![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#226 | ||
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
Uploads: 0
|
![]() Quote:
__________________
the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
||
![]() |
![]() |
![]() |
#227 |
Grey Wolf
![]() Join Date: Jun 2003
Location: Manchester UK
Posts: 944
Downloads: 260
Uploads: 0
|
![]()
Gouldjg,
We must be thinking alike a little, I know we want to sort this out but I too was wondering why/if things could be added to the sim.cfg may be later perhaps.
__________________
![]() ![]() Silent and Violent |
![]() |
![]() |
![]() |
#228 | ||
Weps
![]() Join Date: Nov 2005
Posts: 351
Downloads: 0
Uploads: 0
|
![]() Quote:
![]() Quote:
![]() |
||
![]() |
![]() |
![]() |
#229 | ||
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
|
![]() Quote:
I may just write all the sensors to the sim.cfg and hope for good luck. I know it states that if sensitivety is 0 refer to cfg. Well what about all the other settings i.e. noise, wave etc etc?. Hmmmmmmmmmm Maybe, Just Maybe, The crew ratings controls the other settings by adding and subtracting modifiers, Then maybe, just maybe We delete all crew ratings, thus this gives us 0 modifiers, we then add individual sensors to sim.cfg and set tweaks. A really really wild shot :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:
__________________
My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
||
![]() |
![]() |
![]() |
#230 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
|
![]()
After set the long hexe number into sensivity in AI-Sensors.dat all to zeros, and remove all back-up files from the folder :
now my DDs become completely deaf. They can not hear me even at flank speed around them, submerged at periscope or crash dive depth. They only can spot visually my periscope and shoot it visualy. This means this number works after all, now we need to discover and know how to adjust a playable value there. We need to know what is this sensitivity = 00000000000400000064000000420000001611FA Quote:
![]() |
|
![]() |
![]() |
![]() |
#231 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
|
![]()
Redwine
I am wondering if crew rating affects sensitivety hence the different numbers. The one BIG BIG BIG problem, is the fact we can only guess what crew rating does. I have yet to find anything apart from the airbase modifiers that could give any significant proof or evidence to what exactly they do. Maybe Jungmann can explain some more concerning the actual numbers.
__________________
My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
![]() |
![]() |
![]() |
#232 | |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
Uploads: 0
|
![]() Quote:
![]() ![]() kudos to Col definitely many thanks Col!! as ever you have the knack of finding ways to get round stubborn problems with a deft stroke of the imagination!! :|\ ![]() by removing some of the sim.cfg entrys and keeping others it makes controling and exploiting the uber hydrophone effect a very flexible system---that is consistent mission by mission--most importantly-- (everything else i and others have tried has worked wll in one mission - but been absolutely useless in the next making it all worthless for genuine gameplay and any campaign/career use) i 'm running a test patrol ( i edited the happy days mission to 1942 and removed all the shipping just leaving the player sub-- so i could in effect just play a campaign patrol with the benifits of allready being in a reasonable patrol zone at mission start-- this means i can hit time excell and within a couple of minutes get a report on a convoy some where within range --this means i get different convoys depending on the normal campaign randomisations-- making the tests more relevant to normal campaign style play- im getting too lazy to start a new career each time i test something lol so this method is the next best thing -- allso makes a hugely dynamic and randomised single mission --i reccomend it for a semi campaign style mission without the long drawn out travelling to and fro the patrol zone--kind of half way house mission--) by accident i forgot to set my settings in the sim.cfg to the ones i was meaning to try from last nights posts and ran the mission with these settings instead [Hydrophone] Detection time=60 ;[s] Sensitivity=0.03 ;(0..1) Height factor=0 ;[m] Speed factor=10 ;[kt] as you say these are the only entrys for the hydrophone section -- the rest are defaulted to the uber no sim/cfg effect wonderfull stuff really --given all the struggle i've been thru tweaking this messing with that - here i have (for me anyway) a good solid and most importantly RELIABLE way of tweaking the DD's sensors-- and finally i'm getting good solid GAMEPLAY as a result-- ![]() with the above hydrophone settings i negated the long range uber phones effect and was able to reach the convoy without being detected submerged at silent-- only when i was lining up on a merchant did i get detected -- and the pinging started lol-- and the great part for me about this was the way the DD's kept attacking - losing me then detecting me again - allmost as if they were waiting for me to try to reach scope depth for a torpedo attack then springing on me-- in about an hours play i only got the we have been detected message three times--the DD's pinged around in an effective search pattern and made it very risky to try to get the merchants--and as is becomeing usual with this great cfg method - the difficulty slowly rises as time goes by-- as other DD's begin to come over to help --once they start forming the circle around me and sitting at dead stop scanning with their phones it gets more and more dangerous---till finally they close the net around me and if i'm still daft enough to be trying to sink the merchants instead of getting the heck out of there- well i'm in for a pasting ![]() ![]() ![]() nice one Col!! this is the one for me---wonderfull gameplay and DD behaviuor-- with lots of scope for experimentation-- I highly reccomended this method of tweaking for those people who like me have allways suffered from useless DD's--it gives the DD's uber hydrophones and allows to control the cirumstances in which they can use them -- a hugely flexible system--it allows me to follow my rule of thumb ball park idea that the best gameplay will result from uber hydrophones and crap sonar for the DD's (if you stuck with useless DD's as a norm- not uber pin pointers as others experience-- that's a different problem and not one i have ever suffered with ) i'll go back and see how the rest of the mission pans out later on ( it's night time in the game and it play havoc with my eyes playing night time missions during real world daylight!! i end up going cross eyed trying to see what's going on ! givng my self a head-ache in the process)
__________________
the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
|
![]() |
![]() |
![]() |
#233 |
Grey Wolf
![]() Join Date: Jun 2003
Location: Manchester UK
Posts: 944
Downloads: 260
Uploads: 0
|
![]()
Well just out of curiosity and why not, I tried something else. This time I renamed SH3Sim (clut) file, the game loaded Ok and I played 2 missions.
