SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
-   -   For those of you who think the XXI Sucks..... (https://www.subsim.com/radioroom/showthread.php?t=82235)

wabos43 07-25-05 03:46 PM

Sure Jungman, I'd be happy to try it out. Certainly if the sensors range are increased, it will give much greater survivability, especially if using the Airpower mod.

Jungman 07-25-05 07:58 PM

Well, here is a first shot at better RF detectors for yee Unterseeboot.

http://rapidshare.de/files/3358106/RF_Detect.rar.html

RF_Detect Mod :sunny:
-----------------------
RF_Detect Mod Jungman July 25, 2005 Silent Hunter III patch 1.4

This is a first try improvement to make your mostly worthless radar warning detectors up to historic values.
Indeed, it will help you detect those pesky airplanes long before they pounce on you, I hope. It will also
pick up any ships using radar. This needs to be tested. It maybe too good, or not enough.
place in your Data/Library folder. And as usual, backup your original Sensors.dat file.

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

I increased in proportion out to the in game engine maximum limit of 25 km defined by Enemy Radar.
In practice, the best radar in game used by the enemy is only 16km. In the Sim.cfg or Sensors.cfg
the detection time is double when further than half the maximum range. So maybe the longer detect ranges
will have an affect. I aslo increased the Sweep Period faster for the better radar detectors in order to
make them better than the earlier models in case Enemy airplane radar range limits are a mute point.

I may reduce these down after some testing and feedback. I was liberal in the range. In game is a different story.
I need to figure out what is the real maximum, do they detect airplanes solid out beyond their radar at 25km
or do they actually detect the 'radar signals' from (8 to 16km) for airplanes, and (3 to 15 km) for Ships.

One last thing, this includes the Visual range increase out to 20km, which is actually limited to 10km.

I.E. Do these units work as Radar Detectors or Active Radars? It maybe why they were nerfed by Devs.

Jace11 07-25-05 08:45 PM

Nice. I like the choices for ranges. I didn't even know they had sweeps times...

I don't know why they do. I though the RWR didn't sweep. They can't determine bearing.

You know, I was thinking, wouldn't it be great to attach a sound to the RWR. In reality you got an audible squak or tone each time the radar swept over. A solid tone if the radar focused on the boat (as happened with late war radars) and you could judge whether the aircraft was coming towards or moving away by the gap between bleeps.

wabos43 07-25-05 11:50 PM

Jace, yes the Metox and Borkum did have an audible warning that increased in strength depending on the contact, the closer it was then the louder the tone, and this was connected to the U Boats speaker system. Unfortunately in SHIII the RWR mechanism in the radio room is not really modelled, if it was then you would be able to see the bearing. Later mechanisms like Naxos and Tunis presented the signals on a cathode ray tube oscilloscope (known as B-Rohr) which would present the intercepted radar signals similar to the visual presentation of the radar screen in SH III.

Jungman, one other thing strikes me here which is to not worry too much about the sweep times, because in the case of the Metox and Borkum systems they were 'swept' simply by a member of the watch crew rotating the Biskayakreuz by hand. Only with the Naxos onwards did you have permanent antennas (usually using the D/F loop on the u-boat) which could be rotated by the Funker from inside the boat.

Thanks for this, I'll try the file tonight and let you know how I get on.

Jungman 07-25-05 11:53 PM

It is a big guess. I tested some. It definetly works.

I have a Metox and I get a report within 15 seconds of radar signals detected 5 to 10 km. I am trying to acertain if it is the actual radar signal (which is displayed as a circle) is detecting or the ship itself.

Makes a difference since best radar is 17 km for ship and airplanes, many are much less. I listed it in the readme above.

Basically what good does a 25 km range for radar detector when the games ships and airplanes so not cary that far ranging radar?

You could increase the range of your Uboat Active radar, then you could pick up contacts at distance. The Sweep time, sensitivity and one distance factor determines detection. Also the base detection ARC and Probability to Detect with Arc value is 16 degrees at 95% can be changed too.

I did settle on the snorkel fix, just make the MinHeight for Visual in the AI_Sensors.dat from zero to 1 meter. This allows snorkel usage much better, but not perfect. You must know to set snorkel about 1 meter above the waves, which in heavy waves is going to be hard and maybe get seen.

The XXI snorkel is much higher than the VIIC. It sticks way up so go lower in water with this change.

When you get close than about 3000m to 2000m you risk detection as normal since the mute factor is removed if within half a detectors max range. So for the snorkel is not seen willl at 8 km it will be start to show with 4 km of target.

So these two fixes, one for Snorkel in AI_Sensors.dat and basic changes to Sensors.dat for Radar Warning is working quite well to spot airplanes (and help with snorkel attracting).

