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Old 12-27-12, 02:25 PM   #16
Fifi
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Yes, once activated last, it doesn't overwrite anything, even IRAI...
It just may make the destroyers deaf for a certain amount of time after depth charges exploded (as in RL i believe?) so you have a little window to escape a little further...

Maybe only TDW could really answer the question if it's not needed anymore with latest IRAI?...but is he still here around?
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Old 12-27-12, 02:43 PM   #17
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TDW has already answered this question and Sober has already given a link to one of his replies..
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Old 12-27-12, 02:46 PM   #18
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Quote:
Originally Posted by Fifi View Post
Yes, once activated last, it doesn't overwrite anything, even IRAI...
It just may make the destroyers deaf for a certain amount of time after depth charges exploded (as in RL i believe?) so you have a little window to escape a little further...

Maybe only TDW could really answer the question if it's not needed anymore with latest IRAI?...but is he still here around?
As said before by Trevally, the two mods are actually 100% compatible, but using DC Water Disturbances on top of the latest version of IRAI is sort of overdoing in reducing enemy sensors' effectiveness.

If you want to use this otherwise very relistic mod, you should reduce a bit its effect (easily doable in s3d editor)
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Old 12-27-12, 04:29 PM   #19
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Understood!
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Old 12-27-12, 04:57 PM   #20
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It just may make the destroyers deaf for a certain amount of time after depth charges exploded (as in RL i believe?)
Quite right. Historical accounts are hard to come by, but I have managed to find a number that suggest contact was lost from anywhere between 45 seconds to 5 minutes.
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Old 12-27-12, 08:19 PM   #21
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Quite right. Historical accounts are hard to come by, but I have managed to find a number that suggest contact was lost from anywhere between 45 seconds to 5 minutes.
Too bad, it is not possible to achieve this kind of randomness with TDW's mod. Nonetheless, there are 3 parameters that we can play with for finetuning it:
  • life_time, i.e. the duration of the disturbance (preset setting: 45 sec)
  • surface, i.e. [possibly] the surface affected by the disturbance (preset setting: 350 sqm)
  • noise, i.e. the strenght of the disturbance, possibly in a range from 0 to 1 (preset setting: 0.5)
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Old 12-28-12, 03:09 AM   #22
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Too bad, it is not possible to achieve this kind of randomness with TDW's mod.
Absolutely. Knowing the exact duration is a real buzz kill as it's often far too tempting to move at flank for the entire length of the clock.

If we had something similar to SH3 Commander's 'Random function', then it would be possible to choose from several copies of the same mod, (all set for different times), so the player could never be sure which one is actually enabled at startup.

That would certainly bring the tension back, as you'd have to gamble on instinct as to just how far (i.e. how long) you could push it.
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Old 12-28-12, 05:08 AM   #23
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With IRAI the ships have a fatigue regime afaik .
v0.0.28 - added watch crews and fatigue to the ship AI
That and early middle and late sensors .
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Old 02-15-13, 02:21 PM   #24
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Hi there, and happy Christmas!

As a begginer here (we had all to start one day!) i've encountered a strange bug in SH5:

Many times (not to say every) i can't hear any close/far boats in the hydro post. Even if contact line is shown on map!
I have to lock first the target with any scope, to be able to finally hear it : Hein:

I thought it came from my mods list, but no! Even all mods desabled, stock game is the same (V1.2)
I tried many mods related to hydrophone, without success.
Sober SH5 realistic hydrophone doesn't fix it.
All TDW mods don't do nothing...

Here is my last mods soup:
Attachment 86

What can i do?
Will the TDW patcher do something good?
I'm facing the same problem Fifi.But even if I lock the target with my scope,the scope goes down automatically upon exiting the scope station in order to go to the hydro station to listen to my target.How exactly do you do it?
Thanks!
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Old 02-15-13, 02:41 PM   #25
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Quote:
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...the scope goes down automatically upon exiting the scope station...
You can configure it using OptionsFileEditorViewer... New UI/data/Applications..
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Old 02-15-13, 05:51 PM   #26
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Quote:
Originally Posted by Wetton View Post
I'm facing the same problem Fifi.But even if I lock the target with my scope,the scope goes down automatically upon exiting the scope station in order to go to the hydro station to listen to my target.How exactly do you do it?
Thanks!
Ah...since then i've solved it...but can't remember how
I've patched the game with TDW patcher, and maybe that solved it.

One thing for sure is as soon as i see the hydro contact line on map, i can't hear it. Have to wait a little so the contact is a bit closer to be able to hear it.
Seems my AI hydro man has a much better ears than me
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Old 02-15-13, 06:13 PM   #27
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Quote:
Originally Posted by Fifi View Post
Ah...since then i've solved it...but can't remember how
I've patched the game with TDW patcher, and maybe that solved it.

One thing for sure is as soon as i see the hydro contact line on map, i can't hear it. Have to wait a little so the contact is a bit closer to be able to hear it.
Seems my AI hydro man has a much better ears than me
Unfortunately the TDW patcher doesn't solve it.The thing i don't understand is how this mod,'Ship Inertia',affects the hydrophone
Can you remember anything about how you managed to solve it?
Thanks
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Old 02-15-13, 06:57 PM   #28
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Originally Posted by Wetton View Post
Unfortunately the TDW patcher doesn't solve it.The thing i don't understand is how this mod,'Ship Inertia',affects the hydrophone
Can you remember anything about how you managed to solve it?
Thanks
maybe he changed engine powers/max rpm's: hydrophone detection is affected by the above parameters
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Old 02-15-13, 07:22 PM   #29
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Quote:
Originally Posted by gap View Post
maybe he changed engine powers/max rpm's: hydrophone detection is affected by the above parameters
Interesting...My problem is that althought my sonar guy reports the contacts correct,when i manually take control of the hydro i can't her a thing even if the ship is a few hundred meters away
Gap,a few minutes ago i tested some missions you posted at 'Repaired Equipment MOD by Xrundel and TheBeast' mod page,without using that mod though,and there the hydro works ok!
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Old 02-15-13, 08:00 PM   #30
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Quote:
Originally Posted by Wetton View Post
Interesting...My problem is that althought my sonar guy reports the contacts correct,when i manually take control of the hydro i can't her a thing even if the ship is a few hundred meters away
What's your mod list?

Quote:
Originally Posted by Wetton View Post
Gap,a few minutes ago i tested some missions you posted at 'Repaired Equipment MOD by Xrundel and TheBeast' mod page,without using that mod though,and there the hydro works ok!
It may dependend on the fact tha I have set the ship to a speed of 10 kn, i.e 2/3 of Hogislandert maximum speed. Below a certain percentage of their maximum speed, ships become undetectable on hydrophone. This percentage is set somewhere, I think in Sensors.cfg, though I can't remember the exact name of the parameter right now.

What is weird about your problem is that I would espect the sonarman to be affected as much as you (or more than you) by reduced detection ability for low speed targets

Try reducing ship's speed in mission editor (or just in notepad if you don't know how to use mE), and see what happens.
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