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testing further, next ship in the channel is a "Uekel Medium Composite Frighter", it is reported and i also hear it using hydrophone, without any modification to its .dsd file :hmmm:
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Best regards, Magic |
update...
just arrived the british coastal waters, found a Norwegian (neutral at this time) "Uekel Small Passenger Type" (used sub is Type 7A, GHG equipped 1939, no special abilitys trained) at first, this ship is reported by the sonar guy, but only hearable on the hydrophone if above 30 meters dept (range was also reduced to only 2000 meters) this is a bit confusing now... - is it a bug regarding "REM 1.2" (and/or using TDW special compaibility sensors.sim file with it) ? (it`s installed after all other mod`s) - did i found a thermal layer ? just found another contact (a fishing boat), it have a much weaker sensor streangh having the same problem (only hearable above 30m). as the problem occours after 30 meters i think REM 1.2 (and/or using TDW special compaibility sensors.sim file with it) is an additional problem in my installation. ...but there is another thing, normaly you`re able to cicle the external cam through all crew reported contacts, as i found the fishing boat (much farer away) only this was cycle able and the sonar guy only report this vessel, ignoring the much closer "Uekel Small Passenger Type", which is still loud and clear hearable on the hydrophone while close by :06: edit: just renembered and checked, the GHG have also a "shadow angle" of 40deg infront, maybe that was the reason of no further reports of the sonar guy (but was still hearable loud and clear by my self inside that angle), but this wont tell me why only above 30 meters dept. |
Suspect REM as they tried to implement the sensors using multiple sensor controllers. It may not be working like it should.
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Yea, i would say the Hydrophone / sonarman issues are the biggest issue with the sim in its current state (well after the campign is running good).
I un-installed OH11 v1.1 and installed Base mod+Environment after failing to enter Keil. That cured the problem so i've left it as that to continue to my next patrol. Starting my next patrol i left through the Keil cannal and off to the East coast of Britian (just below Inverness) without encountering a single ship of any description! I figured without the extra traffic it might be so, then i figured maybe somethings wrong....however, about 50km of the coast surfaced in perfect waveless / cloudless weather my watch crew reported smoke on the horizon....i use Handsolo's smoke mod so you can actually see smoke on the horizon. I jumped out of bed (in boat!) and lept to the conning tower to take a look, i could see nothing. :hmmm: I asked my Watch officer who reported nearest visual contact was 120º @ 15000m . This was strange, beacause through the UZO i could see nothing? I swung the boat around to the contact and hit full speed....waited until the report of contact @ 12000m and still could see nothing. I dived to a depth of 40m and asked the Sonarman who reported nothing. I jumped into the Sonarman's station and could hear a warship+Merchant now at 240º.:06:. Deciding i had to take leave of the sim and investigate, i surfaced and swung the boat around to the direction of the merchant sound and hit full speed ahead. I then went out in search (With free cam) of the original visual contact and what did i find......a fishing boat!!!, this throw me as i was not expecting to see any new ships with just the base mod installed!, but obviously this is why i could not hear it, or see any smoke. After a while i came up against the Warship and dived..i can hear the merchant in the distance. that is where i have it saved. Basically, could any of you clever modders import the sound bites from SH3 and fix the Sonarman? i cant belive how much better SH3 was where the Hydrophone was concerned. In SH3 you could submerge near a convoy and he would shout out (un-prompted) each and every ship in the vicinity and ID them and tell you if they were speeding up and closing or otherwise, you could ping of them to get a range, disifer which ship they were by sound....it was like night and day compared to SH5, it was like well a Sonarman!! Thanks |
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@Stormfly,
have you changed the unit type to 102 for this and then checking in campaign:06: @Rongel If we change all 104s to 102s in the sea folder and roster - the campaign will use them when it wants to use cargo ships (102). When it wants to use coastal ships - it will not find any. Unit types are used in the campaign in the traffic and convoy layers. They are also used defside file. Some layers (playerbase) can use unit types as well. So to change this to no 104s in tha campaign would be a very big task. Unless someone knows of an app that can scan a text file changing 104 to 102:hmmm: For testing in campaign. Has anyone heard a hog island or a NKSCS N3SA1 in the hydro. These are stock ships that have been changed to coastal (104) for the campaign:06: |
@Poacher
Fishing boats, HOSP and GrafZeppelin are all new imported units in the base mod |
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Anyway, I could change the ships from 104 to 102 by editing the Sea and Roster files if it doesn't mess the campaign too much. However, silent ships aren't nice either. I spotted few mistakes also in the imported ships, so I could make somekind of patch. I also hope to know how to fix the frozen flags. Sadly i'm in a epic hurry now, so it would be probably after week or two. And must test more. This is Stormy's find is weird, I thought all need fixing: Quote:
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If we make a single mission with the new ships type
NAMC 102 NAFT 108 HOSP 109 NKMCS_Akita 104 PY boat 0 Is it only the 102 that can be heard:06: |
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but the regarding units of the last test above wasnt type 104 or 102, so they wasnt effected anyway. you should try "TextCrawler", a free little handy tool to "search and replace" a textstring ("type=104" with "type=102") in all files below a folder structure. using it, you have all selected files in a list and can exclude manualy some files... in this case, the menue file. |
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...so your find regarding adding the command (sonarTarget) is maybe a workarround, and not intended to be used in that way, cause i couldnt find such a command in any working vanilla dsd file. |
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The weird thing is that all the ships I checked, the dsd-file was correctly made, all the right parent ID's. So the class of the ship seems to be pretty important. Maybe i need to triple check them. |
I just tested all new ship types and I heard them all other than the 104s.
To save the coastal ships - 110 is for enviro units, but they have all been set as 107. So type 110 is free. I will test making them 110 |
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