I have no problems and did not break gameplay. :P

I am surprised no one downloaded the file yet. I guess I had this discussion in the wrong forum thread :yep: Time to announce it.

Wish people could beta test some more though. I have a new AI_Sensor.dat file for people to install the Snorkel fix, but it needs to be integrated into my SonarDC Mod they share. I can make a stand alone version for the default game. I need input for what to do -too many mods become confusing. I can place a link here for the one I am using to go in junction withthe one made above.

Between thses two, I think I may just call it SensorPak ?

wabos43 07-26-05 01:41 AM

Jungman, tried out the mod. Its working great for me, especially with the ASV radars. The detectors are provided true security now. The sensorpak is a great idea and coupled with Rub and/or the Airpower mod, I think its simulating a far more realistic electronic warfare environment now. Great work. Sensorpak is also a good idea :up:

Silverfox18 07-26-05 05:07 AM

Gee, I started this thread with a story about the XXI and now I see it has grown into a XXI FIX IT! :rotfl: Can we talk about stories or is that too much? :rotfl:
:sunny:

difool2 07-26-05 08:44 AM

Will the detectors work while snorting then? I thought I read that
the detectors didn't work underwater even when the snorkel is
employed...

Syxx_Killer 07-26-05 09:12 AM

Cool. This is looking great. SensorPak would be a great idea. I use your DC mod and would like to keep using it. :up: :up:

Faamecanic 07-26-05 11:40 AM

Jungman...please do a default game mod also with schnorkel and radar detection. I currently dont use mods...but will use RuB soon (after I tire of the default game).

Awesome work :up: Again proving that the modders can do more than the devs are allowed to by UBISTANK. This is stuff that SHOULD have been fixed in 1.4b

difool2... I have read several places that in the late war, they did in fact have radar detection ON the schnorkel.

Faamecanic 07-26-05 11:41 AM

Quote:

Originally Posted by Syxx_Killer
Cool. This is looking great. SensorPak would be a great idea. I use your DC mod and would like to keep using it. :up: :up:

What does the DC mod do?

Syxx_Killer 07-26-05 12:03 PM

This is from the readme in the latest version:

Quote:

SonarDC_20 Mod July 14, 2005 Jungman

This is a second version of fixing the AI super sonar detection especially for DD that
have Elite crew. Plus fix for the Real DC blast radius and simulations effects included.

Main change is for less smaller nerf to the DD Active Sonar for patch 1.4.

The minimum Sonar Range was changed from default zero to 150 meters. (Was 200 m)

The maximum Sonar Bearing angle was reduced from -+ 90 degrees bow, to 60 degrees. (Same)

I left the sensitivity alone and Maximum Range alone for this version also.

The biggest problem I could see was trying to escape the death lock the DD has on you
and can never escape. The DD can out turn you in a circle and maintain a lock with the
90 degree sonar pointing right at you in the center. Since you cannot go any faster than
2 to 3 knots without being heard by the late year hydrophones of the DD, you cannot
get enough distance to sneak away without being picked up again. Also the Minimum Range
of 150m helps to break the accuracy of the DC or HH by moving quickly before the over run.

If this does not help enough, then the sensitivity can be toned down, and max range
decreased to allow for escape. The minimum sonar range of 150 m seems to help hide the
sub at depth better so you can sneak away slowly without being detected by the UberSeer
sonar.

There are 7 sonar active types, and 7 hydrophone passive.

Place the DepthCharge.zon Mod for the radius 20m blast, and the AI_Sensors.dat files
into your DATA/Library folder.....and always backup your original files.

Update:

New version SonarDC_20 for patch 1.4 is not so nerfed. The Minimum detect radius is
better from 200m to 150 meters to stay locked on your sub.

The DC blast radius is increased from 15 meters to 20 meters.

Faamecanic 07-26-05 03:14 PM

Sweet! I will have to look for the download!

Jungman 07-26-05 05:47 PM

Looky here, and try this out---contains the new Snorkel fix. Read about its proper usage so you do get caught with your snorkel hanging out in the open! :-j

I stuck all these mods into a pak. Many share the same file. Contains Active Sonar Super Lock-On fix, DC blast reduction to 20 meters, Improved Radar Warning Detectors fix, Carrots for Longer Visual Range for Watch Crew, und die Schnorkel fix.

SensorPak :sunny:

http://rapidshare.de/files/3448595/SensorPak.zip.html

EDIT: Updated to include the original SonarDC values with snorkel fix. You can chose between them.

Duncan Idaho 07-26-05 06:16 PM

A little clarification: Just what is the new 'snorkel fix'? Is that the snorkel vs radar fix, or the fix that will allow you to actually use the snorkel mounted radar detector? (The latter is the fix I'm waiting to hear about).


All times are GMT -5. The time now is 02:39 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.