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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commander
![]() Join Date: Mar 2010
Posts: 462
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Depth charges are an anti-submarine warfare weapon, intended to destroy a submarine by being dropped into the water in the close proximity of a suspected submarine's location, and then detonating, which subjects the target to a powerful and destructive hydraulic shock.
Their effectiveness required the combined resources and skills of many individuals during an attack. Sonar, helm, depth charge crews and the movement of other ships had to be carefully coordinated. Even so, there were two major drawbacks even the best-trained depth charge attack crew faced: one was that, in order to deploy its depth charges a ship had to pass over the contact, dropping them over the stern; sonar contact would be lost just before attack, rendering the hunter blind at the crucial moment. This gave a skillful submarine commander an opportunity to take evasive action. Secondly, in the minutes immediately following the explosion of a depth charge passive sonar was unable to track contact due to the massively disturbed and displaced water churning as a result of the explosion, and even active sonar/ASDIC had severe difficulty reacquiring contact right afterwards. This gave the aforementioned skillful submarine commander yet a second chance to disengage and evade. The depth charge noise mod simulates both the short-term, immediate, and the long-term, lingering, effects of a depth charge explosion. When a depth charge explodes it creates a spherical explosion, leaves behind a large, roughly globular area of water churning with acoustically noisy bubbles. The depth charge noise mod still displays the visual effects of the depth charge explosion, both above the surface and beneath, but now adds a pocket of bubbles that remain behind each explosion. Each depth charge explosion now creates two invisible Bolds, one with a lifetime of five (5) minutes, an apparent surface area of 900, and a noise level of 10, and a second with a lifetime of one (1) minute, an apparent surface area of 300, and a noise level of 75. (I have no idea what effect the "noise" setting have for any given value, as that is not explained anywhere; as well, the basic Bolds have their noise value set at "0". I suspect that that value is set at the time of deployment, but I have no way of ascertaining that. ) In tests I have been able to (usually) carefully creep away under silent running from a group of eight destroyers actively hunting (and pinging) my test submarine, after the first couple of depth charge runs had created a lot of water disturbance. The escorts usually wind up repetitively depth charging the location of the "bubbled" area . . . usually. The effectiveness of the enemy escort sonar operators (whether Poor, Novice, Competent, Veteran, Elite) helps determine the effectivity of the masking effect of the disturbed water area, which means the more dangerous the enemy is, the more likely they are to successfully reacquire contact with you. As well, escorts that have been fooled by the noise disturbance into reacting to it over and over, do not get trapped into a loop and never stop attacking the hidden bubble cloud; eventually they figure it out, and leave to go hunting elsewhere. The depth charge noise mod is meant to simulate real behavior of a specific object: that of a depth charge. It is not meant as a "Get out of jail free" card, or to make evading enemy escorts easier just to make that easy. Feedback and comments are appreciated! -------------------------------------- Revision history: Version 1.0: initial release; WAC 5.0 only Version 2.0: Usable now for 4 different game versions [stock (vanilla), GWX Gold, NYGM, and WAC 5.0]; altered the "bubble" appearance; added a second noise effect; (readme file is still for version 1.0 release; will be updated next revision) Rev. A: (hopefully) fixed the save-and-reload-CTD bug; made adjustments to the disruption sizes, noise levels and lifetimes. Last edited by schlechter pfennig; 03-16-18 at 11:06 PM. Reason: updated to Rev A release |
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#2 | |
Grey Wolf
![]() Join Date: Nov 2010
Location: Texas
Posts: 887
Downloads: 1823
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#3 |
Commander
![]() Join Date: Mar 2010
Posts: 462
Downloads: 53
Uploads: 7
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#4 |
Grey Wolf
![]() Join Date: Nov 2010
Location: Texas
Posts: 887
Downloads: 1823
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No, its not just for SH4. In fact I believe it was made for SH3 first. You need to do a little more research Friend.
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#5 |
Grey Wolf
![]() Join Date: Nov 2010
Location: Texas
Posts: 887
Downloads: 1823
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In fact if you go to Plisskens mod archive and look under Racerboys mods ( that was The Dark Wraiths old subsim handle ) you will find it available for download. He even has 2 versions for SH3 commander that can go buy date or randomly. Can't remember where to find those but I do have a copy of the by date version.
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#6 | |
Commander
![]() Join Date: Mar 2010
Posts: 462
Downloads: 53
Uploads: 7
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I've examined the .dat file and it seems that all it does is spawn the decoy bubbles along with the depth charge underwater explosion. I'm curious as to the results others have had when using this mod, and would also welcome any explanation as to how the TheDarkWraith_DC_Water_Disturbance_v4_0_SH3 actually works. |
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#8 | |
Commander
![]() Join Date: Mar 2010
Posts: 462
Downloads: 53
Uploads: 7
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#9 |
Commander
![]() Join Date: Mar 2010
Posts: 462
Downloads: 53
Uploads: 7
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Although I've experimented a lot with the depth charge noise mod before releasing it, I would value any and all input regarding its performance. I believe I've adjusted the available parameters to provide a reasonable/realistic result, but I'd appreciate feedback as to how well (or not well) it performs.
At the moment, due to the files that are required to be modified for functionality, I can only guarantee it works with WAC 5.0. However, if there are others that would like to use/test the mod that don't use WAC, let me know and I'll make the necessary adjustments for you. Although I wasn't aware of TheDarkWraith's TheDarkWraith_DC_Water_Disturbance_v4_0_SH3 mod before, I've gone through that release thread and, based upon what I've read, the depth charge noise mod so far seems to avoid those problems (for example, CTDs, and of simply not at all distracting the destroyers). Again, I'd appreciate any and all feedback/observations. |
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#10 | |
Hellas
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Your mod is really interesting and ,if it works, will be a must have addition for my setup. TDW's mod never worked for me and i had to left it behind so it will be nice to test and see if your mod is working. Can you please make a version of it for the stock game ( for tests, i believe that only one mod must be enabled) and a single mission that will serve the needs of such tests ? All the best to this really interesting mod ![]()
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#11 | |
Commander
![]() Join Date: Mar 2010
Posts: 462
Downloads: 53
Uploads: 7
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http://www.subsim.com/radioroom/down...o=file&id=5327 |
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#12 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
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Hi schlechter pfennig,
thanks for your work! I will test it as soon as possible! One question: What is the purpose of the sensors.* files? Are they required or are the particles.* file sufficient? Best, LGN1 |
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#13 |
Commander
![]() Join Date: Mar 2010
Posts: 462
Downloads: 53
Uploads: 7
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The particles.* are sufficient on their own. However, I've released a version 2 of the mod which is an improvement.
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#14 |
Commander
![]() Join Date: Mar 2010
Posts: 462
Downloads: 53
Uploads: 7
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Version 2 of the depth charge noise mod. When unzipped there will be four mod folders, one each for stock (vanilla), GWX Gold, NYGM, and WAC 5.0. Place the applicable folder into your MODS folder and enable using jsgme.
Version 2.0 change log:
Last edited by schlechter pfennig; 02-23-18 at 09:44 AM. |
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#15 |
Silent Hunter
![]() Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,515
Downloads: 110
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