The first was U505, I was able to get close to the carrier and fire off a couple of torp's without being detected, I was travelling at 6knts at peri depth, the DD's totally ignored me. The next was the Barnham mission, again I did the same, this time a DD came withing 300mts from me, I went red as he passed then back to green again. I was then able to get close to the BB and destroy it, and the DD's never came to investigate. This just shows the opposite effect from the other way I tried it earlier, I know we don't want this at all but it may prove of interest to this topic.
__________________
![]() ![]() Silent and Violent |
![]() |
![]() |
![]() |
#234 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
|
![]()
@ CB :
Happy for you ...... but i dont understand waht are strange in that you had done to obtain a good behavior, only the hydrophones settings ? Did you tryed the U-505 mission ? I have good gameplay in some mission too, but when go to U-505, they are Ubber DDs. Please try U-505 and comment, you have now a good game play into a determined mission...OK , but what happens when fight against those Ubbers DDs ? Please can you upload at rapidshare you files to test ? @ Cool7777 : Same behavior happens to me if i attempt to reduce the Ubber guys at U-505. Now i will try this : Sensivity at AI-Sensors.dat was : sensitivity = 00000000000400000064000000420000001611FA looks as a secuence of numbers, the first is 00000000 it is zero, the second is 00040000 really i dont know if this must to be readed from left to right or from right to left, but seems to be the second number into the secuence. I adjust now......... as a shot in the dark of course :rotfl: sensitivity = 0004000000040000000400000004000000040000 |
![]() |
![]() |
![]() |
#235 |
Mate
![]() Join Date: Jul 2002
Posts: 60
Downloads: 4
Uploads: 0
|
![]()
About the sonars, the Q type possess in all ways the sames characteristics
as the type 147A or 123A you can observe that in the AI_sensors.dat But when you open the sns.cfg files in the Sea folder and compare US and British destroyers you will see that the Q sonar is used exclusively by US and the differents numbered Type sonars (123A 128A etc...) are used exclusively by the British. The sonars in SHIII are not modelled as their real life counterparts but as generics sonars mixing the 3 type of sonars shown in the above graphics. It is the same for the radars, the game doesn't make any difference between airsearch and surface search radars. The differents types of sensors come in succession in each ship equipment in way reflecting their evolution as long as the war progress. Exemple a Flower Corvette begin the war with a 123A sonar and end the war with a 147A sonar, the only differences in game between these sonars are their range and sensitivity. Why this simplification because each sensors is tied to a particular node of their 3D model. Each 3D model possess only one node per sensor H for hydrophone, N for Sonar, R for radar. Each node possess precise coordinates related to the position on their 3D model. For the Flower the hydrophone and sonar nodes are H01 and N01,they share the same position, so tey are situated at X=7,977465-E5, Y=-0,41818246 and Z=1,8232497 from the center of the 3D model. You can't add others sensors without creating more nodesand allocating them to a 3D model. |
![]() |
![]() |
![]() |
#236 | |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
Uploads: 0
|
![]() Quote:
no point me sending you the files as theyre isn't really anything to send--!! my AI_sensors.dat is basically stock tho i did change the hydrophone sensitivity to this in TT anazler sensitivity=00000000000000000000000000000000000000 00 and the only other changes are the sim.cfg stuff i've even restored the crewrating entrys in the campaign .rnd
__________________
the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
|
![]() |
![]() |
![]() |
#237 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
|
![]() Quote:
Lot of thanks for info Kaleunt, very interesting and usefull. The matter is we had tweaked those american sensors but they still Ubber. Tweaking these sensor o not have reaction in the game. American DDs still prey on you as rabid dogs...... ![]() Brithish DDs are more gentleman.... :rotfl: 3 or 4 passed and they stops and go to drink a cup tea. ![]() |
|
![]() |
![]() |
![]() |
#238 |
Grey Wolf
![]() Join Date: Jun 2003
Location: Manchester UK
Posts: 944
Downloads: 260
Uploads: 0
|
![]()
CB,
In the U505 mission, I moved the player sub a bit further away to give myself a chance, I still got detected but it was fun trying to evade.
__________________
![]() ![]() Silent and Violent |
![]() |
![]() |
![]() |
#239 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
|
![]() Quote:
I read many times a depth charge attack had between 1 to 3% of succesful probabilities at early war times, it was increased in later war times up to 30 to 40% according diferent sources. You must to have 2/3 of survive probabilities at later times. |
|
![]() |
![]() |
![]() |
#240 | |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
Uploads: 0
|
![]() Quote:
![]() i guesse it's just the way i role-play the game-- i play as my-self really and always aviod risks if at all possible-- if it was real in any way i would probably give up on the attack the instant i was detected against such a difficult and well defended target i'll do as Col suggests ![]() ![]()
__________________
the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
|
![]() |
![]() |
![]() |
|
|