![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#4171 | |
CTD - it's not just a job
|
![]() Quote:
![]() ![]() You probably have to wait for that 42a layer to load in March of 1942 before the interesting stuff happens, with the peak happening in the 42b layer, which goes to Septemper of 1943...
__________________
"...and bollocks to the naysayers" - Jimbuna |
|
![]() |
![]() |
![]() |
#4172 | |
Admiral
![]() |
![]()
Well I've just spent most of the day trying to figure the Hydrophone out....the issue at hand is not hearing a ship when its within easy visible distance from the sub. I'm striking out!!
My tests are to have a warship (a Yubari CL) passing by a stationary sub. I put the same warship, traveling at 4 different speeds around the sub. This warship has a Maximum Speed of 34.8 kts in its .sim file. Here's the view of the Navigation Map, with the four targets showing, their positioning from the Sonarman's report and display on the map: ![]() I've added the 4 targets speed to the map to keep track of which was doing what. All 4 within 3000 yards of the sub. I proceeded to go to the Hydrophone station to listen for myself. As usual, the only target that was audible by listening was the only target that was traveling greater than half its Maximum Speed...the one at the approximate 105 Relative Bearing: ![]() The other three produce nothing to hear by the player. The AI crew hears them and gives you their position (all four are reported upon within the Message Text Box), unless the targets pick up their speed to match at least half the 34.8 max speed....you'll think there's something wrong with the game!! Well yes, there IS something wrong with the game....but we can't do anything about it!! Least nothing short of making sure no target travels less than half its max speed. I've looked at every possible angle..... Data/cfg/sensors.cfg file Data/Library/USSubParts/Sensors_sub_US.sim file Data/Sea/NCL_Yubari/NCL_Yubari.dsd file Data/Sound/sounds.wav files Nothing changed. I had those files turned every which way you can....nothing changed. Except I know now how to prevent the AI from doing their job so well. But nothing different for the player. The only time I was able to hear the other three was when I changed the Maximum Speed to a lower setting. I got the 15kt ship to be heard when the Max Speed went to 28kts. I heard the 10kt target when I dropped the Max Speed to 18. The only way to have this Hydrophone deafness overcome is to make sure the Mission files don't allow a ship to travel below half its Max Speed found in its .sim file. ![]() Either that or we live with it.
__________________
The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
|
|
![]() |
![]() |
![]() |
#4173 |
CTD - it's not just a job
|
![]()
We ~could~ probably do some in the ME with the ships and their set speeds, but there are a LOT of waypoints in there... Single merchants and SubHunter groups we could probably make sure of, and probably over half of the convoys, and maybe a good portion of the Task Forces for most of their trips, but invariably, there'll be someone who gets sunk 'cause "I couldn't ~hear~ the dude, man"...
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#4174 |
CTD - it's not just a job
|
![]()
OK, most of yesterday evening between other chores, editing the Terrain file around Truk Lagoon, ala the Carotio Truk Mod, then editing of all the layers that ply the waters there, and what came of it? Well, my first test was fine... other than an audio glitch. My 2nd test was also OK, but the audio glitch again. I cannot get the glitch consistently. Also, I was starting the test single mission at 0600, the time frame when a few of the others have encountered issues. You can't quite see things in the early morning light though, so I moved the time to 0715 hundred hours... Very strange. I'm still waiting on the video to finish uploading...
In the meantime, The date of this occurrence is April 27,1943. That's the 42b Layers. There are five Convoy groups that can run through Truk, and three Task Force groups. Plus a sub hunter group and a couple of coastal vessels are around... Merch group 001 has a mix of vessels totaling nine, including a transport, DE, DD and corvette. 023 is similar, as is 028, though 028 has 10 vessels. Then there is the two Fast Merchant groups that both go through there with ninie vessels each. Almost all of these have vessel spacing set to 700 meters, 2 columns. All told, in the approx 240 days of the 42b "cycle", there could be 38 of these groups out and running, which would work out to one every six days. The Task Force groups have more ships, with 001 having 28, 007 having 20, and 009 having 17. The 009 group has been edited by us previously for issues elsewhere (up along the Japanese Islands' coastline). It is not a suspect in this, since it has a CVE 100% of the time, and there's no carriers seen. All told, there could be 25 groups out and running, amounting to about one group every nine and a half days. Doesn't sound like much, but some of these groups come into Truk and do a "Stop-and-Go" technique... This causes a traffic jam in the confined spaces of Truk Lagoon apparently - there's my video... We're going to have to really look closely at that around Truk, because this ain't cool... ![]() ![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#4175 |
Navy Seal
![]() |
![]()
Attention Team Members
Fall of the Rising Sun Ultimate v0.56 Beta EN is now up in Area 51, featuring CapnScurvy's latest tweaks and an edit to the keyboard layout files. The 24 hour timer to public beta starts NOW!
