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-   -   Detection range for hydrophones (https://www.subsim.com/radioroom/showthread.php?t=86590)

rulle34 11-16-05 07:58 AM

Detection range for hydrophones
 
I just wonder how to alter the detection range for the hydrophones.
There are two things that I want to alter:
1. There is a huge difference between the distance I hear something on hydrophone and when the sonarman calls out that he has detected something. I think this should be the same. Best would have been that he first reports a soundcontact, and when distance decreasing, even can determine if there is a warship or a merchant. But at least when something is hearable he reports it. Can't find where this is triggered. Anyone have some tip?

2. Hydrophone distance
In sensors.cfg all hydrophones is set for MaximumRange=20000m
Still it's possible to (very very faint though) hear a single ship at 34000m See also this thread

Realistic values where in best conditions 20km for single ships and convoys up to 100km
Where do you change hydrophone detection distance?

I have tried as follows:
1. Change MaximumRange from 20000 to 30000m in sensors.dat (for all hydrophones). No result!
2. Increased (different values tested)"Hydrophone range factor" in Sensors.cfg - No result!
3. Increased "Sensitivity" in Sim.cfg - No result!

Does anyone have a clue how to change this?

timetraveller 11-16-05 08:59 AM

Hi rulle34,

Seems like I've heard contacts on the hydrophone out to about 15km if I remember right.

AISensors.dat has all the game values for that stuff. What's weird is that the hydro value there is set to 6000 meters. So I dunno.

SH3 Mini Tweaker program will be out with the hour.

TT

http://img446.imageshack.us/img446/7...rophone3ak.gif

rulle34 11-16-05 09:08 AM

Hello Timetraveller
I wonder if not Ai_sensors is the enemys hydrophone capacity?

About distance, I use atmospheremod witch has the16 km visibilty mod. With visibility mod the world is made bigger. I wonder if that's the reaso I had about double distance value from you?

Another thing TT. Is it possible to have a rule made for the SkyColours.dat file also. Then there is rules covering all files that is involved in the visbility mod (sensors.cfg, scene.dat, SkyColours.dat). Can be useful when trying to alter values for changing hydrophone distance as Im still not skilled in hexediting....yet :P

gouldjg 11-16-05 09:15 AM

I was considering setting the intervals for the radio room quite low so that the sonar man would respond better.

NumberOfCrew11=2 This is where to change them for test
Interval1_11=1.1
Interval2_11=1.7
Interval3_11=4.1

Found in basic cfg

As it is a 2 man room I do not think it should knock on to anything else in a really bad way. I cannot remember any other 2 person slots though maybe a AA has one in one of the subs.

This would in effect make the qualification more useless in that room or maybe the qualification has other benefits in itself i.e. it triggers an added ability as well.

rulle34 11-16-05 09:47 AM

Great Rubini :up:
So you mean there is the value set for making sonarman report contacts earlier?
What figures shall I use? larger?

timetraveller 11-16-05 10:03 AM

Quote:

Originally Posted by rulle34
Hello Timetraveller
I wonder if not Ai_sensors is the enemys hydrophone capacity?

Yes, possible. Maybe someone else here knows.

Quote:

Originally Posted by rulle34
About distance, I use atmospheremod witch has the16 km visibilty mod. With visibility mod the world is made bigger. I wonder if that's the reaso I had about double distance value from you?

Not sure again. There are some experts on this I think.

Quote:

Originally Posted by rulle34
Another thing TT. Is it possible to have a rule made for the SkyColours.dat file also.

I'll have a look at that file and see what it looks like.

TT

gouldjg 11-16-05 10:16 AM

Quote:

Originally Posted by rulle34
Great Rubini :up:
So you mean there is the value set for making sonarman report contacts earlier?
What figures shall I use? larger?

If you are refering to the interval settings, the lower = the more effect.

I have not fully tested it yet as am too busy.

If you was actually refering to something Rubini wrote sry lines must have got crossed. :up:

rulle34 11-16-05 10:23 AM

Sorry! :oops: Mistyping :damn: I of course meant you gouldjg :D

Rubini 11-16-05 10:24 AM

Quote:

Great Rubini
So you mean there is the value set for making sonarman report contacts earlier?
What figures shall I use? larger?
hehe,
Thanks for the credit rulle 34! :D
But gouldjg is the man!

Rubini.

rulle34 11-16-05 10:26 AM

Quote:

Originally Posted by timetraveller
Quote:

Originally Posted by rulle34
Another thing TT. Is it possible to have a rule made for the SkyColours.dat file also.

I'll have a look at that file and see what it looks like.

TT


Double Thank's TT :up:

rulle34 11-16-05 11:13 AM

Quote:

Originally Posted by Rubini
Quote:

Great Rubini
So you mean there is the value set for making sonarman report contacts earlier?
What figures shall I use? larger?
hehe,
Thanks for the credit rulle 34! :D
But gouldjg is the man!

Rubini.

I know :damn: I confused and mistype, well you deserve a lot of credit anyway Rubini :P

Marhkimov 11-16-05 12:34 PM

Quote:

Originally Posted by rulle34
I wonder if not Ai_sensors is the enemys hydrophone capacity?

AI_sensors is the for enemy AI's visual, radar, and sonar detection (I think).


Quote:

Originally Posted by rulle34
About distance, I use atmospheremod witch has the16 km visibilty mod. With visibility mod the world is made bigger. I wonder if that's the reaso I had about double distance value from you?

Aside from the 16km and jungman's AI sonar and RWR tweeks, Atmosphere mod doesn't change any of the hydrophone or stock settings (meaning the visual distance has been changed just for show, with almost no further bearing on gameplay tweeks).

timetraveller 11-16-05 12:36 PM

rulle34,

Try this for your SkyColors...dat files

The Atlantic, for example:

// Path to the file we are changing.
Path=data\Env\SkyColors_Atl.dat


[1]
DropDownName=Water Reflection
search,ClipHeight,1,single,>2,ClipHeight
search,Reflection,1,byte,>2,Reflection
search,Refraction,1,byte,>2,Refraction
search,FrustumTest,1,byte,>2,FrustumTest
search,MinVisDim,1,single,>2,MinVisDim
search,MaxVisDim,1,single,>2,MaxVisDim

I don't see any other changable values in these files. I played some with the reflectioon and refraction numbers. I pretty sure they are byte values. They're very touchy.

TT

rulle34 11-16-05 01:57 PM

Thank's for helping TT :up:
hmm I wonder what Ortega has changed in SkyColour.dat files then..Im quite sure it's changed for visibility mod and the larger skydome. What are this "byte values" you mensioned?

rulle34 11-16-05 02:02 PM

Quote:

Originally Posted by marhkimov
Quote:

Originally Posted by rulle34
About distance, I use atmospheremod witch has the16 km visibilty mod. With visibility mod the world is made bigger. I wonder if that's the reaso I had about double distance value from you?

Aside from the 16km and jungman's AI sonar and RWR tweeks, Atmosphere mod doesn't change any of the hydrophone or stock settings (meaning the visual distance has been changed just for show, with almost no further bearing on gameplay tweeks).

Hello marhkimov
You are right about no values for hydrophone is changed. It was only a theory when the "world" is bigger, then maybe this distanses are "stretched" in some way. But after some testing I doubt that too.

Just trying to figure out how to affect hydrophone detecting distance :damn:
Im always in to something impossible :dead:


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