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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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GWX Project Director
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Please bear with me a bit here. Though we can understand,
observe, and mod the sensors in an effective way... I am not a very good instructor. In SH3 there are several files which control sensors. I'm not going to discuss how to mod the sensors and ASW package here... as it could lead to pages and pages of intensive discussion that I really don't have the time or energy for. (No offense... after months of working and modding them... Hair loss and blindness are a seriously concern me.) Generally speaking though... Just a quick recap for those who don't spend much time (or too much time lol) considering sensors in SH3. In SH3 you have several types of Sensors and detection methods. Definitions of sensor action: A) Passive Sensors - Detection is acheived by simply listening to or observing the environment. Hydrophones fall into this category B) Active Sensors - Employ an artificially generated signal that must return to the observer by striking an object and being returned to the sender. Sensor Types: 1) The Visual sensor: (passive detection) Think of this as the element comprised of the Mark One Eyeball. At sea, this element is nearly ALWAYS augmented by powerful optic devices like binoculars, both hand-held or ship mounted. NOTE: Shipboard optics were nearly always more powerful than U-boat mounted optics. U-boats generally relied on watch-crews employing hand-held binoculars. On a clear, calm day with good light in real life, you can see in excess of 32km. Representing these ranges properly in SH3 would create a situation where the demands on the user's PC would be too great to function effectively... Therefore this one element causes us to think in smaller terms than in real life... either in an 8 kilometer or 16 kilometer three dimensionally rendered sphere. 2) Radar: (Active detection) used by surfaced submarines, vessels, and aircraft. This method generally uses a radio signal transmitted by a sending device that records data reflections from a successful return upon successful contact with an object. 3) Hydrophone (passive detection) You can think of this as putting your ear to a railroad track... or connecting the listener directly to the water. Water conducts sound more effectively than air by MANY times over... allowing you to hear much farther than you can see even on a clear day. Hydrophones allow you to see beyond the horizon. 4) Sonar/ASDIC: (active detection) Simply consider this a submerged version of radar and you are golden. However, ranges are generally REDUCED as radio signals are impeded rather than magnified by water. 5) Radar warning: Detects the signal of a radar and alerts the user. (Sometimes used by the enemy to home in on the U-boat LOL) 6) Radio Direction Finding: Though there are more than a few who feel that this is a broken function in SH3... I believe a representation of it exists to some degree in-game. I can only offer my own experiences in reporting this means of detection by the enemy and by the apparently active values one can find in the Airstrike Configuration file. (At the very least, the enemy AI will send some sort of distress signal... which we can all attest to having attacked single merchies only to have a DD or enemy aircraft attack soon after. From Stock SH3: (an example of implied function of the Radio DF) "Enemy Air Strike Probability Increase on Radio Messages Sent=30 ;[>0] Increase over the default probability on a radio message sent Friendly Air Strike Probability Increase on Contact Report Sent=50 ;[>0] Increase over the default probability on a contact message sent Enemy Air Strike Probability Increase on Player Detection=50 ;[>0] Increase over the default probability on player detection." OTHER IMPORTANT SENSOR FACTORS AND NOTES! The "Command sensor" in SH3: In SH3 only ONE sensor is actively in use at any given time... This is true whether it is your own U-boat and crew... or an enemy vessel or aircraft. The available sensor with the highest maximum range is typically the "command sensor" and OVERRIDES other sensors that may be available at the moment. The periscope in SH3 created the night vision bug. The player U-boat crew unreasonably spotted distant objects... due to the fact that in effect, the periscope could see through its protective shroud even though it was retracted. Additionally, to understand this better... you can think of the periscope as a watch officer AI crewman. The trigger for this to occur in-game is the moment the red light goes on in the F5 navmap screen. (The actual moment that "night" in-game begins to dominate certain behaviors of the AI.) The enemy also subject to the night vision bug, though not quite as badly as the player U-boat crew is in stock SH3. They see too well at night all the time and the only way to completely correct them at night causes other problems such as blindness during broad daylight. (Something else I've noticed regarding players speaking about the vampire night vision bug... Their radar is "on" and as a result is the "command sensor" which reaches farther than the maximum visual range of the player AI watch crew. Players sometimes mistake this as a visual spotting. The AI watch crew cannot see beyond 5000 meters at night.) Light factor: Both your own AI crew and enemy AI crews are heavily influenced by this value. Crew efficiency values: Enemy aggression is HEAVILY influenced by crew effieciency rating. Crew efficiency values below "veteran" often appear quite useless... and even large numbers of otherwise effective "elite" crews can be subject to traffic jams allowing the player to motor away quite readily if the modder isn't careful. Progression of technology in the war and AI crew efficiency values are represented in SH3. This was preserved by the GWX dev team. Limitations born of design and necessity in SH3: The size of the three dimensionally rendered world is an understandeable limitation... 