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#226 | |
Ocean Warrior
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I have sent the v2.0 distribution to Bill.
I decided not to alter the Kilo Imp sonars in this version. Here is the readme, with comment added by Amizaur. Quote:
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#227 |
Sonar Guy
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Luftwolf, I see our mail contact has broken or something... seems you didn't get my last emails with graph pack and two last changes to thrust profiles ? I send you email now, I made those two corrections (Akula 2 cSpeedNoise to 21, Kilo new dedicated thrust profile with cSpeedNoise = 13) that are needed so tha game is compatible with graphs, I made graphs with those changes taken into account. Database with graph pack should be in your and Bill's mailbox now.
P.S. But the most important change of this mod is not the NLs in my opinion ! :-) For me the most important is the diversification of torpedo seekers, so small ASW or old torpedos don't have 5000yd acquire range like ADCAP, in fact even ADCAP now have smaller range because the typical target is supposed to be modern SSN or SSK with anechoic-coating, not big old SSBN. I forget to add table of torpedo seeker ranges ![]() Also the reduction of DICASS active range from always max vs everything to lower values vs at least some small targets is big difference I think, VERY big for Kilo drivers :-) now we stand a chance sometimes. Also FFGs active doesn't show every target on max range anymore. Unfortunately the "blip" ping return can still be heard even when tgt should not be detected and there is nothing on the screen (really nothing, no contrast/gamma/brightness settings can separate anything). Maybe it would be good idea to remove the ping return sound from the FFGs and Subs active sonar stations ? An idea for sound modders - give a null sample instead of the "blip". I think there is nothing like that in reality and operator have to find the target on the screen, am I right ? And in SP games too AI FFGs will not detect everything on max range on active (and send link to everyone else). I think it this would work ok, then other AI surface active sonars will be modified in same way, so it would be possible then to sneak closer in some conditions even against active sonar. But of course it's only poor man's workaround, not in any way solution, the real improvement will be only true fix of active sonar model by SCS ! Same for doctrine mod that prevents AI from sinking friendly ships - it works... but this is all good about it - it causes unnecessary torpedo doctrine complication. Simple fix by SCS to make AI units set proper ceiling of their weapons would be 10x better. |
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#228 | ||||
Silent Hunter
![]() Join Date: Jun 2004
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I noticed you were able to use different "curves" for increasing NLs. That's very useful. What you should do is start the SSNs at a "moderate" noise level, with the more modern ones a few points lower than the older ones. As speed increases, SLOWLY increase the NL. For the Seawolf in particular, keep the curve pretty flat. This makes sense, because it will put the real-life problem of SSNs always having a base sound level from the reactor while having the advantage of being very well-engineered to have very little flow noise as the speed increases. But, for SSKs, give them a starting NL significantly lower than the base for SSN. Make the noise increase rapidly with speed, catching up with the SSN's at 6 knots or so and becoming downright noisy around 12. This lets the SSK use its real-life advantage at rest and at very low speeds, while compromising that advantage if it tries to cruise like an SSN. The problem with the hotfix wasn't that the Kilos were too quiet; it was that they never became noisy once they put on the speed! Quote:
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#229 |
Ocean Warrior
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Amizaur, I think I may have not gotten one or two of your emails. Did you send them last night? because I got the changes to SW and 688i thrusts. I did get an email with charts, but those were before the last of the changes.
In any case, Bill, Amizaur has sent a corrected distribution, please post that one, which includes a zip with in the zip of Amizaurs great sound vs speed charts for the most important platforms. ![]() Sorry about that confusion, I'm at work for the next 20 hours, so if there is still a problem, I can fix it when I get back much later tonight, but as long as the zip file that amizaur sent back has all the doctrines and is set to install appropriate files to Database and Doctrine folders, everything is good with the version he sent. Cheers, David
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#230 |
Ocean Warrior
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Yes, we definately had an email foulup... I just got like 8 messages from you, completely out of order! :-\
I have managed to get an hour and half at home by my computer. I've completely lost track of what you may have done on the mod after I sent it to you and Bill. Have you finished adding what you wanted me to add from your emails? Is it finished and does Bill have the final version per you? Sorry about the messup... wierd, yahoo email is usually very good. I'm posting this here and sending PM just to be sure in addition to email. Edit: My messed-up email archaeology skills have led me to the conclusion that Bill indeed does have the correct version and after weeks of work, email servers are not going to mess us up, no sir! ![]() ![]() ![]()
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#231 |
Ocean Warrior
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Molon et al, yeah remember that the Passive SL comparision between subs and ship is not at all 1-1 because their thrust profiles are radically different and ships have much earlier cavitation points.
So, a OHP at anchor may be as quiet as Typhoon, with two nuke plants running and six times the size? ![]()
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#232 | ||
Loader
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Of course, the noise level goes up with the size of the ship, from pretty loud with a smallish frigate/destroyer to deafening with something like a Nimitz carrier. I don't know how many noise complaints the carriers get when they anchor in the Roads out here, but I bet it's a few.
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#233 |
Ocean Warrior
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That's interesting information. I take it you are sonarman? I had often wondered whether the audio return amplification capability of the active sonars (non-bearing information) exceded its display amplification ability (bearing information), and that SCS got it right and we all think its a bug.
