.

This means the snorkel surface area is defined too big. Avengers have no radar yet the magic snorkel brings them running....

:arrgh!: , no wonder those submariners were so popular with the nurses back in port.... :smug:


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