8km or 16 km is the norm... However, on a calm clear day with good light as mentioned above... visibility in the real world can exceed 32 km. Mirroring such things ACCURATELY in SH3 would keep most of us from playing due to impact on the system. (Maybe in a few years aye?) In SH3 there are only two PRIMARY types of player hydrophones modelled. (GHG and KDB) In SH3 only one range value can be set for the maximum range of each hydrophone. In real life, single ships could be heard a little over 20 km and convoys could be heard at over 200 KM!!!! Again, in SH3 we can only set one maximum range for each hydrophone... In GWX these values were set VERY conservatively. (Somewhere between 20-30 km... I don't want to just come right out and say it here... because I don't want to ruin things by giving players exact information on a sensor where real-life variables cannot be modded in a more interesting way.) Water temperature, salinity, and many other variables affecting sensors are not modelled in SH3. There is no real apparent random factor modelled for that matter. In real life, maximum performance values are condition dependant, meaning that even a directly stated value is an averaged or generalized value. Many people do not realize that in real life a single depth charge could ruin local hydrophonic acoustics for as much as 10 minutes... I've heard this described as a "sizzling" sound by the massive amount of bubbles released. This has been modelled in part by using one method or another several major mods... The same is true of GWX. In SH3 any ship moving faster than 15 kts is not using its hydrophone. Acquisition of contact vs maintaining contact: For both player and enemy AI crewmen in GWX, it is much harder to make the initial contact... than it is to maintain that contact. You can practice this in real life. Simply spot an airplane and watch it until it is almost invisible... then look away for a moment... It will be harder for you to re-aquire visual contact. :O) The same can be said of hydrophone, sonar, and radar contacts. In one way or another all means of detection are subject to interference or "noise." Reminder- The AI itself in SH3 cannot be modded... only its peripheral perceptions of the environment can be altered positively or negatively. For GWX players. Further modding WILL cause negative side-effects in-game. Modding the sensors in SH3 really is like trying to tie your boots without enough string. For the most part in GWX... all we needed to do to make the sensors more effective... was to heighten their sensitivity to the environment... and tolerating what felt like AGES testing the effectiveness of each class of sensor... with each AI crew efficiency level... one value at a time... This translated into months of focused, boring, and tediously repetitive work. For me personally, it feels like I spent a lifetime waiting on the loading bar! No doubt some will complain... or continue to make their subtle little digs at what we've done. I've seen the word "ubered" tossed around quite readily by those that feel we've made things too tough... and the implication is made that we made changes to the sensors in an irrational fashion. I view those as simply opinions born of players that are having to get out of their comfort zone! Others may even claim that we don't know what we are doing. Whatever. At the end of the day... in all cases regarding the sensors and ASW package in GWX, arbitrary decisions had to be made based on in-game performance to offer the player a stiff, but not un-breakable challenge that increases in difficulty with the progression of the war. Every modder who has ever worked on the sensors in SH3 has had to make similar decisions weighing real-life (often foggy) currently available research data in comparision to the means of simulation. Seriously, all of us have our own ideas of what "realism" is based on what we see and interpret. Only the guys who fought the real battles have any true right to talk about "how things really were." Now before anyone starts complaining about the SH3 Devs and the limitations of SH3 itself... I have to say, throughout the course of developing GW, I've grown to have what I feel to be a special understanding of the challenges involved in bringing such a complex piece of work to the table. To try and describe the process of building GW and GWX, it felt like walking into a famous cathedral that needed renovation from the ground up... masonry, painting, artwork... the entire massive lot. Expectations abounded, and nay-sayers surrounded. To stand back and look at the work as a whole prematurely, was imposing and frightening. You guys are a demanding lot LOL... but in the end it was the ghosts of the past that drove us along with unrelenting force. Their story must be remembered. We are lucky to have SH3... and luckier still to have SH3 with a dynamic campaign. We all know it has its quirks... but it does the job better than anything else out there in my opinion. The problem with modding and/or being an artist... is the simple act of choosing a place to stop... and calling a creation that will never be perfect for everyone on every occasion... "FINISHED!!!" Add-in real-life trials and tribulations... and a deadline or two... and you can find yourself in a personal hell of your own making LOL. Sorry for the ramble and speaking in such general terms. I just don't have the diesel left in the tanks anymore for a long winded tech-discussion on such matters. I hope you will settle for this overview. Except for the stray detail here and there, it is likely to be a detailed as I ever get in reference to what we've done. If you find it un-satisfactory, feel free to use other mod-packages apart from GWX. In the end, it still boils down to individual taste based on in-game experience... not miles and miles of text... or publicly and loudly stated opinions. Sink them all!!! |
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