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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
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Current Version: Realistic_Hydrophone_1_1
Download Link: http://www.deguero.de/jel/Realistic_Hydrophone_1_1.7z A picture is worth a thousand words, so again here are some videos showing the mod: Two close contacts: Two far away contacts: What's new?
What's still missing?
To conceal the ship type display (assuming you are using Real Navigation), edit /data/Menu/menu.txt and replace the ship types with a dash(-): Replace Quote:
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The mod assumes, that you have the gameplay settings "No map contact update" and "Realistic sensors" enabled. You can adjust the hotkeys the mod uses by editing /data/Scripts/Menu/RealisticHydrophoneSettings.py. Edit the file either by hand, if you are comfortable with that, or open it using TheDarkWraith's OptionsFileEditorViewer (/data/Applications/OptionsFileEditorViewer/OptionsFileEditorViewer.exe). Mod Compatibility: SH5 has to be patched to v1.2. TDWs hydrophone fixes have to be installed. TDW NewUIs version at least 7_1_0 up to 7_5_0 required. Install Realistic_Hydrophone_1_0 via JSGME after NewUis. It is correct, if the mod overwrites /data/Menu/Pages/menu_1024_768.ini of TDW NewUis. Any other JSGME warnings indicate a problem. If you have other mods, that change /data/Menu/Pages/menu_1024_768.ini, you will have to merge. Credits: TDW - This mod uses the timer and hotkey infrastructure introduced by his NewUIs as well as some of his utility functions. Also NewUIs code served as a great "learn by example" source regarding how to mod sh5. ------- Original Post: Hi, so, assuming you are using TDWs NewUIs and his hydrophone game patches, there are 2 ways to follow a contact, already. The stock "Follow_nearest_sound_contact" command and TDWs "Hydrophone follow nearest contact" command: Why another one? Well, I like some aspects of the commands, while i do not like others. Here is a quick overview. First, the stock "Follow_nearest_sound_contact" command:
Second, the command "Hydrophone follow nearest contact":
So here is my go at building a follow contact command. As the thread title implies, the goal of this mod is to provide an as realistic as possible hydrophone experience. You can order the sonarman to follow a contact by either
If you press the hotkey again anywhere in the ship, the sonarman will stop following the contact and return to normal sweep. Once the sonarman is ordered to follow a contact, he will start sweeping back and forth around the selected contact and inform you, as soon as its bearing changes. He will be quite accurate, as he sweeps over the contact every few seconds and gets current information that way. This comes at a cost. He looses situation awareness of anything not within his sweep range. You might get surprised by contacts approaching from elsewhere, if you follow a contact all the time. You can set the sweep delta by setting HydroFollowNearestContactSweepRange (the default is 22.5 degrees) in TheDarkWraithUserOptions.py The sonarman also tries to find out, whether the contact is closing, in constant distance or moving away. He does not know in the beginning. Let him follow the contact for a while. What he does is: He lets the contact's bearing change by a few degrees and remembers the time that took. Then he waits for the same time interval again and looks at the bearing change within that time interval. If it is significantly greater than the change within the first interval, this means the contact is closing, if the second bearing change is smaller than the first one, the contact is moving away. And if it is nearly the same, the contact keeps constant distance. This aspect estimation only works under some assumptions. Your sub needs to be sitting tight. Don't move (or don't move fast at least), don't turn (this is worse). The contact maintains constant speed and course. If any of these don't hold, please ignore your sonarman's aspect estimation. The sonarman will loose the contact, if it moves into bearings between 350 and 10 degrees or between 160 and 200 degrees (the areas at bow and stern not covered by the Gruppenhorchgerät GHG). He will also loose contact if we surface the sub. In that case he will inform you and resume normal sweep (futile if you surfaced and have the mod TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting enabled, but well, he never gets a day off anyway). All the reports are written to the shiplog as well as spoken by the sonarman. Known issues:
Well, here is the download: http://www.deguero.de/jel/Realistic_Hydrophone_1_0.7z Mod Compatibility: SH5 has to be patched to v1.2. TDWs hydrophone fixes have to be installed. TDW NewUIs version at least 7_1_0 up to 7_5_0 required. Install Realistic_Hydrophone_1_0 via JSGME after NewUis. It is correct, if the mod overwrites /data/Menu/Pages/menu_1024_768.ini of TDW NewUis. Any other JSGME warnings indicate a problem. If you have other mods, that change /data/Menu/Pages/menu_1024_768.ini, you will have to merge. Some thoughts about how the hydrophone works: Bearing readings should be quite accurate. Depending on the setting of the frequency seperating filter (Frequenzweiche), the resolution was smaller than one degree. It should be quite doable for any sonarman to move the hydrophone needle back and forth, determine the loudest position and get an exact bearing reading. But what should be the impact of noise, like moving at slow, normal or flank speed on electric motors. Aspect estimation: Apart from observing how the speed at which bearings change develops, there are other ways to determine ascpect. Imagine a ship heading directly towards us. The bearing won't change at all, yet the soundman should notice at some point, that the contact gets louder and louder, and realize, it is closing. Speed estimation: I like the count RPM approach. See http://www.subsim.com/radioroom/showthread.php?t=205625 . What are other ways to estimate speed at the hydrophone? Credit: TDW - This mod uses the timer and hotkey infrastructure introduced by his NewUIs as well as some of his utility functions. Also NewUIs code served as a great "learn by example" source regarding how to mod sh5. Happy hunting tscharlii Last edited by tscharlii; 11-03-13 at 11:25 PM. Reason: Release of version 1.1 |
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#2 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Sounds interesting. I have a few remarks. The first one is: I hope that at least this time you have not fixed something that was already working
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#3 |
Watch
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Sure go ahead. Did I forget to write "Feedback welcome"?
