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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Oct 2010
Location: Oz
Posts: 507
Downloads: 33
Uploads: 0
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@TDW, on a brief tangent, how's the GTX690?
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#2 |
Black Magic
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Better than I expected! Totally blows away my old GTX590. I had a little micro-stuttering from time to time in games with the GTX590 but not anymore with the 690. It's well worth the money. Hopefully the GK110 cards won't be out for another 6 months so I don't have to shell out big $$ again
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#3 |
Captain
![]() Join Date: Oct 2010
Location: Oz
Posts: 507
Downloads: 33
Uploads: 0
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#4 |
Navy Seal
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More radar testing.
Contocte does not effect call out. Contocte is not range either - it seem to be total power of contact signals from target. I moved towards target until it read over 200 - then backed off It continued to go up until I reversed out or range. Contocte - ramained on radar even when out of range. Switching radar off on will not reset it ![]() Testing the data\Objects\Sensors\UBoot_Sensors.sim I changed ProbInsideArc = 0.95 to ProbInsideArc = 0 Contact was shown on radar screen but not seen by crew or drawn on map. (TCx1+8) Changed it to ProbInsideArc = 1 Crew could see target and marked it on map. This happened at long range 6600m (TCx1+8) ![]() ![]() Tested again on map view at TCx64 - crew did not find contact Tested again at TCx32 - crew did find contact ![]() Looks as if the radar is more effective at low TC and anything above 32 (animation limit?) - it will not see the target |
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#5 |
Navy Seal
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Radar Warning
I changed the aabove sensor file to set radar detection to 15km and 20km (there are a few types?) Anyway here is the file:- https://rapidshare.com/files/1956477..._Range_20km.7z @TDW Perhaps you can change your file in your Ui, Irai and FX whe we can find out the actual range these detectors worked from? Here is the result ![]() Bomber radar detected - called out and drawn - TC dropped to 8 ![]() |
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#6 | |
Black Magic
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#7 | |
Navy Seal
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For radar detector warning ranges - here is a post about them
Quote:
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#8 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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#9 |
Watch
![]() Join Date: Aug 2008
Posts: 22
Downloads: 110
Uploads: 1
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Does someone tried following procedure?
- new installation SH5 stock - Patch 1.2 - TDW Patcher 1.0.46.0 (broken hydrophone fix TRUE, Crew wakeup Change 1, 2, 3 TRUE) - No Mods installed - Start game - Loading ASW Testmission >>> Everything works fine here, Hydrophone contacts submerged and on surface (out of visual range and far enough away from target ship) OK, good until here!!! <<< Now ... - Exit game - Starting game - Starting new campaign - Starting tutorial >>> NO contact line, NO text in messagebox, NO hydrophone callout from Benno on surface or submerged. Only when I myself take over the station, the contact lines will be visable on TAI. <<< I am perplexed - shall I am the only one here, whi has this problem? I am surprised and can't belive ![]() Tell me I am stupid ![]() Regards null8fuff10 |
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