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Old 10-11-10, 02:29 PM   #1
tater
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Default [REL] IJN Radar Fix for TMO/RSRDC

Three versions included. One for regular TMO2, the other is the easier AI version. The last goes after the beta updated version.

All go after TMO+TMO patches (might mess up that beta patch just released), before other mods.

http://www.filefront.com/17377544/IJ...or_TMO2_v1.rar

This mod corrects the Type 13 radar to only work vs aircraft, and the type 21 to be dual purpose. Right now the 21 is heavily skewed to not work well vs subs (set minheight to 6m), might need some tweaking after testing. Maybe lower the minheight to 4m or so. I'd like it to get the shears, anyway.

Perhaps ducimus could chime in, I haven't messed with it much, and the sensitivity and area settings depend a lot on the cfg settings. this mod only changes the the minheight value on those 2 radars, nothing else.

Note, this is not needed for straight TMO as straight TMO ships don't use the type 13 radar. That said, the type 21 is also set to zero height, so I have no idea if it is calibrated to only detect a large ship at 20nm as it did in RL.

Last edited by tater; 10-12-10 at 07:56 AM.
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Old 10-11-10, 03:01 PM   #2
Bubblehead1980
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Originally Posted by tater View Post
Three versions included. One for regular TMO2, the other is the easier AI version. The last goes after the beta updated version.

All go after TMO+TMO patches (might mess up that beta patch just released), before other mods.

http://www.filefront.com/17377544/IJ...or_TMO2_v1.rar

This mod corrects the Type 13 radar to only work vs aircraft, and the type 21 to be dual purpose. Right now the 21 is heavily skewed to not work well vs subs (set minheight to 6m), might need some tweaking after testing.

Perhaps ducimus could chime in, I haven't messed with it much, and the sensitivity and area settings depend a lot on the cfg settings. this mod only changes the the minheight value on those 2 radars, nothing else.

Eh think I may pass, ijn radars pick up player sub just fine lol.

My problem with IJN radar is their too effective in the game.I guess once I figure out S3D and how to put it into a mod for JSGME ill lower their range to around 4-5000 yards...Which radar do the escorts have?

See what confuses me is in some cases such as Tang or Barb(sure there were others but just those ive read about) they were able to get close on convoys with radar equipped escorts and carriers even(Barb sank the Unyo) but subs like USS Jack could not get closer than about 7,000 yards from the Take Ichi Convoy in April 1944 due to their 12 escorts, many of which had radar.Barb and Tang's attacks came later in 44 though.So I think 5,000 yards would be a good compromise, 5,000 yards is a long way to shoot.Jack managed to sink a few ships from 7,000 yards in a night surface attack, really well executed attack with a little luck.,
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Old 10-11-10, 03:10 PM   #3
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Eh think I may pass, ijn radars pick up player sub just fine lol.

My problem with IJN radar is their too effective in the game.I guess once I figure out S3D and how to put it into a mod for JSGME ill lower their range to around 4-5000 yards...Which radar do the escorts have?

See what confuses me is in some cases such as Tang or Barb(sure there were others but just those ive read about) they were able to get close on convoys with radar equipped escorts and carriers even(Barb sank the Unyo) but subs like USS Jack could not get closer than about 7,000 yards from the Take Ichi Convoy in April 1944 due to their 12 escorts, many of which had radar.Barb and Tang's attacks came later in 44 though.So I think 5,000 yards would be a good compromise, 5,000 yards is a long way to shoot.Jack managed to sink a few ships from 7,000 yards in a night surface attack, really well executed attack with a little luck.,
Huh? This mod REDUCES the IJN radar.

Right now, your game is using an extremely common AIR radar to detect your SUB. This mod turns off the ability for the AIR radar to detect the sub completely.

The type 22 sets are still there, but again, it's an issue of what each escort has installed. Air was a huge concern, so virtually all ships got type 13s—which are mistakenly working on your sub now.
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Old 10-11-10, 03:18 PM   #4
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Right now I have not yet toughed the minsurface or sensitivity. The latter is set to 0, which means it uses the value in the .cfg file instead.

