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Old 05-15-11, 04:09 PM   #706
TheDarkWraith
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Quote:
Originally Posted by TheBeast View Post
Just a thought:
Is it possible to have multiple controls for the same device?
I ask this thinking of Hydrophone. Some Hydraphones are supposed to work while surface but I would think thier effectiveness would be impacted by ambient surface conditions and U-Boat speed.

Eample:
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 65000
- Surface -30
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 35000
- Surface -11
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 20000
- Surface 0

(This may require controls be in a specific order to function correctly if it works at all)

This would limit detection range when surfaced and detection range would increase the deeper you dive.

What do you think?
Sounds like something you need to try
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Old 05-15-11, 04:20 PM   #707
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Quote:
Originally Posted by TheDarkWraith View Post
Sounds like something you need to try
Already working on it as I made first post about it.

I do not want to creat another MOD adding to the soup.
Was Hoping that TDW and or Ddrgn could add to thier already existing MODs of the UBoot_Sensors.sim file.
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Old 05-15-11, 04:28 PM   #708
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Quote:
Originally Posted by TheBeast View Post
Already working on it as I made first post about it.

I do not want to creat another MOD adding to the soup.
Was Hoping that TDW and or Ddrgn could add to thier already existing MODs of the UBoot_Sensors.sim file.
You get it working I'd be happy to
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Old 05-15-11, 05:37 PM   #709
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Quote:
Originally Posted by TheDarkWraith View Post
You get it working I'd be happy to
It works!

Exception being use MaxSensorHeight, not Surface.

Eample:
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 65000
- MaxSensorHeight -25
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 35000
- MaxSensorHeight -10
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 20000
- MaxSensorHeight 0

Ranges and MaxSensorHeight I used are random. You will need to adjust to something reasonable.

Surface Sonar detection for Balkon Gerat should be just beyond visual detection range and maybe split difference between max range at 30 meters and Surfaced range for just above periscope depth.

Test Perormed:
Some targets beyond visual range
Some targets beyond periscope depth sonar range
Verify Target beyond surfaced sonar/visual detection range are not detected while surface.
Dive to Periscope Depth - new contact detected.
Dive to 30 meter - new contacts detected
Rise to Periscope Depth - Some Contact Decay away.
Surface - Some Contacts Decay Away.
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Last edited by TheBeast; 05-15-11 at 06:10 PM.
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Old 05-15-11, 05:52 PM   #710
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hi,

this is very nice idea, could you maybe also use more than 3 layers, simulating a termal layer who generates 2 sound channels for better sonar transmissions ?

maybe bad very close to surface, good after reaching 30 meters, moderate to bad between 50 and 100 meters, getting very good below 120 meters ?

...iam not shure if the SOFAR channel (short for Sound Frequency and Ranging channel) also transmit surface contacts.
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Old 05-15-11, 06:05 PM   #711
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Quote:
Originally Posted by Stormfly View Post
hi,

this is very nice idea, could you maybe also use more than 3 layers, simulating a termal layer who generates 2 sound channels for better sonar transmissions ?

maybe bad very close to surface, good after reaching 30 meters, moderate to bad between 50 and 100 meters, getting very good below 120 meters ?

...iam not shure if the SOFAR channel (short for Sound Frequency and Ranging channel) also transmit surface contacts.
I think that would require scripting for thermal effect impacting uboat sonar detection range.
Increasing Dection range as you dive deeper is easy.

Speaking of Thermal Layers....
Where is the Thermograph?
Appears to be missing from SH5
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Old 05-15-11, 06:12 PM   #712
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I think the destroyers ability to detect contacts where related to their current speed? So is this a factour in the game now and could that be modded? This would give a Ub some chance to move at a higher speed and remain undetected.
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Old 05-15-11, 06:15 PM   #713
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Quote:
Originally Posted by Kaicokid View Post
I think the destroyers ability to detect contacts where related to their current speed? So is this a factour in the game now and could that be modded? This would give a Ub some chance to move at a higher speed and remain undetected.
Already taken into account with IRAI
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Old 05-16-11, 09:49 AM   #714
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I noticed something when testing Zedi's campaign. I spotted a large convoy and sent a contact report and dove. I waited for them to pass over me and when I looked through periscope, there was absolute chaos going on. Nearby airbase had gotten my message and the planes attacked the convoy which responded with aa-guns. One of my greatest SH 5 experiences yet!



Now I consider my computer quite powerful, but this made it freeze and crawl. The gun bullet traces froze in place and airplane explosions and the debris too. I remeber that stock version didn't froze when there was heavy plane attack going on. So what is the culprit? My guess is that it's the airplane explosion debris or the small debris that comes from deck gunning/aa-gunning something.

Anyone else had this kind of experiences? I would really like to enjoy these rare moments with decent fps rate. So should/could there be FX Update Lite-version? I really like this mod otherwise.

PS. Can't wait the indoor smoke!
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Old 05-16-11, 10:07 AM   #715
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Had no problem with that except the moments when the ship fire the flares.. is when my fps drop to 0 for few seconds. Those flares reflection on water are very resource hungry. Also, try lower the particle density, I have mine at minimal.
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Old 05-16-11, 10:19 AM   #716
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I have no problem also when are planes involved... i made a mission fulled with planes and ships and i had no lags... like zedi ... i have lags when the red flare efect is started... i modified the zones.cfg (removed the red flare effect) and i fixed the lag problem in my computer
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Old 05-16-11, 12:45 PM   #717
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Quote:
Originally Posted by Zedi View Post
Had no problem with that except the moments when the ship fire the flares.. is when my fps drop to 0 for few seconds. Those flares reflection on water are very resource hungry. Also, try lower the particle density, I have mine at minimal.
Have to try this, I think I have it almost full. The flare removal is also good tip.

PS. totally of topic, but speaking of flares, I saw yesterday Bedford Incident on tv just by blind luck. What a great destroyer/submarine movie!
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Old 05-16-11, 12:51 PM   #718
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Quote:
Originally Posted by Rongel View Post
Have to try this, I think I have it almost full. The flare removal is also good tip.

PS. totally of topic, but speaking of flares, I saw yesterday Bedford Incident on tv just by blind luck. What a great destroyer/submarine movie!
the one made in 1965?
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Old 05-16-11, 01:01 PM   #719
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Quote:
Originally Posted by stoianm View Post
the one made in 1965?
Yes! Richard Widmark was so great as the american captain! I know him only from the film noir movies when he's always a some rotten villain or a desperate loser. And it's nice point of view when you are watching the destroyer hunting the sub.

Okay, sorry TDW for the off topic post, it's my last one (i mean last off topic post!).
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Old 05-16-11, 01:05 PM   #720
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those heavy gun particle stress is also known from SH3 when using a 16 or 20km admosphere mod together with high gun range settings in sim.cfg.

at least those AA-Gun range setting in sim.cfg are simply to much for some systems (by the way the original vanilla value is 1500, now it is 3500 !)

i will instandly reduce these AA gun range and will also modify the almost instandly deadly enemy normal gun error angel to have a bit more spread
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