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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Mar 2011
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do the files in Sh3.sdl affect the game`s sonar and hydrophone
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#2 |
Seasoned Skipper
![]() Join Date: Jun 2010
Location: Mississippi
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yes all sounds can be found in the sounds file under the data folder in your main directory where sh3 is installed.
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#3 | |
Rear Admiral
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At any rate I use a modified Sh3.sdl file and it hasn't caused any problems, of course it may be that the modified version doesn't touch something that would. |
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#4 |
Swabbie
![]() Join Date: Mar 2011
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what about destroyer sonar do the sound files affect this
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#5 |
Rear Admiral
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I don't think they affect how it works, again I think there's a .dat file for AI sensors that controls it.
What you actually hear in terms of sounds generated (pings, etc.) may be affected by the .sdl file, but I'm not sure. Not sure which thing you're asking about, actually. Are you having a particular issue, or wanting to change something and wondering how to do it? |
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#6 |
Swabbie
![]() Join Date: Mar 2011
Posts: 11
Downloads: 10
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the uber sonar (very annoying)
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#7 |
Electrician's Mate
![]() Join Date: Aug 2010
Location: Latvia
Posts: 137
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Mind if I ask something hydrophone/sonar related as well?
Does the gramophone affect the sound of the sub? Does it create noise that destroyers can hear? I think it did in real life, don't know about sh3. |
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#8 |
Swabbie
![]() Join Date: Mar 2011
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well if the gramophone does affect the sonar/hydrophone then my question will be answered
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#9 | |
Rear Admiral
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IIRC in the game you can play your gramophone whenever and wherever, it doesn't factor into gameplay (except for your own entertainment and sense of immersion).
Enemy AI will not hear it or react to it. Quote:
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#10 |
Swabbie
![]() Join Date: Mar 2011
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you want to know why. imagine a sub at silent running undetected at first periscope down engine down all dead. then magically detected by passive sonar and then sudden pings happen then boom i knew it was sonar because they detected me at sonar range wierd right.
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#11 |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
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Your boat sill makes noise even though you are totally 'silent'. It's just a function of the game engine. Elite crew maybe. Rare, but it happens.
I'm not sure how this pertains to your OP though. The actual sound you hear probably has nothing to do with how the game crunches it's numbers. All it knows is that if X happens, it is to play Y sound file. Example, if you tell the engines to run at full speed, the game knows to play (making this file up) engspd_full.snd file. If you replace the sound file with the 1812 overture, you could have Tchaikovsky playing each time you sprint the boat. The destroyers won't hear it though. They'll still only hear the percentages and 1's and 0's the game engine throws at their detection sub routines. |
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#12 |
Swabbie
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even while not moving its been known for a u boat to go under a destroyer without triggering it
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#13 | |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
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Then again, it's also known for a destroyer passing over a U-boat to see it too. The game deals in %'s. Everything in real life has to be broken down in to a probability so the engine can understand it. And just like in life, nothing (except death) is guaranteed. So if you are within the possible detection range, the game will never assign you a 100% stealth rating, it will always leave some minuscule % chance that an event can happen. And I guess in your case variance reared up and smacked you around a bit. |
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#14 |
Sea Lord
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My understanding is that there are a few things that you can do that the enemy can't actually hear. For example, they say the echo sounder is not detectable by the enemy in-game.
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#15 | |
Stowaway
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All SH3 knows is "That's a great active sonar target". And it acts on it. P I N G . It's better (and more realistic) to keep moving and never present your broadside to a close ASW asset, than it is to park broadside. Time for some new tactics. (It's an unending process for all of us). |
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