![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#31 |
Gunner
![]() Join Date: Apr 2011
Posts: 93
Downloads: 227
Uploads: 0
|
![]()
I thought this mod RSRDC_Fixed_CD_sonar.rar fixed this problem. (If not, does anybody know what it does?)
I have not encountered any "silent" ships since installing - of course I may have just not encountered any ships going half-speed. |
![]() |
![]() |
![]() |
#32 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
![]() Quote:
It fixes the sensors of the IJN coast defense ships; meaning they can now properly hear you. It doesn't change your sensors. |
|
![]() |
![]() |
![]() |
#33 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
![]() Quote:
I didn't think of this before, but what model of boat are you playing? |
|
![]() |
![]() |
![]() |
#34 |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
Uploads: 0
|
![]()
I have been using everything BUT the S boats. Been in a Salmon, Gato, Balao, etc.
|
![]() |
![]() |
![]() |
#35 | |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
Uploads: 0
|
![]() Quote:
Followed all if that criteria, and I have made these changes while in port. I'm pretty sure you use RFB yourself. Have you made these changes? Do your hydrophones work on the surface? |
|
![]() |
![]() |
![]() |
#36 | |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#37 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
![]() Quote:
I do use RFB, RSRDC and all, but I am playing an S-class boat, so I haven't made any sonar-related changes to any files. The S-class have never had surface sonar capability. |
|
![]() |
![]() |
![]() |
#38 |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
Uploads: 0
|
![]()
Well if you do any patrols in any other boats please let me know the result. Thanks.
|
![]() |
![]() |
![]() |
#39 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
|
![]()
I'm not using anything but my own mods at this point, which makes no changes to the original Sensors_sub_US.sim from 2007. In a Sargo I can hear my own screws on the surface from 170 to 190, also any ship moving faster than 5 knots or so.
|
![]() |
![]() |
![]() |
#40 | |||
Admiral
![]() |
![]() Quote:
One other wrinkle that gets into the mix is that the stock game has the Hydrophone and Sonar switched between the two. It's unfortunate, but the stock game has the Hydrophone linked to the Sonar parameters, the Sonar is linked to the Hydrophone parameters. That's why you can hear your own engines......even though the stock parameters for the Hydrophone state otherwise. Oh, if only the average player knew what a mess this game is!! Eye candy.......we got a boat load. Quality control.......not so much! Quote:
You say you can hear "any ship moving faster than 5 knots...." is only because the MaxSpeed set for that ship is greater than 10 knots.....say 11 knots or greater. From what I've seen within the stock mission/campaign .mis files is that most/all merchant ships travel at about 8 to 9 knots between waypoints. That just about covers all the target MaxSpeed possibilities within the game. Passenger ships usually travel faster, but their MaxSpeed is usually set greater too. It's my impression that warship's are set differently. Even though they have MaxSpeed figures set high (some at 30 -35 knots)....... if their linked as "escorts", they become part of the convoy's overall speed rating in the .mis file. It's also possible that warship's are not a part of this "half its rated MaxSpeed" modifier. There are differences between the "ClassType" of ships available in the game. That's why there's a "ClassType=" parameter in the xxx.cfg file for each ship. It's my opinion, there's some set of coded parameters that are specific to that particular "Type" of ship. Just like there are differences between the AI aircraft in-game. Why do you suppose the "ClassType=302" aircraft act's like a dive bomber when it nears an enemy target? That coded behavior of diving onto an enemy target (unlike any other aircraft) is not within the aircraft's files we have access to. Yet, the game has that particular "ClassType" do its thing every time it's called upon to preform. The torpedo bomber does its attack differently, do does the level bomber, yet there's no place in the files that distinguishes this behavior from one another, except for the difference of "ClassType". We just don't have access to ALL information that goes into making up the game.......UbiSoft has to keep some things to themselves!
__________________
The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
Last edited by CapnScurvy; 01-18-15 at 09:48 AM. |
|||
![]() |
![]() |
![]() |
#41 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
|
![]()
"early Porpoise, Sargo/Salmon boats will need to submerge to have the Hydrophone's to work. That's because the sensor is set on top of the deck with these early class Hydrophone's."
In game they're similar to real life, one rotating T shaped hydrophone on deck, two domes under the forward torpedo room which DO work on the surface same as any other surface ship with sound heads under the keel. Historical note, some S class boats also had sound heads under the keel since the S boats were the ones used for early sonar experiments back in the 1920s. The JP sonar (the rotating T on deck) was not used on the surface for obvious reasons, but the lower sound heads were. There was originally a separate sonar station in the forward torpedo room for the lower sound heads, and the two different types of sonar had different ranges and accuracy - this is not modeled in game because, as you say, we got eye candy instead of simulation. |
![]() |
![]() |
![]() |
#42 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
![]() Quote:
I won't be able to help you. As I said, I haven't made any changes to the sonar/hydrophone files. Iow, I use the unaltered RFB files. I don't really consider the matter worth the trouble to try and fix it. Sound aspects of the game have always been weak, and I try not to depend on them too much. The hard-coded flaws in the game make fixing most of these things impossible. I came to this conclusion, when I first started playing SH4, and found I was able to "hear" ships on the other side of an island. |
|
![]() |
![]() |
![]() |
#43 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
|
![]()
UNINSTALL GAME
REBOOT CHECK REGISTRY TO MAKE SURE ALL ENTRIES ARE GONE REBOOT REINSTALL GAME (on a drive other than your system drive if possible and do not install in PROGRAM FOLDER OR FILES) REBOOT INSTALL JSGME REBOOT INSTALL MODS REBOOT Your problem will no longer be there
__________________
Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
![]() |
![]() |
![]() |
|
|