Perhaps that is why the FFG has single-beam mode, Omni, and Omni Directional? Single beam mode can be used to obtain rough bearing information from audio only returns. Also, on this note, I have many times been in a Kilo on the bottom of the ocean and been well within max detect range of surface active sonar and was not detected. This always felt right to me, do you guys have other experiences with the bug because it sounds like you are ALWAYS detected by AI regardless of anything. Of course, being able to klick around on the screen to find a contact is not really good. ![]() On another note, since Amizaur made his Speed Graph for Surface Ships, I have changed some of the values to scale the ships for size and quality, so that smaller ships are generally quieter, as are better ships, by class and country. If an updated graph does not get included in this distribution, I would expect it to be posted soon and definately included, along with more thorough documentation and data-tables/graphs, in the already planned v2.01. Happy Hunting. Cheers, David
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#234 | ||
Silent Hunter
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Losing the audio gives a big boost to realism and balance at the cost of only a minor hit to emersion. Easily a net gain. |
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#235 | |||
Loader
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That said, it's unlikely you'll get a persistent audio-only return, unless I have tons of reverberation or other propagation problems. The processor should display the return, eventually, as it's reasonably smart. |
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#236 |
Sonar Guy
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OK, so echo sound should be in the game. Thanks for clearing this ! But I guess it should be quieter for faint contacts. In game it's always full volume, regardles of range, regardles of target strength, regardles if there is something on the screen or not. And you can click on the display where is simply nothing only background - you will get a track IF there is a sub. If there is nothing you can click all day and you don't get track...
So the the sound only informs you that there is something at all, and then tells you the range. Then only it takes to click on that range on different bearings to get a track where it really is ![]() And how I know I was always detected - from DbgView output of course. I was always detected when in range and AI active sonar was not washed out by speed. In some missions (like St. Pete Blockade) you are in range and pinged, but the AI ship runs too fast, with completly blocked sonar, that you can do ANYTHING, even park on his course side aspect at peri and watch as it closes pinging and passes 100m from you - he would not get you on active, never. You can do whatever you want in that mission, you are safe from active sonar. But when they run slow and sonars are working, I was detected ALWAYS by AI units when in range. Sometimes not attacked - when classified as neutral or not attacked from any other reasons (transit orders, weapon range, well AI behaviour after detection is in doctrines) but detection was sure. For example you are always detected in Kilo Demo mission by first or second OHP ping. Only not attacked because classifield as neutral - untill you fire or do something other aggresive... Or maybe I shouldn't say this...? Well there are different opinions, some say that truth is your enemy sometimes... I think that it's not truth, but reality. And reality can be fixed sometimes - if you know the truth. |
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#237 |
Loader
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I see what you mean, by clicking all along the range you can create a contact. That's not good, and not really satisfactory.
Oh well.
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#238 | |
Master of Defense
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#239 |
Silent Hunter
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Just gave the mod a quick test run using the P-3 in my own AEGIS Sucker-Punch (NCHQ version).
All of these use Kilo(I) as the target/contact Sonar performance: (SSP is bottom limited, rock bottom) VLAD performance: will pick up the Kilos at ~7kts from a range of 2-3 miles. Can classify from inside 1 mile (3 dots). DICASS performance: similar to VLAD, will generate clear echo at 1 mile (side aspect), intermittent echo at 2.5 miles (angular aspect), no return from 4 miles (angular aspect). Link Performance: MH60 promoted a contact using passive sonar data from 2 VLADs when the target cavitated. A second Kilo could also be detected by VLAD while cavitating but was not promoted. This second Kilo got within 12 miles of the SAG (OHP and Burke) without being promoted. Other: All triggers appeared to be working properly. Torpedo performance: Mark 50: Acquired easily when dropped "on the head" A shank shot from side aspect 3 miles away did not acquire when facing the target. Mark 54: Acquired easily from 2 miles from angled aspect ***Potential bug*** I usually don't drive P-3's, and I've been away for awhile, so can some P-3 driver please confirm this? (This is using the default loadout) ------ The Mark 54 still displays at the Mark 46 on the P-3s TACCO station. In addition, some odd behavior was observed. After assigning a weapon to a waypoint, a menu appeared on the display asking to assign another weapon. Not doing so would cause the waypoint to be deleted upon exiting the TACCO station. Even if the Mark 50 station below a Mark 54 station was empty, the Mark 54 station was (usually) not visible on this menu. When a Mark 46(54) was selected and assigned to a waypoint successfully, the torpedo was not released upon arrival at the drop point. The Mark 54 could still be dropped manually using the Fire button at TACCO. ----- |
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#240 |
A-ganger
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I just shot some Adcaps at a few targets, and I noticed one annoying thing about the torpedo active/passive information. The feature itself works very well and is an excellent addition, but the auto TMA keeps merging the torpedo data with the target data, essentially making the torpedo data disappear, and not moving the target into the correct place. Turning auto TMA off would fix this, of course, but for people who want to track other targets and simultaneously have the torpedo data, it doesn't work as well.
Is there any way to prevent the torpedo data from merging with the ship sensors data? Perhaps the torpedo data could somehow be classified as link data?
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