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Old 04-12-10, 05:23 AM   #1
Cap.Palla
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Default Radar Issues

I've just mounted the radar and i think is totally useless!

i was 10 km from a convoy and no signal on the radar screen....is there a mod fixing this?
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Old 04-12-10, 10:42 AM   #2
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I've not reached the point in Campaign where radar's available, but I have had a look in Historical. It makes fuzzy lines, but, no matter what range setting, I, too, believe it's blind as a bat!
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Old 04-12-10, 11:20 AM   #3
Cap.Palla
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Yes , there is a fuzzy line that have a high peak if ship is detected...and radarmen should say "hey buddy,i detected a ship" but it doesent work for a game bug!

I was 10 kms from a convoy and the fuzzy line was flat like a dead man electrocardiogram, but i didnt find nothing about this problem in the forum.
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Old 04-12-10, 11:35 AM   #4
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Well, if you actually got a SPIKE, that's all it's traditionally done in SH3 or 4. I simply don't recollect ever having heard anyone announce, "Radar Contact," and now that I'm thinking about it, I'm not even sure how it shows up in the, "Log"
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Old 04-12-10, 12:37 PM   #5
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I tend to let my Hull Integrity find ships for me...
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Old 04-12-10, 12:38 PM   #6
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Quote:
Originally Posted by Cap.Palla View Post
I've just mounted the radar and i think is totally useless!

i was 10 km from a convoy and no signal on the radar screen....is there a mod fixing this?

What were the weather conditions?

JCC
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Old 04-12-10, 01:30 PM   #7
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It is pretty hit and miss. I've had it for pushing a year now and it picks up the odd plane and ship but don't rely upon it because you can end up in the middle of a HK group with still no radar contact
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Old 04-12-10, 02:10 PM   #8
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In RL, U-Boat radars appear to have been very weak.

The early ones (FMG 41g/42g) had a top range against ships of 7 km.

The later ones FUMO 61/65, which came out in 43, had a top range of 10 km.

http://uboat.net/technical/radar.htm
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Old 04-12-10, 04:05 PM   #9
Cap.Palla
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Quote:
Originally Posted by Bilge_Rat View Post
In RL, U-Boat radars appear to have been very weak.

The early ones (FMG 41g/42g) had a top range against ships of 7 km.

The later ones FUMO 61/65, which came out in 43, had a top range of 10 km.

http://uboat.net/technical/radar.htm
well i have the impression of a bug but i'd like if someone post here about a radar detect or just an advise from radarmen

PS: sorry for my bad english...
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Old 04-12-10, 04:07 PM   #10
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Quote:
Originally Posted by mcarlsonus View Post
Well, if you actually got a SPIKE, that's all it's traditionally done in SH3 or 4. I simply don't recollect ever having heard anyone announce, "Radar Contact," and now that I'm thinking about it, I'm not even sure how it shows up in the, "Log"
In SH3 they called out radar contact
Didnt notice in SH4 as didnt play it enough
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Old 04-12-10, 04:10 PM   #11
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Originally Posted by kylania View Post
I tend to let my Hull Integrity find ships for me...
Odd! That works for ME too!
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Old 04-12-10, 04:20 PM   #12
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German radar wasn't any good until 7500 meters anyways, realistically speaking.

It was a night time and fog sensor really and most of the time the crew was afraid to use it as they feared being detected.

Remember what years we are in too.

More sophisticated radar came much later.

http://uboat.net/technical/radar.htm

Our boats only have the FUMO30 and 61, 65. 65 was useful to maybe 10 km against surface vessels (realistically). The devs set the 30 at 10km and the 65/61 at 15km, which inst realistic. That being said, I too find the radars sensitivity to be really bad too even with the devs given values. It can be and should be tweaked some.
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Old 04-12-10, 07:36 PM   #13
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Quote:
Originally Posted by ddrgn View Post
Our boats only have the FUMO30 and 61, 65. 65 was useful to maybe 10 km against surface vessels (realistically). The devs set the 30 at 10km and the 65/61 at 15km, which inst realistic. That being said, I too find the radars sensitivity to be really bad too even with the devs given values. It can be and should be tweaked some.
Don't forget the fuMOGEMA29 .... 7.5 km.

