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#1 |
The Old Man
![]() Join Date: Jan 2007
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Hi Rubini,
Started a new career 1940 in a VIIC, so far so good, no problems noted and I really like the additional assistance on the plot. The circles are really nice, have had a few contacts with the hydrophone and the WO is working well. Will try the periscope depth as you posted above. Also, am going to cut this patrol short and load the GWX 1.03 patch, then reload and do some missions, for instance go straight away into Happy Times mission, dive and silent run while doing the hydrophone "hunt". So far so good, and 16km gets my vote plus beta testing. Nice work man! ![]() |
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#2 |
Stowaway
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This may be a stupid question but I'll ask anyway.
Is this newly released visual hydrophone workaround compatible with the newly released 1.03 GWX update? |
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#3 |
Stowaway
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There was a question on the SH3 forum regarding radar detection of the snorkel.
I remember an early modification (pre-Grey Wolves) of radar height from .5 to 1-meter (maybe) to decrease radar dection. In your work with the sensor files, etc., can you maybe shed some light on this radar detection question and a possible fix to reduce detection of the snorkel. |
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#4 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Yes, Jungman was the first that discouver this issue and since then all big mods already have it incorporated, so it's on GWX and on this mod (both versions). But...Jungamnn in truth made it for AI_visual and for generic AI_radar only not for individual radars...When i was working on this mod I notice that GWX also only have these fix (AI_Visual and on generic AI_radar) but not in all AI radars like the Airplanes ones (same as Jungman did). As nobody make any comment about this until now I left this as it is on GWX and Jugman settings... If someone start to have a so much air attacks (with GWX) when sailing with snorkel we can adjust this easily, ok? ![]() And yes, my mod is patch 1.03 compatible. ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#5 |
Helmsman
![]() Join Date: Feb 2004
Location: Fresno, CA USA
Posts: 101
Downloads: 15
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Rubini,
Actually now that you mention this...I have wondered why it was that when I have the snorkel exposed I tend to get just as many...if not more air patrols coming at me than when surfaced....this might explain that. I believe another fix for this was at one time someone decreased the default amount of snorkel that was exposed above water when it was deployed...I might be wrong about that. I would like to test what happens with the individual radars tweaked...
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Kind Regards, Harry J. Miktarian |
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#6 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Done! ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#7 |
Helmsman
![]() Join Date: Feb 2004
Location: Fresno, CA USA
Posts: 101
Downloads: 15
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beautiful! thanks. (taking a look now)
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Kind Regards, Harry J. Miktarian |
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#8 |
Stowaway
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I opened you sensors cfg file which has "radar sensor height factor=0" If I recall correctly, the stock game had height at .5 and jugman's mod made it 1. I'm not sure of the stock GWX.
I can not open the sensor dat files. Is it possible that changing the radar sensor height factor to 1 in the sensor cfg file may eliminate the detection of the snorkel without changing any thing else in the dat files? There doesn't appear to be any thing to change in the sim cfg file. If necessary, can you tweak the dat files to make radar sensor height =1 and post an optional update. But this might not be necessary if the change to radar sensor height works well at 1. Can you test this therory? I just noticed you had Jugman's A1 dat file as an option. What are the radar sensor height factors in this optional file? Maybe this optional file is all we need along with the one change in the sensor cfg file?? |
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