Regarding the other issue (Gap is talking about http://www.subsim.com/radioroom/show...tcount=10832): I still wonder why nobody else experiences this. |
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#4 |
Loader
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Sounds very interesting. Will download & test.
Is there a link?
__________________
Dietrich von Carlewitz, 2nd Lt. U-29 |
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#5 |
Watch
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Here you go:
TDWs patches: http://www.subsim.com/radioroom/showthread.php?t=181433 TDWs NewUIs: http://www.subsim.com/radioroom/showthread.php?t=166093 Also I have made a little video that shows my mod in action. |
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#6 | ||||
Navy Seal
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Location: CJ8937
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![]() Let's go to the technical remarks now: bearing accuracy: WWII hydrophones were not as accurate as we could think, and for sure in most cases they were much lesser accurate than in game.Talking about the G.H.G, the Interrogation of U-Boat Survivors - Cumumulative Edition by the British Admiralty says that "Bearing accuracy is good". Nonetheless other sources say the opposite. Quoting an interesting article I have found on the web (Some hardly known aspects of the GHG, the U-boat's group listening apparatus by Arthur. O. Bauer): Quote:
the K.D.B. had a better accuracy but a much shorter range than the GHG: besides being orientable, it was probably more sensible to relatively high frequencies than to low ones. For completeness, it is worth to note that, with its advanced electronics, the Balkon Gerat had the ability to filter efficiently low frequencies and to amplify higher ones, thus achieving a better accuracy and range than its predecessors. One last note on GHG's bearing accuracy; in an unreferenced article, uboataces.com refers that: Quote:
Unfortunately, this aspect is totally neglectedin game. I suppose that randomizing hydrophone reports through python code wouldn't be a major issue. The point that I have not an aswer for is: can we make a script to apply different randomization ranges for different hydrophone models ad at different target ranges? ![]() Speed, ship type, manoeuvre of the ship estimation. I have found a signed article on uboat.net stating that: Quote:
http://www.subsim.com/radioroom/show...94#post2107994 http://www.subsim.com/radioroom/show...60#post1728160 The above sources should unravel any doubt on the fact that the hydrophone could be used for detecting more data than just target bearings. I agree with you that doing it would have required several minutes of continuous listening though. Talking more specifically about target range, target closing/moving away, and speeding up/slowing down, I find your method for determining them based on real measurement rather than throwing exact numbers, brilliant and probably realistic. I wonder if the doppler factor might have helped a skilled sonarman in this task, especially for close and fast moving targets. |
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#7 |
In the Brig
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#8 |
Watch
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#9 |
Ace of the deep .
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Great video
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#10 |
Navy Seal
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Yes indeed, great mod an video.
A few questions for tscharlii: - I have noticed that the mod package includes sound files apparently identical to the stock (German) ones. What is their purpose? - 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? - 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. - 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. - 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). - 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... |
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#11 | ||||||
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![]() 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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#12 | ||||||
Navy Seal
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#13 | |
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#14 | |
Navy Seal
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By the way, I have English speeches on my HD (my italian-localized version of the game uses them by default); if you want, I can send them over to you. If you care. If you don't, neither do I ![]() |
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#15 |
Stowaway
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very promising. Thanks for the hard work.
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