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-   -   [REL] Depth charge water disturbances (https://www.subsim.com/radioroom/showthread.php?t=181539)

TheDarkWraith 03-19-11 11:47 AM

[REL] Depth charge water disturbances
 
This mod will cause water disturbances when depth charges explode underwater. These water disturbances will mess with the destroyers/escorts sonar and hydrophone allowing the player's sub to take more evasive maneuvers and higher speeds for a short period of time after the depth charge(s) explodes. This is to model natural effects that happen in real life in the water.

Each person may want to tweak the size (m2) that this area effects to their taste, the ilfetime (in mins), and the noise value (don't know what/how this one works in game)

Can be enabled/disabled at any time

To install:
unzip straight to MODS folder and enable via JSGME

v1.0: first release
v2.0: adjusted lifetime of disturbance from 8 seconds to 45 seconds for each DC explosion

http://www.gamefront.com/files/20143...ce_v2_0_SH5_7z

:|\\

stoianm 03-19-11 11:52 AM

:rock::rock::rock: @TDW i just tested you mission RAOFB practice and i decided to surface my uboat... then surprise... i heard from first time untill now wistles and horn from ships... was soo cool.... maybe you will add in your next FIX these sounds for all ships

Thank you for this mod... now i can use again my evasion tactics like in real life... you put this game on the water line with all your mods:salute:

Edit: the life time what is control? - the time that the noise persist?... you know the limits (max and min value) for this parameter? - i am supousing that noise value should be how big is the noise volume or i am wrong?... this parameter are limits (like min an max)?

thank you

Magic1111 03-19-11 12:17 PM

Thanks TDW for this MOD from me too ! :yeah:

charognard 03-19-11 12:19 PM

install after IRAI ?? or no importance ?

TheDarkWraith 03-19-11 12:22 PM

Quote:

Originally Posted by stoianm (Post 1623138)
Edit: the life time what is control? - the time that the noise persist?... you know the limits (max and min value) for this parameter? - i am supousing that noise value should be how big is the noise volume or i am wrong?... this parameter are limits (like min an max)?

thank you

The lifetime controls how long this disturbance (from each DC explosion) lasts. The time is in mins and thus is why I have a value of 0.1333 (0.1333 * 60 seconds = 8 seconds). The min value is 0 and the max value is whatever you want.
The noise value I have no clue what it does/how it effects the game. The .act file says the value should be >= 0. Now if that isn't vague I don't know what is :shifty: You'll have to experiment with the noise value and report back your findings so we can determine what exactly this does. The min value for noise is 0 and the max value is :06:

TheDarkWraith 03-19-11 12:23 PM

Quote:

Originally Posted by charognard (Post 1623164)
install after IRAI ?? or no importance ?

I would install as last mod but it really doesn't matter :up:

CCIP 03-19-11 12:25 PM

This is gonna make IRAI very, very interesting indeed. Great work, looking forward to having a go at this soon! :up:

stoianm 03-19-11 12:33 PM

Quote:

Originally Posted by TheDarkWraith (Post 1623170)
The lifetime controls how long this disturbance (from each DC explosion) lasts. The time is in mins and thus is why I have a value of 0.1333 (0.1333 * 60 seconds = 8 seconds). The min value is 0 and the max value is whatever you want.
The noise value I have no clue what it does/how it effects the game. The .act file says the value should be >= 0. Now if that isn't vague I don't know what is :shifty: You'll have to experiment with the noise value and report back your findings so we can determine what exactly this does. The min value for noise is 0 and the max value is :06:

thanks for this formula: 0.133*60 seconde = 8 seconds (how in the name of god you figured this out:)?) ... i saw in an movie tha the noise persist around 45 seconds in medium (from the time that dept charges touch water line and the time the last one finish to explode... this is for each DDs attack)

I will try to change numbers and i will repor if i will find something interesting... thanks for sharing this with us:salute:

TheDarkWraith 03-19-11 12:34 PM

Quote:

Originally Posted by CCIP (Post 1623173)
This is gonna make IRAI very, very interesting indeed. Great work, looking forward to having a go at this soon! :up:

I figure that once we get it 'tweaked' to where it needs to be this can be added into IRAI :yep:. Currently there are some values in it that I'm not very sure what they do or how they impact the game.

