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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
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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#2 | |
Rear Admiral
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SIM.cfg, Sensors.dat, andAI_sensors.dat In only one instance did i feel compelled to edit one of those files, and I did so limiting myself to only airborne radar's maximum range to achieve a desired effect. It was the best solution i could find without messing with other variables that would throw everything else out of whack. The entire sensor package as a whole, is like a big pile of spagetti. I know this better then most, so i resist touching it. The top two lines dealing with the waves in the Sim.cfg alone cause HUGE ranging effects. Some good, some not so good, but it's probably the best that can be done with what there is to work with. A piece of advice, and i say this not as someone you rubbed the wrong way, but as an avid gamer and human being. Your entire post strikes me coming from a person worn out from having obsessed over something for entirely too long and has become sick either physically, mentally or both. TAKE A BREAK. Go do something else. Do not even look at subsim or SH3 for at least 3 weeks or (preferbly) longer. Beleive me, it helps. |
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#3 |
Stowaway
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Excellent info there! I have copied it to my notes. Thank you.
I have always felt that the Silent Hunter games claiming to be simulation was a cop out of sorts. I consider a simulation to be : An enviroment that replicates as closley as possible, the events and the equipment. GWX comes as close to that as I have seen to this point. Can it be better? Yep. No way ANYONE should hit the top of the ACES list nor bring in the Tonnage I see listed all the time. You want a game? Play stock. GWX to hard? Play another mod. You like GWX except (add yer complaint here). figure out how to do it yourself! All the info is here in the forums! The GWX guys have WAY better things to do then give us a whimpy version. ![]() Give me the same odds that the TRUE Submariners faced and I'll call it a simulation then. |
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#4 |
Stowaway
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@priater
I agree wholeheartedly with your wise words old man.....but what about those people who feel GWX is too "easy" ?!! I know, I know...its blasphemie to say it but I still feel/think that NYGM is best mod out there from a realistic tonnage point of view and, even then, it too is not as hard as i'd like it. A simple glance over U-Boat stats reveals that the tonnage we're all getting from all these mods is way too much historically speaking. That said, most U-Boat commanders never got as much "exercise" as we are....i mean we don't die when we make mistakes, so its only natural that our tonnage will increase over time as we "master" the elements required for making a good kill. I have to ask though, in fact I really want to know....why did so many fish launched against ships in WWII fail to hit their target ? Torpedo problems not withstanding, I believe there must be other, perhapps more subtle, factors that influenced a firing solution which are not modeled in this game. Wave motion effect on ship speed Incorrect range estimates TDCs mechanical component wear Natural wave mechanics influence on torpedo trajectory Any more ? There must be loads! |
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#5 |
Watch
![]() Join Date: Oct 2005
Posts: 30
Downloads: 37
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Any game that one buys, when you start your career, you are given a choice of easy, normal, hard, or realistic. This is an option that game designers know that some people want a closer to real life experience, but some people want an arcade experience. With that said, I would not stress the fact that some people are finding GWX too hard, what they need to do is play some other big mod or wait until someone else comes out with a addition mod that has the very thing that they are looking for. The other option is for them to learn to mod themselves, which they will quickly know how much time it takes to tweak and test, but they must also realize know that you might not come to bail them out when they painted themselves into a corner.
Now some people will want GWX dev team to provide them with an easy, harder version, but they must remember that you do not get paid for doing this and the fact that you do this between your job and your life does not leave much time to please everyone. I myself know that one can get 10 positive comments about one's creation, but that 1 negative comment will put one big hole in my feeling good about a job well done. With the negative comments that I have read from various whiners you must be feeling like swiss cheese by now. I haven't officially thanked the GWX Dev team for all their hard work, until I was waiting to finish my first mission. But, since you sound so down... THANK YOU very much GWX Dev Team, I really appreciate all your hard work as I am truely enjoying being pinned down in the english channel in 1939 (I know, everyone keeps saying, stay away from the english channel!) traveling at 2 knots and hoping that one of those 3 bastards (english and french) that are trying to kill me does not drop a depth charge directly on me, as I only have 40 sometime meters of water to hide in. One last thing, thanks for the explanation about the sensors, it helped me better understand all the different variables and limitations. |
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#6 |
Soundman
![]() Join Date: Aug 2006
Posts: 143
Downloads: 75
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@Uber
I have been struggleing with torpedo accuracy for a long time, and what I can't figure out is - how do so many people hit their targets? I have been playing this game since it came out, and I have come to the solution that I just suck at solutions ![]() ![]() Tschuss, Notewire |
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#7 | |
Rear Admiral
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But, once in awhile, no matter what range, the fish always falls aft of the target. I could shoot a steam fish at the exact same target, exact same position, exact same formula and hit. But the instant an electric fish goes out the tube, its a miss. The best "fix" ive been able to come up with, is to take whatever the targets speed is, and set the TDC to 1 more kt then its acutal speed. |
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#8 |
Stowaway
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@notewire
I hear you mate, I really do....and as for not using the WO, well if you use NYGM, teh WO doesn't even give a range estimate....which means you're on your own with the stadiscope. At first I was resistant to this but now, well, I think it helps make the game more difficult....which is cool. I will say this, please persevere with the manual targeting....don't bother trying to get ship speed from a target at 10,000M...just plot the contact and then take another plot after 3mins 15 secs. That should give the targets general course, whilst you're doing that, get the boat ahead and a little nearer. Take a couple of these "vague" readings and draw a line linking them up...this will give you a good idea of course. Once the taget is 7000m or nearer, then start taking 3min 15sec plots to get the spead. Ducimus is right, you'll never get it spot on but you'll get a "feel" for for the speed....somehwere between 7 and 9 kts for eample. You'll also be improving the target course whilst doing these....then set the speed for something in the middle of your results and motor on to a position where you'll be about 600 to 900m AOB 90 of the projected course. Forget speed from now on, just get as near to 500m as you can, fire a spread of 2 fish with 1deg spread, no "under keel" shot...so 5M depth say and i bet my aunties nipples you get a hit. (Which is why even NYGM is too easy sometimes). Of course, if the target is zigzagging then you should aim to get say 600 to 700 m from mean couse and adjust as he gets nearer. Also, use all your plots to appro speed, not just distance covered between 3mins 5 secs. I'm probably telling a granny how to suck eggs here...buy hey, I like the way you play so feel the need to encourage it :-) Also, joing WaW.....at least when you miss your target in WaW its, well, realistic :-) And checkout these links for some very interesting target intercept techniques: http://hometown.aol.co.uk/dominicobaggio/intercept.html http://forums.ubi.com/eve/ubb.x?a=tp...3&m=5051056603 http://www.paulwasserman.net/SHIII/ Lookforward to seeing you in WaW! Cheers, Hans. |
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