SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-23-13, 07:58 AM   #1
merc4ulfate
DILLIGAF
 
merc4ulfate's Avatar
 
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
Default

This photo shows the initial aim and firing of the lanchers. A very nice animation for the lanchers to turn and fire.



This image shows an intial offset to the depth of the two fish just fired.



This image of the same two fish shows that the offset has left one near the surface but the other is now much deeper and would pass under a vessel.



Both the fish missed all targets but what I wanted to note here was that I followed only these two to the end of their fuel run. By the time they both ran out of fuel the separation in depth was so great that they can barly be seen in the same frame. The upper red circled one is still near the surface while the lower blue circled one is at least 100 meters below the surface. While they both ran straight one was affected but something which cause it to run deep. I wonder if the roll of the firing vessle from the first fish fireing, guns firing or sea state affected the trajectory of the second?



These two were fired at the same time and towards the same trajectory but the fish on the left took a port side turn perpendicular to the fish on the right.



All three of these fish ran deep with two going much deeper after firing. Notice the nose up attitude of the fish. They would run straight but their nose would remain turned up anywhere from 20 to 40 degrees.




My last test had the four desroyers firing over 50 fish with an estimated 50% running deep at varying levels. The "run to deep" nose up attitude and depth is not consistant which makes me wonder how much of this has to do with the ships roll on firing. The nose up attitude may be the fish trying to acheive its programed depth but unless programed to asend they will not. The downward trajectory may be causing it to remain on it's downward angle.

Last edited by merc4ulfate; 10-23-13 at 08:12 AM.
merc4ulfate is offline   Reply With Quote
Old 10-23-13, 08:41 AM   #2
jhapprich
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

ok, took a look at your screenshots. first of all, are you using any mod that change your stock torpedos? 2nd, the different depth between the torpedos is caused by the launchers ability to raise/lower the barrel +/- 1 degree. the nose up/down caused by the programmed torpedo depth in the.sim of the torpedo, so is the different angle of some torpedos relatively to it`s curse. the reason is, that when firing the launcher, that is actually a cannon like the other gunturrets, the barrel aims towards the estimated target and shoots an invisble dummy shell. the torpedo is launched instead of the muzzle flash, this way i corrected the random targeting error of darkfish´s original spawner. so you have to think that way: the torpedo is a child of the parent node, the muzzle flash, and will always follow the vector of the parent, so it will run in the original firing direction +/-1 deg to the water level +tolerance. diving ones while be nose-up`s , as the torpedo will try to reach the running depth of his .sim; if there is a guidance enabled, it will also have a different horizontal orientation. this can best be seen using homing torpedos, they will turn towards the loudest soundsource but won`t reach it because curse and depth is dictatet by the muzzle flash the time the launcher fires. so what we can do is setting the elevation and tolerance both to "0", but i do not know if the launcher will properly fire(eg heavy whether, ship´s not steady-not time for targeting maybe?)
  Reply With Quote
Old 10-23-13, 08:55 AM   #3
merc4ulfate
DILLIGAF
 
merc4ulfate's Avatar
 
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
Default

This is my mod list

Generic Mod Enabler - v2.6.0.157

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7
OM_Harder_Escort_L2
UBM Missions
Popular German Music From The 30´s
OM_Pac_Env
AITorpedolauncher
merc4ulfate is offline   Reply With Quote
Old 10-23-13, 09:19 AM   #4
jhapprich
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

ok, you should try stock first. ps setting the elevation min/max to 0 or +/-0.01 and the elevation tolerance alike will cause the launcher not to fire at all. i just changed the date in the destroyers .sim/obj_turret and in the launchers sim in guns_radars as followed: elevation min0,max 1, fire 0/1 elevation min 0, max 1; weapon_cannon/ elevation min0,max 1, elevation tolerance 0,01. the torpedos are running virtually at the same depth now, almost no nose-up. ill give elevation tolerance 0 a try. curiusly, only the middle launcher of the fubuki would go lower at me. hmm...

ps. elevation tolerance 0 doesn`t work though, 0.01 works fine for me. ill add an magnetic detonator to the assigned torpedo instead
pss. tried the same with 0.001, only random noseups with the middle launcher. best solution for now
  Reply With Quote
Old 10-23-13, 10:13 AM   #5
merc4ulfate
DILLIGAF
 
merc4ulfate's Avatar
 
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
Default

I quit playing the stock game some years ago. It just isn't a challenge.

I think the magnatic detonator would help a lot with any running a bit deeper than normal.
merc4ulfate is offline   Reply With Quote
Old 10-23-13, 11:04 AM   #6
polyfiller
Weps
 
Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
Default

jhapprich - interesting .... I'll need to start playing around with my setting again - it's 2 years since I did this stuff and my memory isn't great. In terms of barrel angles, have you tired rotating the launching barrel through 90 degrees on the model ... so that when the barrel gets raised, it is actually turning horizontally ? I tried it but my range / shell speed config caused issues, IIRC.

My goal was to have the launchers lead the targets with realistic torpedo speeds ... and what I mean by lead ... is to aim in front of the target adequately so that the torps had a chance of hitting a target travelling at a consistent speed.... sort of having the AI fire as if it had a proper torpedo solution to the target.

As for range ... not convinced yours applies a range - I tested the mission and measured a launch from 1600M - well beyond your confirued 1000m limit - so I reckon it's a factor of your shell speed or just a relatively blind AIvisual sensor setting. BTW, for reference, I applied you files on top of Ops Monsoon (by base install for the TSWSM).

If we keep at this, am sure we'll make it better. I'll take a look at the accuracry factors over the coming weekend ... right now I'm fiaghting with a conversion of HMAS Sydney to be a playable unit ... and the little bugger is giving me all sorts of issues .... it's been 3 years since I converted a playable ship and I'm having to re-learn some stuff :-(
polyfiller is offline   Reply With Quote
Old 10-23-13, 12:29 PM   #7
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,182
Downloads: 621
Uploads: 44


Default

Does this work with AI submarines yet?
Bubblehead1980 is online   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:24 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.