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Old 03-26-25, 07:01 PM   #1561
LUKNER
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Quote:
Originally Posted by ElCid97 View Post
Just to verify:

1. The enemy airbase in question is set to generate aircraft up to "X" amount of km's from the base, depending on the base?

2. The sim "checks" if there is a sub (your boat) within that "range" of km's from the airbase.

3. If the answer to those questions is "yes", then the enemy aircraft is spawned within 30km of your boat at a random bearing and range from your boat.

4. The sim then "checks" to see if your boat is within range of the most sensitive of the "sensors" the enemy aircraft is equipped with -- whatever that "range" may be.

5. If "yes", then the sim checks for environment factors (night, waves, weather, etc.) and reduces (or adds) factors to the "sensors" on the aircraft.

6. If after all this is done the "sensors" on the enemy aircraft can "detect" your boat, then the aircraft attacks. If not, you can get away.

I'm not sure how you figured that out, but I would guess it took a while!

Let me know if that sounds about right.

Saludos!

ElCid97

In general, it is correct. But there are some minor amendments.


1. If the airbase has different aircraft by range, then the aircraft whose flight range matches the range of the airbase will arrive. The airbase shows its range by the maximum flight range of one of the registered aircraft.

6. The attack will only occur if the aircraft has weapons for the attack, and it also depends on the group the aircraft is registered in. For example, a fighter group. I have tested their operation experimentally. Without bombs, there is no attack. Even with bombs, there were cases when the aircraft simply flew overhead in clear weather in calm weather. But as soon as I registered the Zero as a patrol aircraft, everything changed dramatically. Not a single fly-by happened anymore. An aggressive attack even without bombs: attack - turn - attack ... !!!


===============================

В общем правильно. Но есть небольшие поправки.

1. Если авиабаза имеет разные самолеты по дальности, то прилетит тот самолет у которого дальность полета совпадает с дальностью авиабазы. Авиабаза показывает свою дальность по максимальной дальности полета одного из прописанных самолетов.

6. Атака произойдет если только вооружение будет иметься на борту самолета для атаки, и еще это зависит от группы в которой прописан самолет. Например группа истребители. Опытным путем проверял их работу. Без бомб атаки нет. Даже с бомбами были случаи что самолет в ясную погоду в штиль просто пролетал над головой. Но стоило мне Зеро прописать в патрульные самолеты, все резко поменялось. Ни одного пролета мимо больше не случилось. Агрессивная атака даже без бомб: атака - разворот - атака ... !!!
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Old 03-27-25, 06:33 AM   #1562
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Thanks for the clarification!

I'll see if I can type something out for reference.

ElCid97
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Old 03-27-25, 11:36 AM   #1563
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Quote:
Originally Posted by LUKNER View Post
... Enemy aircraft cannot find a boat by radar. (The plane cannot detect the submarine's radar.) This is self-hypnosis, or delusion, yours. The airbase generates an aircraft near the boat. The distance is within the generation of a 3D object, no further than 30 km from the boat. If the aircraft is equipped with the necessary weapons, then the attack occurs immediately as the aircraft sensors find the boat. Because the aircraft sensors in different modes at maximum settings almost 80% overlap the aircraft generation zone. The only thing that saves, or more precisely, "delays" the aircraft attack for a while, is the fog, wave, day/night coefficients.
Technically, no - they do not find you by radar, but the game does indeed point them more directly, more often at the player boat when the SD / APR is on, because it adds to the equation modifiers. Like most aspects of the game, you cannot "date" certain aspects of the environment or submarine as the game progresses. Some parts can change, others cannot, dependent upon the dev's "build" of that aspect of the game. The AirStrike.cfg comes into play here, as noted by Bubblehead1980, and it does not change during the gameplay. You might also notice that the devs simulate HF/DF throughout the war, and the Japanese did not feel the need for that early-war either.

