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Old 10-20-13, 07:26 PM   #11
tscharlii
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Join Date: Dec 2011
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Quote:
Originally Posted by gap View Post
Yes indeed, great mod an video.
Quote:
Originally Posted by sober
Great video I like the mod .
Thank you!

Quote:
Originally Posted by gap View Post
- I have noticed that the mod package includes sound files apparently identical to the stock (German) ones. What is their purpose?
Those are .wav counterparts to the .ogg files of the game. My mod plays the speech through the directsound api, which understands .wav by default but not ogg. Obviously there has to be a ogg decoder included in sh5, but I have not looked for it yet. Some files (those with real names, eg. YesCaptain.wav) are cut from other sound file, so they can be used in a different context.

Quote:
Originally Posted by gap View Post
- With TDW's hydro follow target, we could set if the hydrophone operator must report bearings at fixed and user customizable intervals of time, or everytime target's bearing changes. Any way to restore this feature?
Yes, but probably after other things work. See below

Quote:
Originally Posted by gap View Post
- following the reasoning of my previous post, can you make bearing accuracy to vary depending on hydrophone model used, range to target, operator experience, target bearing (for the GHG only), own engine noise, sea state, etc.
This is what I want to focus on. I'll skip aspect/speed estimations for now. They can be added later on when realistic hydrophone information gathering works properly.

Quote:
Originally Posted by gap View Post
- If a contact is detected during normal sweep, the operator will report immediately whether it is closing/moving away. Can you introduce a margin of error to these early reports, marking their provisional nature with phrases like "probably moving away" in notepad logs. This data would then be calculated with better precision by your scripts and reported again in the log. Even better if the accuracy of early and "precise" reports is affected in part by operator's experience, noise factors, etc.
My idea here is to suppress the initial stock contact report altogether, and have my own initial contact report, as soon as the sonarman is able to hear the contact after considering all the relevant factors. His report will rather be something like "I can hear something on starport abeam". Starting from there he will gather more precise information. I'm currently in the process of determining whether and how it is possible to suppress stock speech and shiplog reports.

Quote:
Originally Posted by gap View Post
- can you make the "report estimated range" command only available after having followed the same contact for a while? At the very beginning our radioman should only be able to say wether it is a close, medium or long range contact, without throwing any number. Later on you could let him to report some numerical ranges, randomized according to experience, real range, noise factors, etc. If possible, you should also avoid the "dumb officer syndrome" where randomization leads to absolutely unconsistent estimations (i.e. if a target is esitimated as closing, the sonarman shouldn't report two consecutive range estimations of 1,500 and then 1,600 m).
Maybe these ideas should go into TDWs directions, since he is the author of "report estimated range". Also, I probably shouldn't try to fix his code again in the near future. In fact I had a similar function in my mod with voice reports and all, but removed it before releasing the first version of this mod, because I was not sure, how realistic it is to have the soundman tell distances +-100 or even +-1000 meters at all. I imagine this requires a huge deal of experience and this experience seems to be hard to build up. Different engines, different speeds, weather conditions, and you never get first hand visual feedback, whether your estimation was correct. Maybe in military training sessions before going on patrol for real.

Quote:
Originally Posted by gap View Post
- can you get rid of the "report exact range" command? I think is is simulating the usage of an active sonars, but type VII were hardly (if ever) equipped with them. Moreover it is a cheat, because the enemy won't be able to hear our virtual pings...
I'm not a huge fan of telling people how they have to play a game. What I do is, I never press that button, albeit it is there. It's a choice, like setting "no map contacts" in the options dialog or installing "real navigation".
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