![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Loader
![]() Join Date: Feb 2014
Posts: 81
Downloads: 78
Uploads: 0
|
![]()
1) Do the frequencies have any effect on gameplay? Like where you see in the file one sonar model operates at VL,L,M,H frequencies while another is only L,M
2) If it says SonarBaffle=150, does that mean a 150 degree angle behind the boat? 3) What does the SonarNoisePerKnot value do? 4) Is SonarOutput basically the "strength" of the active sonar ping? How far you can "see" if you go active? |
![]() |
![]() |
![]() |
#2 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
Uploads: 0
|
![]()
1) Don't remember
2) Yes 3) It determines how much ambient flow noise saturates the sensor as you speed up. 4) It is the sonars output in dB. |
![]() |
![]() |
![]() |
#3 |
Loader
![]() Join Date: Feb 2014
Posts: 81
Downloads: 78
Uploads: 0
|
![]()
Thank you.
Also, from the individual sub files, can you explain the difference between RudderTurnRate and TurnRate? |
![]() |
![]() |
![]() |
#4 |
Loader
![]() Join Date: Feb 2014
Posts: 81
Downloads: 78
Uploads: 0
|
![]()
Nevermind, I think it is the amount of time it takes to actually move the rudder.
|
![]() |
![]() |
![]() |
#5 |
Loader
![]() Join Date: Feb 2014
Posts: 81
Downloads: 78
Uploads: 0
|
![]()
If anyone is interested, here is a spreadsheet I made from a bunch of the data. You can save a copy to your PC and sort fields, compare, etc.
Subs, Sensors, and Weapons data |
![]() |
![]() |
![]() |
#6 | |
Swabbie
![]() Join Date: Aug 2018
Location: VA, USA
Posts: 8
Downloads: 8
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#7 |
Gefallen Engel U-666
|
![]()
VDNKh!
![]()
__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
![]() |
![]() |
![]() |
#8 |
Loader
![]() Join Date: Feb 2014
Posts: 81
Downloads: 78
Uploads: 0
|
![]()
I should mention first, that these values are from the Playable Subs mod.
I simply opened each vessels' .txt file, as well as the sensors.txt and weapons.txt, read the values and entered them into the spreadsheet. If you got the game on Steam, all those vessel files are in C:\Program Files (x86)\Steam\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets\override\ve ssels The weapons and sensors text files are one level up, in the \override folder. A different question, I know it's silly but I like the black look of the alfa better than the grey-and-red paintjob on the alfa2. So I edited the wp_ssn_alfa2.txt file to change this line: MaterialTextures=vessels/textures/rus_ssn_alfa2.png to read: MaterialTextures=vessels/textures/rus_ssn_alfa.png In the ship viewer in the main menu the Alfa2 is indeed black now, but it still looks grey and red when I start a campaign. Anyone have any ideas on that? I am pretty sure that these png files are where the textures come from. You can view them and compare see alfa.png is black and the red and grey comes from alfa2.png. Here is the alfa file: ![]() And here is alfa2: ![]() |
![]() |
![]() |
![]() |
#9 |
Loader
![]() Join Date: Feb 2014
Posts: 81
Downloads: 78
Uploads: 0
|
![]()
This was my mistake, I had so many modded "override" folders I had made the change in the wrong one.
|
![]() |
![]() |
![]() |
#10 |
Bosun
![]() Join Date: Jan 2012
Location: United States
Posts: 62
Downloads: 57
Uploads: 0
|
![]()
So...why when adding/modifying the sensor_dispaly_names file, then reflecting those in the sensors file, then editing/modifying the sonarmodel in an individual submarine file does any of the edited/changed/modified submarine files display the towed array output such that the towed array always displays zero (0) while all of the other sonar modes work as intended?
__________________
Then out spoke brave Horatius, the Captain of the Gate: to every man upon this earth death come soon or late. And how can man die better than facing fearful odds, for the ashes of his fathers, and the temples of his gods. |
![]() |
![]() |
![]() |
|
|