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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
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Hi all,
I don't remember in which post I read GWX should get DDs unable to listen for some minutes after their depth charges have exploded around. is it correct? It's known exactly how long? thanks for thoughts ![]() |
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#2 | |
GWX Project Director
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In real life, depth charges created a mess of bubbles that would ruin hydrophone accoustics and took several minutes to clear. (They sound like bacon being cooked on the hydrophones after the initial explosion is over.) That being said, ASDIC could 'see' through the mess and remain relatively effective... so in the grand scheme of things... we can live without the accoustic disturbance created by DC's in SH3. All the same, the decision was made for us and we are left without a choice... assuming the DD's are intended to be an actual threat to players' subs. |
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#3 |
Ace of the Deep
![]() Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
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I've always wondered about the technical and philosophical reasons behind this aspect of GWX. Sometimes, knowing why a thing is done can give a much deeper appreciation for how it was accomplished and makes you think twice before you pick up a hex editor or S3D and start "fixing" things.
I'd say that any games' or mods' features are largely a matter of individual preference but GWX has stood the test of time to show, again and again, that it is the best balance between realism, game play, and eye-candy. If you do wish to experiment with depth charge detonations affecting enemy ASW devices, try the dc_disrup_alpha mod by Albrecht von Hesse. It seems to work quite well as is, but still needs some polishing. Thread link here: [WIP] Depth charge noise; a few brave alpha testers wanted Good hunting! ![]()
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Still sailing the high seas, hunting convoys with those who join me. |
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#4 |
GWX Project Director
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Just reviewed Albrecht von Hesse's WIP mod...
The SH3 engine will not 'see' things created by particle generators, and so his mod would result in a visual effect only. For that reason, and apart from the obvious visual effects, I believe that his testers may have been observing natural behavior by the AI... as if his mod were not present. If someone were to experiment with accoustic disturbances, I think they should take a look at the files responsible for the BOLD device... and consider melding its effects with depth charge physics. HOWEVER! < Stern warning! > ALL things concerning AI perception of the environment are finely balanced and are interdependant in numerous ways... ANY change will result in a deficit somewhere. One can EASILY destroy AI effectiveness and cause the simulation to be a threatless cake-walk. |
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#5 |
Ace of the Deep
![]() Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
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I thought that AvH did use the BOLD device to not only generate the bubble cloud but an acoustic disturbance that "distracted" the DDs momentarily to give a kaleun the small chance to slip away?
I take it the files you refer to in further experimentation are the sensors.dat ,.val, and .sim files, along with the DepthCharge files? It would be interesting indeed if a workable solution could be found. The escorts' sensors work too well as it is by being able to "hear" and "see" you through all manner of obstructions and interference. This would help to level the playing field a bit without pulling the enemy's teeth. Food for thought and a wise word of warning. Thanks for your continued input, Kpt. Lehmann! ![]()
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Still sailing the high seas, hunting convoys with those who join me. |
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#6 |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
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Thanks for your so exaustive answers!
About bolds.. is there a way to reduce the effectiveness? Anytime I put bolds out, DDs always fall into.. I thing in real life DD crew may be smarter, so it may be simulated by reducing the bold effectiveness.. In this way a DD could not care of your bold and continue to hunt you! ![]() |
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#7 |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
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Well, I made a personal version of AvH's mod a while ago where the DC sim files only spawn a mildish bold via an amun_DepthCharge -> under_explosion FX property. Seems to work pretty well, apart from the explosion visuals which are of course missing now. But that doesn't really matter to me since I always run the game without externals anyway...
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#8 | |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
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#9 |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
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Thanks for the interest, but I'm not sure if I want to release something that's just a hack based on other people's work, plus I've no interest and/or time for user support anyway. So this will most likely stay in my personal archives for now I'm afraid...
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#10 | |
Eternal Patrol
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As to the idea, it would be cool if it could be made to work, but I do have one question: would the disturbance not also affect the u-boat's hydrophones, making the boat effectively deaf for the same amount of time? If so, that could make for some interesting gaming.
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