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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1276 |
Nub
![]() Join Date: Jun 2005
Location: Cave Creek, AZ
Posts: 2
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Beery
Is there a way to remove the nomograph? A simple edit to "menu 1024 768" to remove nomograph disregard found file in menu file and removed it. Fanthum Last edited by Fanthum; 07-31-07 at 08:12 PM. |
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#1277 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Beery, your Dutch Harbor squadron (division?) has a patrol objective to Kodiak.
You have something in mind, or is it just to rub in that they are in a submarine backwater? ![]() tater |
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#1278 | |
Frogman
![]() Join Date: Apr 2006
Location: England
Posts: 300
Downloads: 15
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Just the other day I saw a program on the idiot box about modern Australian submarines. On a working up exercise against two frigates, in daylight with a slight sea running, HMAS Rankin (SSG 78) was able to get close enough to see men on their decks through the scope and then pass close enough beneath HMAS Adelaide to be able to photgraph her screws, undetected by any sensor, not the AN/SQS-56 sonar or the Eyeball Mk.1.
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"Pitt was the greatest fool who ever lived to encourage a mode of war which they who commanded the seas did not want, and which, if successful, would deprive them of it." Earl St.Vincent (allegedly) |
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#1279 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#1280 | ||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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When I get back into SH4 I may end up going back to 1.2 because of this. The whole point of a sub's periscope is that it's extremely hard to see, even at close range. The problem is, the devs have probably heard of one or two cases where a sub periscope was spotted at long ranges and they assumed that such a feat of observation and concentration was possible all the time. They also had the arcade crowd clamouring for AI that attacks anything within 10,000 yards, no matter that real humans in WW2 very rarely knew a sub was there even when it was within 1,000 yards. I get the feeling that our hard work turning SH4 into a truly realistic simulation has been altogether undermined by this change. Subs are supposed to be stealthy by definition, but apparently not in SH4 version 1.3. Without its stealth capabilities a submarine is just a big target. Maybe I'm overreacting though, but as I see it there was nothing wrong with AI eyesight in 1.2 - the AI failed to see stuff that real humans would usually fail to see and it saw things that real humans couldn't miss. In 1.3 if the AI is routinely seeing periscopes at 1,000 yards at night that's a big problem in terms of realism, since the optimum range for a torpedo attack was 1,000 yards and there are cases in WW2 where SURFACED subs were not noticed at night at even shorter ranges.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. Last edited by Beery; 07-31-07 at 11:47 AM. |
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#1281 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I assumed it was a realistic patrol. I just added some traffic to attu and kiska is all.
tater |
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#1282 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#1283 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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My aleutian traffic mission is in its own layer if you are at all interested. I could zip it up with an altered (from rfb 1.31) campaign.cfg in a jiffy if you like.
PM me. tater |
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#1284 |
Loader
![]() Join Date: May 2007
Posts: 86
Downloads: 42
Uploads: 0
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Just a question: why is helper tool reverted? Is there a way to turn it?
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#1285 | |
Helmsman
![]() Join Date: Mar 2005
Posts: 106
Downloads: 83
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#1286 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I was seeking a kind of reverse of the 1.3 state in 1.2. I would prefer for it to be possible for my scope to be spotted, but not always spotted, particularly by merchants (I never once had any ship at any range shoot at my scope before 1.3 without an AI visual mod in place---and I tried to test it, flank in a dead calm sea under 500 yards from a DD. he heard me, but never shot).
My idea was this. Make a new sensor (assuming that is possible). We have AI_visual, add in AI-visual_m where _m is military. Warships have at least an order of magnitude more crew than merchant ships. They are trained, and they stand watch in large numbers, 24/7. The military ships can have one set of sensitivities by installing the _m version in their sns files---some lesser types (SCs, gunboats, etc) might get the "regular" version. The regular version might be dropped to 1.2 or even less while the _m version is closer to 1.3 default. tater |
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#1287 |
Loader
![]() Join Date: Jan 2006
Posts: 87
Downloads: 14
Uploads: 0
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In the meantime, I have switched the AI visual sensors to something closer to stock 1.3.
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#1288 | |
Master of Defense
![]() Join Date: Mar 2000
Posts: 1,502
Downloads: 125
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#1289 |
Loader
![]() Join Date: Jan 2006
Posts: 87
Downloads: 14
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Just edited the visual sensor in sim.cfg to 1.3 values (or near them). It fixed the "Hi-Vis" scope, at least (though I do not know if it went to far in the other direction). Current Settings:
[Visual] Detection time=0.5 ;[s] min detection time. Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time. Fog factor=2.0 ;[>=0] (was 1.0) Light factor=1.7 ;[>=0] Waves factor=4.0 ;[>=0] Enemy surface factor=400 ;[m2] Enemy speed factor=15 ;[kt] Thermal Layer Signal Attenuation=1.0 BTW (and I know this has been done to death), but regarding the deck gun ROFs, I just cannot help thinking that the ROF should use the 15-17 second "ready ammunition" figure, since (a) the slower rate of fire is probably also due to careful aiming, etc as much as it is to physical reload rate; (b) most gun engagements are probably not going to last past 90 rounds (at least they have not in my experiance); and (c) while relatively rare, it is possible to find oneself on the surface up against a small, relatively poorly armed escort vessel where a quick (i.e. under 90 rounds) gun action is your best bet for survival, and where the 23 second reload time can prove fatal. Last edited by nimitstexan; 08-04-07 at 01:45 AM. |
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#1290 | |
Medic
![]() Join Date: Apr 2007
Location: Rockford, IL
Posts: 166
Downloads: 5
Uploads: 0
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Chuck |
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