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![]() Join Date: Dec 2011
Posts: 26
Downloads: 17
Uploads: 0
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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:
Quote:
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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