The mod works like this:
I hook the events for the depth charge explosions and create a virtual bold decoy for each explosion event. Simple and elegant :D

Bilge_Rat 03-19-11 02:12 PM

very nice. Tested it in the PQ-17 mission, still got killed, but I could tell the escorts lost me a few time and had trouble regaining contact.

As to how long the disturbance should last. I never found any solid info on that, but in the sonalyst sims (688i/SC/DW) where that effect is modeled, the effect of an underwater explosion can last from 30-60 seconds which seems about right to me. It's not just the initial explosion that masks the noise, but also the fact that the water molecules are all scrambled and mask the noise, much like a dust cloud that remains after an explosion.

Anyhow, I want to congratulate TDW on solving a major problem in the SH series. :up:

btw, how do I edit the file if I want to try out some personal changes?

stoianm 03-19-11 02:16 PM

Quote:

Originally Posted by Bilge_Rat (Post 1623266)
very nice. Tested it in the PQ-17 mission, still got killed, but I could tell the escorts lost me a few time and had trouble regaining contact.

As to how long the disturbance should last. I never found any solid info on that, but in the sonalyst sims (688i/SC/DW) where that effect is modeled, the effect of an underwater explosion can last from 30-60 seconds which seems about right to me. It's not just the initial explosion that masks the noise, but also the fact that the water molecules are all scrambled and mask the noise, much like a dust cloud that remains after an explosion.

Anyhow, I want to congratulate TDW on solving a major problem in the SH series. :up:

btw, how do I edit the file if I want to try out some personal changes?

With S3D... se here:

http://i1124.photobucket.com/albums/...toianm/fix.jpg

regards

TheDarkWraith 03-19-11 05:19 PM

Quote:

Originally Posted by Bilge_Rat (Post 1623266)
As to how long the disturbance should last. I never found any solid info on that, but in the sonalyst sims (688i/SC/DW) where that effect is modeled, the effect of an underwater explosion can last from 30-60 seconds which seems about right to me. It's not just the initial explosion that masks the noise, but also the fact that the water molecules are all scrambled and mask the noise, much like a dust cloud that remains after an explosion.

that's more solid concrete info than me pulling numbers out of the air :up: Should I update the mod to use a lifetime of 30 seconds then for each DC explosion :06: Feedback please. As much as I love to add randomness to things like this I cannot on this one. I have to set an exact time.

charognard 03-20-11 01:44 AM

http://en.wikipedia.org/wiki/Hedgehog_(weapon)

An unsuccessful attack does not hide the submarine from sonar.
When a depth charge explodes it can take 15 minutes before the disturbance can settle down enough that sonar becomes effective. Many submarines escaped during the time after an unsuccessful depth charge attack. Since Hedgehog charges only explode on contact, if they miss, the submarine can still be tracked by sonar.

Well a DC make 15min maximum disturbance time.

Didd 03-20-11 04:02 AM

I don't know if it's relevant, but in my fishing boat, if I pass astern of something like a ferry, then the depth sounder goes all screwy for a good distance behind the ferry, presumably due to aeration and/or turbulance. I would hazard a guess that this would persist for at least a good 60s after the ferry passes.

Bilge_Rat 03-20-11 08:54 AM

Surprisingly there seems to be little written on this. I checked my copy of S.E. Morison's "history of U.S. naval operations in WW2" which has 2 volumes on the battle of the atlantic. He has a whole chapter on ASW doctrines and problems, but never discusses this issue.

However, based on the various comments. I changed my copy to a 5 minute delay and tested it on the PQ-17 mission again.

Unfortunately, I wound up sneaking through the escort screen undetected:

http://img820.imageshack.us/img820/4867/irai001.jpg


http://img864.imageshack.us/img864/8704/irai002.jpg


...then torpedoed 2 freighters...

http://img543.imageshack.us/img543/6...pimpact001.jpg


...then snuck away without getting detected...which I guess was not the point..:oops:

I will retest..:ping:


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