Quote:
Originally Posted by ElCid97 View Post
Just to verify:
1. The enemy airbase in question is set to generate aircraft up to "X" amount of km's from the base, depending on the base? Small, Normal and Large Airbase, but also planes, as LUKNER notes below
2. The sim "checks" if there is a sub (your boat) within that "range" of km's from the airbase. somewhat - see below
3. If the answer to those questions is "yes", then the enemy aircraft is spawned within 30km of your boat at a random bearing and range from your boat. The 'range' is the game's spawn range - whatever that is. The "bearing" is a roll of the dice, with 'modifiers' that are invoked based on the situation (radar active, detector active, etc)
4. The sim then "checks" to see if your boat is within range of the most sensitive of the "sensors" the enemy aircraft is equipped with -- whatever that "range" may be. If equipped with radar, then yes, once the player boat is within the plane's radar range, then it will divert its course
5. If "yes", then the sim checks for environment factors (night, waves, weather, etc.) and reduces (or adds) factors to the "sensors" on the aircraft. The factors also determine whether a plane is generated by the AirStrike.cfg
6. If after all this is done the "sensors" on the enemy aircraft can "detect" your boat, then the aircraft attacks. If not, you can get away. You do not always get an attack, especially as LUKNER notes below
...
Quote:
Originally Posted by LUKNER View Post
In general, it is correct. But there are some minor amendments.
1. If the airbase has different aircraft by range, then the aircraft whose flight range matches the range of the airbase will arrive first. The airbase shows its range by the maximum flight range of one of the registered aircraft.
6. The attack will only occur if the aircraft has weapons for the attack, and it also depends on the group the aircraft is registered in. For example, a fighter group. I have tested their operation experimentally. Without bombs, there is no attack. Even with bombs, there were cases when the aircraft simply flew overhead in clear weather in calm weather. But as soon as I registered the Zero as a patrol aircraft, everything changed dramatically. Not a single fly-by happened anymore. An aggressive attack even without bombs: attack - turn - attack ... !!! The "type" of planes do make a difference
Now, the AirStrike.cfg determines how often the "roll of the dice" is done to determine whether the game will send a plane out toward the player, whether directly on their bearing, or 10-12 degrees off-bearing. The other factors stated in the AirStrike file determine whether there is more of a chance, or less of a chance of an AirStrike. If a player's boat is "seen" by the AI Visual, that basically will make AirStrikes occur one after the other. Get "seen" a 2nd time, and they will keep occurring. In the Stock game, the "size" of the AirBase determines the range, but as LUKNER mentions, the planes are the real determining factor for "range". Also, "range", as far as the game's "AI" is concerned, does NOT allow for RTB or 'Bingo' fuel. They can travel to you, and generally stay overhead quite a bit longer than "real life" would allow. If you are further away from an AirBase, they will send the long-range plane first, and shorten up as you are further detected, until you are within range of the fighers. If there are 7 planes in an airgroup, the game will send all 7 after the player boat. The player MUST be killed, as far as the AI is concerned.

As for the "fighter" plane to attack (any plane), all you need is a couple of dummy bombs (BombDummy) in the cfg / eqp file loadout (and of course, bomb pads to mount them to in the dat file). Sometimes, planes do not attack if the conditions are not 'correct' for the AI. If a plane is equipped with radar, you will sometimes get a bomb drop on a 2nd pass, but you will see them come down, almost like they're dropping a 'marker' in the water. If they "see" you, unless the angle is not good, you will almost always get a bomb drop on the first pass, or a strafing if a BombDummy is mounted instead. I was going to mention something else, but my internal AI is very deficient, and the idea has escaped for now... sigh

Hah! I remember now... Aircraft carriers, or any ship designated as Type=7, 8, 18 and 19, are also considered an AirBase, with ranges based upon the planes in their Sea folder cfg file... they are also involved in the AirStrike.cfg file, BUT - in addition, if your submarine is detected within range of them, you will have a constant stream of planes spawning from them, as they attempt to terminate your submarine with extreme prejudice, at the expense of all else, including encounters with their enemy Task Forces... It can be interesting to see sometimes...
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Old 03-27-25, 07:04 PM   #1564
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Альтернатива появлению самолетов в игре без использования авиабаз и AirStrike.cfg это рандомная прописка траффика. Минусы этого способа, это сложный траффик, и полеты в любую погоду, даже в ураган с туманами и сильным ветром. Когда на лодке только сенсоры визуального обнаружения, этот метод супер лучший. Самолеты есть не зависимо от погоды, но ни самолеты ни игрок не видят друг друга, как будто самолетов в воздухе нет. Другое дело, когда на лодке есть радар воздушного обнаружения. Тогда такой воздушный траффик выглядит глупо.
Поэтому создание воздушного противника в игре эта самая сложная работа в кампаинге. И использовать надо комплексно все способы что может дать игра. И авиабазы, чтобы перекрыть большое пространство, и узкие участки (острова, порты, проливы) с помощью рандомной прописки.
====================================


