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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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![]() Quote:
http://z33.zupload.com/download.php?file=getfile&filepath=27061 |
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#62 | ||
Samurai Navy
![]() Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
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Quote:
Not sure if this is within the realm of modding, but SD radar (at least early version) is not in the right location on the sub and should be on an extendable antenna, as described in the above resources and seen in this 1942 pic of the Porpoise: ![]()
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-AKD |
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#63 |
Captain
![]() Join Date: Oct 2003
Location: Columbus, GA, USA
Posts: 525
Downloads: 89
Uploads: 0
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Rest up, Redwine. Get well soon.
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Asus P8 Z68 Deluxe MoBo Intel Core i7 @ 4.4 GHz 16 GB RAM EVGA GTX Titan Black 1.5 T-byte HDD Antec 1 KW True Power Quattro PS |
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#64 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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Well the story isnt over yet cause after 1.2 the SD radar doesnt work at all. You get no warning of air contacts at all..
Having tested this file, because it is based on the 1.2 version, it doesn't work either - could not detect planes in the simple mission I made. BUT... The 1.1 version of this file restores function to the SD and it picks up airborne contacts again.. Therefore they did something to SD in 1.2 version of this file that deactivates it (probably by accident). Is it possible to correct that? At the moment I am using 1.1 version of this mod and it seems fine, but I havent tested all the sensors... kinda difficult in game. The problem is I dont know what other differences there are between the two versions... I have the tweak file, and will take a look. |
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#65 |
Captain
![]() Join Date: Oct 2003
Location: Columbus, GA, USA
Posts: 525
Downloads: 89
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Dang Jace, the plot thickens. I'm just running on the regular 1.2 patched files for now and will continue to monitor this thread.
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Asus P8 Z68 Deluxe MoBo Intel Core i7 @ 4.4 GHz 16 GB RAM EVGA GTX Titan Black 1.5 T-byte HDD Antec 1 KW True Power Quattro PS |
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#66 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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![]() Quote:
![]() I i changed it as you for the v1.1 version file. Really this game have lot of great things, but radar and sonar are not... SH I radar was just wondeful, with SH II radar i was capable to sink ship with my deck gun in middle of the fog, beyond the visual range using my radar. But SH III and IV are really anoying... |
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#67 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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Ok, well I did a quick test..
I took the 1.2 fixed version from this thread and transposed all the setting values for the SD Early and Late from 1.1 into it using Minitweaker... And, good news, it works again... So it is one of the settings they have changed not a node name or something tricky.. My guess would be the surface (which they increased) meaning the object has to be larger I think for it to be detected at all... They may have made it too large.. so small planes are not seen/?? Could be one of the other settings though not sure yet... Its not surface..just tested... By the way I need to know if the SD Early and Late are the only radars involved in this... Am I right in thinking that none of the others are for detecting planes...? Get back to you when I find out.. more testing required.. Last edited by Jace11; 04-19-07 at 01:02 PM. |
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#68 | |
Engineer
![]() Join Date: Apr 2007
Location: Conning Tower - repairing the radar.
Posts: 200
Downloads: 8
Uploads: 0
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![]() Quote:
Using my tweakfile from earlier post, if you want to return the radar parameters back to Ducimus' Flavored mod see below. I tested them and they work fine. I haven't played with SJ radar yet for 1.2 . From Ducimus' Old File : Early_SD change to ; PreciseRange = 13000 MaxRange = 18000 MinHeight = 8.3 MaxHeight = 2500 Surface = 75 ElevationMax = 181 Late_SD change to ; PreciseRange = 15000 MaxRange = 19000 MinHeight = 8.3 MaxHeight = 2500 Surface = 20 ProbInsideArc = 0 ElevationMax = 181 |
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#69 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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I now think its the min / max height values.
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#70 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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http://mpgtext.net/subshare/776Sensors_sub_US.sim
This link is a hotfix for the radar.. It is 1.2 sensors + the 90 / 270 fix + the SD radar fix SD range extended to 1.2 values as per dev intentions Function restored by lowering detection heights |
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#71 | |
Engineer
![]() Join Date: Apr 2007
Location: Conning Tower - repairing the radar.
Posts: 200
Downloads: 8
Uploads: 0
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![]() Quote:
Jace11, Cool that you're getting into the head banging ![]() The SJ in this game will not detect aircraft. They use a MaxHeight of 80 (1.2) and 200 (1.1) . So far, the MaxHeight has to be at least 1000 to detect aircraft. I'm still testing, I'm thinking 300 before it detects an aircraft. In realworld, I read the SJ should pick up a/c but to screw with it also screws with the ships. So far, Ducimus' work on the SD is about the only thing that works to minimize ship detection. Some notes below : The Playing Field = 40,000m : This is my definition of the area that SH4 (SH3) uses to load the ships/aircraft. Basically, when you see the clock stop or slow down while you're cruising around or when it drops to a TC of 8x it means that something is within 40,000 meters. I called the clock slowdown "Instinct" or in Star Wars it would be "A disturbance in the Force" ... lol ![]() MaxRange : Establishes a base maximum compared to the Surface value. Example using Surface=100 ; 1. MaxRange = 111,120 detected a Zero @ 31,900 m 2. MaxRange = 55,560 detected a Zero @ 21,100 m 3. MaxRange = 40,000 detected a Zero @ 14,600 m In other word's, using a Surface=100 the Zero was detected at an average MaxRange of 65%. Example using Surface=200 ; 1. MaxRange = 55,560 detected a Zero @ 14,600 m I'm still testing and jotting down stuff. I have to goto work (real life always get's in the way!) so I'll continue later. |
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#72 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
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#73 |
Samurai Navy
![]() Join Date: Feb 2007
Location: Pretty close to the big german cruiser Blücher in Norway
Posts: 568
Downloads: 29
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Just want to thank you guys for great tweaking! I'm following this thread closely. The Radar bug is quite annoying.
But is there a fully functional file to get the radar to work also heading south? For the 1.2 patch? If not what weaknesses is it in the current file? Is the problem the elevation settings and the SD radar? |
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#74 |
Rear Admiral
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Can someone list, EVERY single variable for the SD radar and its default values for 1.1 and 1.2? Just want to dwell on it for a little while. Compare and contrast time. A total snapshot of each. I'd do it, but im @work currently.
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#75 |
Helmsman
![]() Join Date: Nov 2004
Location: Switzerland
Posts: 105
Downloads: 113
Uploads: 0
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Hi
I did some extensive test with the latest file posted by Jace. Unfortunately it does not work The SJ-Radar works fine. But the Air radar has the 90 to 270 bug with aircrafts (not with ships!) and it detects all ships. This Radar is really weird. |
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