Ducimus should reply at some point, he groks that better than I do. Crippling the range is not the way to go, it's probably easier to change the surface value from the 1.5m^2 it is set to now, to some larger area. Look at a sub from the front. What is the cross-sectional area? If you set it such that the front cross section is invisible to the radar—just—then from 90 degrees the sub might be detected. Then like fighting active sonar, your aspect starts to really matter.

You can also make the minheight set to a couple meters so that the radar ignores the bits below that. This makes the visible area to the sensor smaller.

The type 21 also rotates (least in RSRDC, since I made them rotate ) So if the radar node itself is a daughter (I need to check if I did this) of the radar, then the detection time will be very short as it rotates... Hmmm, need to mess with that—gives another variable to play with.

Heck, I could do this with the 22 as well, but it needs a test.

When duci gets here this conversation might get more interesting...
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Old 10-11-10, 03:23 PM   #5
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Right now I have not yet toughed the minsurface or sensitivity. The latter is set to 0, which means it uses the value in the .cfg file instead.

Ducimus should reply at some point, he groks that better than I do. Crippling the range is not the way to go, it's probably easier to change the surface value from the 1.5m^2 it is set to now, to some larger area. Look at a sub from the front. What is the cross-sectional area? If you set it such that the front cross section is invisible to the radar—just—then from 90 degrees the sub might be detected. Then like fighting active sonar, your aspect starts to really matter.

You can also make the minheight set to a couple meters so that the radar ignores the bits below that. This makes the visible area to the sensor smaller.

The type 21 also rotates (least in RSRDC, since I made them rotate ) So if the radar node itself is a daughter (I need to check if I did this) of the radar, then the detection time will be very short as it rotates... Hmmm, need to mess with that—gives another variable to play with.

Heck, I could do this with the 22 as well, but it needs a test.

When duci gets here this conversation might get more interesting...

So changing the range is not the way to go? I just want to be able to get withing say 5,000 yards so can pull off night surface attack on convoy with radar equipped escorts/warships.Always drove me batty cant pull off a night surface attack after about October 44, esp in the shallows along the China coast were very few subs would dive(I believe the Barb did, rather risky)
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Old 10-11-10, 03:27 PM   #6
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So changing the range is not the way to go? I just want to be able to get withing say 5,000 yards so can pull off night surface attack on convoy with radar equipped escorts/warships.Always drove me batty cant pull off a night surface attack after about October 44, esp in the shallows along the China coast were very few subs would dive(I believe the Barb did, rather risky)
You could, but there might be a better way to do it. Changing the range is brute force Detection is a sort of die roll every X time units based on different parameters including range. It;s not like you are auto-detected at max range, that's just the range where you have a CHANCE of being detected.

The goal should be realistic outcomes. That might means sometimes they see you, sometimes they don't.
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Old 10-11-10, 03:19 PM   #7
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Originally Posted by tater View Post
Huh? This mod REDUCES the IJN radar.

Right now, your game is using an extremely common AIR radar to detect your SUB. This mod turns off the ability for the AIR radar to detect the sub completely.

The type 22 sets are still there, but again, it's an issue of what each escort has installed. Air was a huge concern, so virtually all ships got type 13s—which are mistakenly working on your sub now.

Ah got ya, I misunderstood it, thanks Ill try it out.Hopefully this evening Ill get some time.
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Old 10-11-10, 03:21 PM   #8
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I don't remember using the Type13 radar. Check the units SNS file. I vaugely recall changing to type 22 on some units and changing inclusion date for the radar because an airsearch radar is a moot point within context of game mechanics.
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Old 10-11-10, 03:27 PM   #9
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I don't remember using the Type13 radar. Check the units SNS file. I vaugely recall changing to type 22 on some units and changing inclusion date for the radar because an airsearch radar is a moot point within context of game mechanics.
Yeah, but it matters for anyone using RSRDC where the type 13 is indeed installed (given all the battles, I think lurker wanted the planes to be reacted to).
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Old 10-23-10, 11:58 AM   #10
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ya ho wa
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