An alternative to the appearance of aircraft in the game without using airbases and AirStrike.cfg is random traffic registration. The disadvantages of this method are complex traffic, and flights in any weather, even in a hurricane with fog and strong wind. When the boat only has visual detection sensors, this method is super best. Airplanes are present regardless of the weather, but neither the planes nor the player see each other, as if there are no planes in the air. Another thing is when the boat has an air detection radar. Then such air traffic looks stupid. Therefore, creating an air enemy in the game is the most difficult work in the campaign. And you need to use all the methods that the game can give in a comprehensive manner. And airbases to cover a large space, and narrow areas (islands, ports, straits) using random registration.
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Old 03-27-25, 07:27 PM   #1565
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Quote:
Originally Posted by KaleunMarco View Post
BTW, the sonar came back to life in the second mission.
it will now operate as expected.

no idea why it stopped working in the first mission.

in the middle of an attack, i have the attack scope raised forward and i switch over and raise the observation scope to see aft and.........CTD.

prior to this time, i had used both scopes although not simultaneously.
survived a mission (second) to the Gilberts.

third mission: Dolittle Raid recon.
neither the April 9 nor the April 10 messages triggered.
on our way to the ten-day patrol zone.
++++

intercepted a group as it passed the Bonins. sunk two or three ships. one of the escorts exploded as it passed a ship that we had just torpedoed. no credit...but one less escort. took a beating. survived. surfaced and lit out after the group. CTD.
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Old 03-27-25, 09:38 PM   #1566
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Quote:
Originally Posted by KaleunMarco View Post
survived a mission (second) to the Gilberts.

third mission: Dolittle Raid recon.
neither the April 9 nor the April 10 messages triggered.
on our way to the ten-day patrol zone.
++++

intercepted a group as it passed the Bonins. sunk two or three ships. one of the escorts exploded as it passed a ship that we had just torpedoed. no credit...but one less escort. took a beating. survived. surfaced and lit out after the group. CTD.

I just don't get all the CTD's. I made 13 patrols 1942-1945 with no CTD. Then did get them early war. One common factor seems to be some cloned ships, torpedoes for some users when the realistic sound not enabled.


What is your mod list.


Did you conduct the dootlitte mission? Was it the one for weather recon in Tokyo area /beacon duty or scouting ahead of the fleet?
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Old 03-28-25, 02:34 PM   #1567
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Quote:
Originally Posted by Bubblehead1980 View Post
I just don't get all the CTD's. I made 13 patrols 1942-1945 with no CTD. Then did get them early war. One common factor seems to be some cloned ships, torpedoes for some users when the realistic sound not enabled.


What is your mod list.


Did you conduct the dootlitte mission? Was it the one for weather recon in Tokyo area /beacon duty or scouting ahead of the fleet?
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]

100_Trigger Maru Overhaul 2.5 UpdateBH V2.0
200_Sargo 50 cal mg test
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5
999_KM_Keyboard

LAA Status


i was assigned the recon for Doolittle mission.

none of the triggers or events after the initial waiting area objective worked as you had intended.

on the subject of CTD's....the last few have occurred while there was no apparent action happening. i was either cruising from one place to another or sitting someplace waiting for something to come by. no torpedoes, explosions, etc.
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Old 03-28-25, 02:50 PM   #1568
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Quote:
Originally Posted by KaleunMarco View Post
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]

100_Trigger Maru Overhaul 2.5 UpdateBH V2.0
200_Sargo 50 cal mg test
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5
999_KM_Keyboard

LAA Status


i was assigned the recon for Doolittle mission.

none of the triggers or events after the initial waiting area objective worked as you had intended.

on the subject of CTD's....the last few have occurred while there was no apparent action happening. i was either cruising from one place to another or sitting someplace waiting for something to come by. no torpedoes, explosions, etc.

Hmm.

Thanks for letting me know on the Doolittle Mission. Did you see the B-25's on 18 April ? I haven't looked at that mission in a while, but will. I recall player was supposed to be right under their flight path offshore.
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Old 03-28-25, 03:11 PM   #1569
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Originally Posted by Bubblehead1980 View Post
Hmm.

Thanks for letting me know on the Doolittle Mission. Did you see the B-25's on 18 April ? I haven't looked at that mission in a while, but will. I recall player was supposed to be right under their flight path offshore.
negative on the B25's.

in fact, once i pulled ahead of the TF, i never detected them again. when the august 9 and 10 messages did not appear i figured that the .MIS logic had failed us and we were on our own. this was confirmed when the patrol objective was not announced and the patrol zone marker pennant did not appear on the Nav Map.
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Old 03-31-25, 12:05 PM   #1570
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Default CTDs

FWIW, I love your mod but I also get frequent CTDs, mainly when being depth charged or when a destroyer starts firing it's weapons.

