Thread: Surfaced Sonar
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Old 01-18-15, 09:31 AM   #40
CapnScurvy
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Quote:
Originally Posted by suitednate View Post
So are you saying I would be able to hear other ships while using the hydrophones on the surface? Just not my own engines? Because I certainly hear my own engines when I'm submerged and train the dial to 180.
If your playing just stock, you should be able to hear targets while on the surface, with certain later class subs. As long as the target ship doesn't travel at or below half its rated MaxSpeed. However, the S-Class and early Porpoise, Sargo/Salmon boats will need to submerge to have the Hydrophone's to work. That's because the sensor is set on top of the deck with these early class Hydrophone's.

One other wrinkle that gets into the mix is that the stock game has the Hydrophone and Sonar switched between the two. It's unfortunate, but the stock game has the Hydrophone linked to the Sonar parameters, the Sonar is linked to the Hydrophone parameters. That's why you can hear your own engines......even though the stock parameters for the Hydrophone state otherwise. Oh, if only the average player knew what a mess this game is!! Eye candy.......we got a boat load. Quality control.......not so much!

Quote:
Originally Posted by Sniper297
I'm not using anything but my own mods at this point, which makes no changes to the original Sensors_sub_US.sim from 2007. In a Sargo I can hear my own screws on the surface from 170 to 190, also any ship moving faster than 5 knots or so.
What I already stated. The Hydrophone is linked to the Sonar parameters, the Sonar is linked to the Hydrophone parameters. The two are different in their bearing sweep parameters.

You say you can hear "any ship moving faster than 5 knots...." is only because the MaxSpeed set for that ship is greater than 10 knots.....say 11 knots or greater.

From what I've seen within the stock mission/campaign .mis files is that most/all merchant ships travel at about 8 to 9 knots between waypoints. That just about covers all the target MaxSpeed possibilities within the game. Passenger ships usually travel faster, but their MaxSpeed is usually set greater too.

It's my impression that warship's are set differently. Even though they have MaxSpeed figures set high (some at 30 -35 knots)....... if their linked as "escorts", they become part of the convoy's overall speed rating in the .mis file. It's also possible that warship's are not a part of this "half its rated MaxSpeed" modifier. There are differences between the "ClassType" of ships available in the game. That's why there's a "ClassType=" parameter in the xxx.cfg file for each ship. It's my opinion, there's some set of coded parameters that are specific to that particular "Type" of ship. Just like there are differences between the AI aircraft in-game.

Why do you suppose the "ClassType=302" aircraft act's like a dive bomber when it nears an enemy target? That coded behavior of diving onto an enemy target (unlike any other aircraft) is not within the aircraft's files we have access to. Yet, the game has that particular "ClassType" do its thing every time it's called upon to preform. The torpedo bomber does its attack differently, do does the level bomber, yet there's no place in the files that distinguishes this behavior from one another, except for the difference of "ClassType". We just don't have access to ALL information that goes into making up the game.......UbiSoft has to keep some things to themselves!
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Last edited by CapnScurvy; 01-18-15 at 09:48 AM.
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