The only change (tweak) I'm going to do is for the 29 ... The devs have the arc set for only 40 degrees (two bearing entries of 340-360 and 0-20) with a sweep period of 5.

My changes (fuMOGEMA29) -
SweepPeriod = 0
BearingMin = 330
BearingMax = 030

With regards to the SweepPeriod, I feel bad using 0 (continuous wave) but even using a pulse set at 2000 cycles/sec would be 0.0005. I don't know if all the dipoles transmitted at once or whether each one did seperately, in the latter case it would have a SweepPeriod of 0.003. Either case it would be closer to 0 than 1.

As far as the ranges go for the 30 and 65/61 ... remember, those ranges aren't absolute, it's the Surface that limits it's range. The game values used at max range (square meters) are :

Fumo 29 ... 40
Fumo 30 ... 40
Fumo 61/65 ... 20

The 29/30 used a wavelength of 82 cm, the 61/65 was reduced to 56 cm. The lower the wavelength the better it is at detecting surface vessels. The power output also effected range but I don't know how many Watts they used for the different types. A good example was the experiment done in the 30's .... at 0.3W the detection range for a large steamer was 4000m (13.5 cm) and 2000m (48 cm).

Anyway, hope that explains it.

The final change for radar that I would do is change the depth at which it turns off. In heavy seas it cuts off around 7m depth ... I understood it to have problems during bad weather but I don't want it to cut off. Changing the MinSensorHeight to 0 would help but that would affect detection range. ... I don't remember if the radar cutoff switch was tied to the sub's surface depth ... perhaps the "Decks Awash" mod would help.

Rob
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Old 04-12-10, 08:16 PM   #14
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Quote:
Originally Posted by Mraah View Post
Don't forget the fuMOGEMA29 .... 7.5 km.

The only change (tweak) I'm going to do is for the 29 ... The devs have the arc set for only 40 degrees (two bearing entries of 340-360 and 0-20) with a sweep period of 5.

My changes (fuMOGEMA29) -
SweepPeriod = 0
BearingMin = 330
BearingMax = 030

With regards to the SweepPeriod, I feel bad using 0 (continuous wave) but even using a pulse set at 2000 cycles/sec would be 0.0005. I don't know if all the dipoles transmitted at once or whether each one did seperately, in the latter case it would have a SweepPeriod of 0.003. Either case it would be closer to 0 than 1.

As far as the ranges go for the 30 and 65/61 ... remember, those ranges aren't absolute, it's the Surface that limits it's range. The game values used at max range (square meters) are :

Fumo 29 ... 40
Fumo 30 ... 40
Fumo 61/65 ... 20

The 29/30 used a wavelength of 82 cm, the 61/65 was reduced to 56 cm. The lower the wavelength the better it is at detecting surface vessels. The power output also effected range but I don't know how many Watts they used for the different types. A good example was the experiment done in the 30's .... at 0.3W the detection range for a large steamer was 4000m (13.5 cm) and 2000m (48 cm).

Anyway, hope that explains it.

The final change for radar that I would do is change the depth at which it turns off. In heavy seas it cuts off around 7m depth ... I understood it to have problems during bad weather but I don't want it to cut off. Changing the MinSensorHeight to 0 would help but that would affect detection range. ... I don't remember if the radar cutoff switch was tied to the sub's surface depth ... perhaps the "Decks Awash" mod would help.

Rob
Excellent information thanks for posting!
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Old 04-12-10, 08:28 PM   #15
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Quote:
The only change (tweak) I'm going to do is for the 29 ... The devs have the arc set for only 40 degrees (two bearing entries of 340-360 and 0-20) with a sweep period of 5.
Technically speaking, i think the devs have it about right. That first radar was a real POS, and extremely limited. The germans had bring the boat about in a complete circle to do a radar sweep.
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