I've even done several clean installs with only your mod installed. Not sure if there's some common link in terms of computer hardware/software or not amongst those of us getting CTDs.
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Old 03-31-25, 05:32 PM   #1571
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Originally Posted by SubmarinerJoe View Post
FWIW, I love your mod but I also get frequent CTDs, mainly when being depth charged or when a destroyer starts firing it's weapons.

I've even done several clean installs with only your mod installed. Not sure if there's some common link in terms of computer hardware/software or not amongst those of us getting CTDs.

Glad you love the mod! V2.1 should be even better, without the instability that is mod related.

I hate you keep getting CTD's. The mod was always rather stable until V2.0 after a certain point. I believe I have isolated the main cause of CTD's that are systemic and not individual user system related , and have removed the elements causing them. Reworking some things and testing.

Recently, in testing 2.1, I made 13 patrols from August 1942-February 1945 without a CTD after torpedoes firing, depth charges etc, or any but then in earlier war had many as you report.

Frustrating and time consuming process but working to restore the mod to its previous stability with the updates.

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Old 03-31-25, 05:41 PM   #1572
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Originally Posted by KaleunMarco View Post
negative on the B25's.

in fact, once i pulled ahead of the TF, i never detected them again. when the august 9 and 10 messages did not appear i figured that the .MIS logic had failed us and we were on our own. this was confirmed when the patrol objective was not announced and the patrol zone marker pennant did not appear on the Nav Map.

Okay, great you found the TF but hate you lost them. Being before SJ radar can be difficult. In 2.1 deck watch has greatly improve visual sensors. Well, you likely were unable to regain contact as likely did not get the course change message, since the time/date triggers did not work. While the course speed change were slight, over time can cause to just miss them, especially pre-surface search radar. I've eliminated them in the update version, I ill put them together and send to you to test as mentioned in PM.

Ah yea, B-25's likely did not make it due to range. I don't believe the planes have the range in game they have in real life or maybe crashed en route. I had the planes spawning from their actual historical launch point, timed to arrive in accordance with history. Sometimes that works, sometimes it does not due to range etc. In update version, I have them spawning about 100 miles out, so they arrive at historic time and location. Player's station for "beacon" duty is off Cape Inubosaki /Boso Peninsula. Planes should fly right overhead a low level, then climb as reach coast. and over mountains to Tokyo area. I have them flying the historic routes roughly, whether make it or not is one thing but should be out of range of player so it will seem they did. I do have targets for them to bomb in Tokyo etc.

I considered a "Hollywood" style mission to infiltrate Tokyo Bay so player can observe it, may work on that sometimes. Will require a lot of work as I made going into actual Tokyo Bay the deathtrap it should be and was historically, thus why no subs actually went inside, by were in Sagami Wan, often referred to as Tokyo Bay.
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Old 03-31-25, 07:24 PM   #1573
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Will require a lot of work as I made going into actual Tokyo Bay the deathtrap it should be and was historically.
i got that mission once.

i forget which modset i was playing but i got THAT mission.
i think it took me two days to get through it.
so many patrol boats...and merchies.
i cannot remember what the objective was...whether it was a photo-op or a ship assassination.

never again.
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Old 04-01-25, 10:02 AM   #1574
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Originally Posted by Bubblehead1980 View Post
Glad you love the mod! V2.1 should be even better, without the instability that is mod related.

I hate you keep getting CTD's. The mod was always rather stable until V2.0 after a certain point. I believe I have isolated the main cause of CTD's that are systemic and not individual user system related , and have removed the elements causing them. Reworking some things and testing.

Recently, in testing 2.1, I made 13 patrols from August 1942-February 1945 without a CTD after torpedoes firing, depth charges etc, or any but then in earlier war had many as you report.

Frustrating and time consuming process but working to restore the mod to its previous stability with the updates.
Maybe I'll try a campaign of V2 starting in 1943 to see if I still get frequent CTDs. Never really thought about doing that as I'm a creature of habit and always start in an Asiatic Fleet S boat right after Pearl Harbor

No worries about how long it takes, totally understand this is a labor of love.
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Old 04-03-25, 07:21 AM   #1575
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Default The Menu ini file

I've been searching forums for a few days now. I recall there was a post somewhere on how to edit the menu ini file so you can see the radio, gramophone and stop watch when running in high resolution. I have large monitor and running the game at low resolution does not look very good. I can run the other supermod at 2550 x 1440 and it all works but I prefer TMO.
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