SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-22-08, 09:25 AM   #1
dtrain2k19
Watch
 
Join Date: Mar 2007
Posts: 23
Downloads: 0
Uploads: 0
Decoys

I Searched for this in forums and could not find it. What file needs to be edited for decoys? I would like to make them last longer and see what else can be edited. ( I like to mess around with stuff.)

Thanks
Dtrain
dtrain2k19 is offline   Reply With Quote
Old 04-22-08, 08:28 PM   #2
CaptainHaplo
Silent Hunter
 
CaptainHaplo's Avatar
 
Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
Not sure - lemme do some checking.
__________________
Good Hunting!

Captain Haplo
CaptainHaplo is offline   Reply With Quote
Old 04-23-08, 08:58 AM   #3
dtrain2k19
Watch
 
Join Date: Mar 2007
Posts: 23
Downloads: 0
Uploads: 0
Default thanks!

I have been looking all over and can not find it. I have looked though about couple doxen sim files but to no luck!
dtrain2k19 is offline   Reply With Quote
Old 04-23-08, 07:19 PM   #4
CaptainHaplo
Silent Hunter
 
CaptainHaplo's Avatar
 
Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
Senzori_UBoot.sim is the file you need. Its in Data/Library/GerSubParts.

From looking at it, it appears there is a "surface" variable as well as time to live and noise. All the Bolds have a noise of 0 - meaning it appears they are active sonar targets ONLY - though since they are bubble generators the should have a noise factor I would think. I don't have the time to play with em at the moment - if in your own work you learn anything useful, please be sure to let the community know!
__________________
Good Hunting!

Captain Haplo
CaptainHaplo is offline   Reply With Quote
Old 04-23-08, 07:40 PM   #5
caspofungin
Commander
 
Join Date: Apr 2005
Posts: 459
Downloads: 41
Uploads: 0
Default

irl the bubble cloud generated by bold caused reflection of active sonar, they weren't noisemakers -- a submarine at slow speed was undetectable by the hydrophones of the era -- so the game is correct in assigning them a noise of 0.

there's mention of us subs having a copy of the bold decoys, using the allied name sbt "submarine bubble target" but i'm not sure if they were ever used in service.

the germans experimented with noise generators, but again i'm not sure if they were ever deployed.
caspofungin is offline   Reply With Quote
Old 04-23-08, 07:45 PM   #6
CaptainHaplo
Silent Hunter
 
CaptainHaplo's Avatar
 
Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
Caspo, good point. I just wonder, since these were chemical bubble makers, if there wasnt some noise associated with such a chemical reaction. I guess I just have thought of these things like big ole alka-selterz pills in a metal container with holes - shoot one out and you get all kinds of bubbles - and fizzy type noises.

Your probably right that they wouldnt make enough noise to be useful....

But ya know - this does do one thing...... I wonder if we couldnt use this "noise" parameter with the time to live and somehow tie it into DC's - create a realistic "noise time" where after a DC run passive sonar would be useless to hunt a sub.... Probably not possible but its a thought I may fiddle with down the road.
__________________
Good Hunting!

Captain Haplo
CaptainHaplo is offline   Reply With Quote
Old 04-23-08, 08:01 PM   #7
caspofungin
Commander
 
Join Date: Apr 2005
Posts: 459
Downloads: 41
Uploads: 0
Default

check out the sh3 mods thread -- someone, can't remember who -- was trying to get the dc's to mess up acoustic onditions (as irl) and was trying to tie the bold properties to the dc's.
caspofungin is offline   Reply With Quote
Old 04-23-08, 09:22 PM   #8
Observer
Commander
 
Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
Default

I tried it long ago in SH3 when doing the NYGM sensor work and it didn't work. I've not looked into it again, but I suspect the code has not changed significantly in this area.
Observer is offline   Reply With Quote
Old 04-24-08, 07:42 AM   #9
caspofungin
Commander
 
Join Date: Apr 2005
Posts: 459
Downloads: 41
Uploads: 0
Default

ah, the old days of nygm sensor testing -- a lot of effort, but the result was worth it.

anyway, check this out --
http://www.subsim.com/radioroom/showthread.php?t=134264
caspofungin is offline   Reply With Quote
Old 04-24-08, 09:49 AM   #10
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
Default

Quote:
Originally Posted by dtrain2k19
I Searched for this in forums and could not find it. What file needs to be edited for decoys? I would like to make them last longer and see what else can be edited. ( I like to mess around with stuff.)

Thanks
Dtrain
Settings are into Sensors.sim, you can edit life time and surface....
Redwine is offline   Reply With Quote
Old 04-24-08, 11:28 AM   #11
bammac3
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default amun_bold

Quote:
Originally Posted by Redwine
Quote:
Originally Posted by dtrain2k19
I Searched for this in forums and could not find it. What file needs to be edited for decoys? I would like to make them last longer and see what else can be edited. ( I like to mess around with stuff.)

Thanks
Dtrain
Settings are into Sensors.sim, you can edit life time and surface....
Please ignore this if it is a particularly stupid question, but do you know which of these files pertains to the decoys? I count five amun_bold files total, 2,4,6,8, and 10. Thank you,

Bam
  Reply With Quote
Old 04-24-08, 01:21 PM   #12
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by bammac3
Please ignore this if it is a particularly stupid question, but do you know which of these files pertains to the decoys? I count five amun_bold files total, 2,4,6,8, and 10.
All of them. The German decoys were progressively improved as the war progressed.
__________________


ROW Sound Effects Contributor
RFB Team Leader
LukeFF is offline   Reply With Quote
Old 04-24-08, 05:09 PM   #13
Observer
Commander
 
Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
Default

Quote:
Originally Posted by caspofungin
ah, the old days of nygm sensor testing -- a lot of effort, but the result was worth it.

anyway, check this out --
http://www.subsim.com/radioroom/showthread.php?t=134264
Indeed. At the time I did this I simply added the Bold controller to the DC and tested. The DC exploded as it should have, and emitted clouds of bubbles just like a Bold would, but I never could see any discernible benefit from the effect, even with modified parameters on the Bold. This was in a single ship test mission (to keep the test results pure). In the end I abandoned the project.
Observer is offline   Reply With Quote
Old 04-25-08, 08:41 AM   #14
dtrain2k19
Watch
 
Join Date: Mar 2007
Posts: 23
Downloads: 0
Uploads: 0
Default Americain subs

What about decoys for americian subs? I did not find a sensors.sim file. I see sensors_ussub.sim file, but there is not BOLD inside of it. what am I doing wrong?

dtrain.
dtrain2k19 is offline   Reply With Quote
Old 04-25-08, 12:45 PM   #15
CaptainHaplo
Silent Hunter
 
CaptainHaplo's Avatar
 
Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
American subs did not use decoys in WW2 so they are not modelled for em. It would be possible to mod them in I guess.
__________________
Good Hunting!

Captain Haplo
CaptainHaplo is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:34 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.