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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#151 |
Navy Seal
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Looking in the objects folder
![]() This shows the range etc for the radar (and there is the sweep that I talked about above) The "ProbInsideArc = 0.95" could this be why the radar spikes fades in and out? hydro is also set like this, but visual is at 0.0 Would be the max setting or 0 to ensure radar spike is always shown? |
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#152 | |
Black Magic
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#153 |
Navy Seal
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;Radar.
Radar range factor=1 ;[>=0] (keep range setting true at all times?) Radar fog factor=0 ;[>=0] Radar light factor=0 ;[>=0] Radar waves factor=0 ;[>=0] Radar speed factor=0 ;[>=0] Radar aspect=1 ;[>=0] (??) Radar enemy speed=0 ;[>=0] Radar noise factor=0 ;[>=0] Radar sensor height factor=0 ;[>=0] Radar already tracking modifier=10 ;[detection probability modifier] (hmm - the more target = less accuracy?) Radar decay time=150 ;[>0] already tracking bonus decay, in seconds (this must be how long after contact is lost before it fades from map view?) Radar uses crew efficiency=false ;[true or false] (no crew affect?) |
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#154 |
Black Magic
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Radar aspect is the aspect ratio of the contact. Not sure how different values for this affect the sensor. That's why I said it's time to play!
I have a vague idea of what all the other entries do but without real concrete testing to confirm it it would be total speculation. |
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#155 |
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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#156 |
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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#157 |
Captain
![]() Join Date: Oct 2010
Location: Oz
Posts: 507
Downloads: 33
Uploads: 0
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#158 |
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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#159 |
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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#160 | |
Black Magic
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#161 | |
Navy Seal
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For radar detector warning ranges - here is a post about them
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#162 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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#163 |
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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#164 |
Stowaway
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for me works fine with this mods :
Accurate German Flags sobers 3D deck spray mod V7 SteelViking's Interior Mod V1.2 FX_Update_0_0_19_ByTheDarkWraith NewUIs_TDC_7_1_0_ByTheDarkWraith NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha Manos Scopes-patch for 5x4 Trevally Tutorials - All v0.2 (for TDW UI) Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v2.9 EQuaTool 01.01 by AvM - Large Style Critical hits 1.1 Torpedos SM_ASW DBSM_Music_1_0_4 Reduced Mission Tonnage v02 stoianm upgrade available mod stock file |
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#165 |
Watch
![]() Join Date: Aug 2008
Posts: 22
Downloads: 110
Uploads: 1
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@ hitmanuw
Also when you start a new campaign without any Mods? |
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