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
![]() |
![]() |
![]() |
#4176 | ||
Admiral
![]() |
![]() Quote:
Personally, I think I'd look at each ship's Max Speed figure first, to see if its reasonably accurate...and reasonable too. I did some checking, that Yubari was considered to have anywhere from 32 to 35 maximum speed (depending on what source you read), but its normal cruise speed could easily be less than that. We make a decision on what Max Speed to use, then make sure the craft doesn't list the speed between waypoints anything less than half. I should point out, this does not mean the ship won't be heard if it drops below the set Speed= listed in the .mis file. It will be heard as expected, even if the ship is doing 2 knots. I found this out when I had that 20kt Yubari initial starting position going straight south 180 degrees, yet had the waypoint bearing at an angle from its start point. At the test mission start, it took the ship several minutes to correct for the change in direction, slowly building up speed as it changed bearing unto the end waypoint bearing. I could hear the ship just fine, below its set 20kt speed for the waypoint. Interestingly, I had two other Yubari CL's with their start bearing matching the direction of travel......the mission had them travelling at their set speed immediately after the mission start. One way, POOF, the ship is doing its set speed within seconds of the spawn. The other, it took minutes for it to come up to speed while it made the direction change. This means circumstances like running in a slower convoy, or direction changes, or avoidance procedures will not effect a ships ability to be heard through manual hydrophone use. If the Speed= for the ship (in its .mis file) is at least half its Max Speed= (from its .sim file) it will be heard.....no matter what speed it may end up traveling due to outside influences. We just need to keep this in mind when we make missions, or correct existing missions within FOTRS Ultimate. ================ Propbeanie, regarding the Truk video.......What a cluster puck!! That's a MESS!! The entire Japanese Naval arsenal looks like has decided to get together for a pow wow. My bottom line feelings are to make sure their lane of travel isn't restricted; eliminate most of them; make sure they exit the game on Waypoint End.
__________________
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; 03-12-17 at 10:52 AM. |
||
![]() |
![]() |
![]() |
#4177 | |
CTD - it's not just a job
|
![]()
Well, I'll be going through all the files again, and probably having cdrsubron7 double-check my work. If I can get a "method from the madness", we could divvy-up and all use the same procedure. I tried to do a "survey" of the ship's max speeds, but using S3Ditor for that can be an exercise in futility. I might see if J-G can think of a script for that... we just want the ships Class= and MaxSpeed= fields... I think...
My only issue with fixing it with changing speeds "in the field" ("ocean"??), is that a convoy at 9 knots with DD capable of 30+ knots, and you "hear" the convoy, but not the DD... Quote:
Code:
ship set @ 212 degrees // // in other words, you'd set the // vessel on the sea, but hadn't waypoint o hit the "Head To Waypoint" set direction= || so it had to "turn" prior to || getting itself up to speed? || || || v .
__________________
"...and bollocks to the naysayers" - Jimbuna |
|
![]() |
![]() |
![]() |
#4178 | |
Grey Wolf
![]() Join Date: Nov 2010
Location: Texas
Posts: 887
Downloads: 1823
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#4179 | |||
Admiral
![]() |
![]() Quote:
Quote:
![]() This was my original test mission set up. The Yubari in question (that can be heard without fail) was heading south 180 degrees at the start. Notice my waypoint is angled several degrees to the ships starboard side. When the game started the mission, that Yubari was only doing 2kts while it struggled to turn to set itself towards the waypoint end. During this time, it was the only Yubari that could be heard by manual Hydrophone use. Even though all four were picked up by the AI Sonarman. I decided to test it again, this time I used the Mission Editor to "Set Position to Waypoint" function....which turned the ship to the direction of the waypoint automatically, then played the test mission in-game: ![]() Notice the time, its less than one minute from when the test mission started (it started at 12 noon). The Yubari is already traveling at 20kts without an acceleration lag required. That just points to me that all ships should have their start position pointed in the same way as the waypoint, so as not get run over by another ship that's close behind...that doesn't have this acceleration lag.
__________________
The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
|
|||
![]() |
![]() |
![]() |
#4180 | |
Machinist's Mate
![]() Join Date: Mar 2017
Location: Atlanta
Posts: 128
Downloads: 14
Uploads: 0
|
![]() Quote:
__________________
You would make a ship sail against the wind and currents by lighting a bonfire under her decks? I pray you excuse me. I have no time to listen to such nonsense. -attributed to Napoleon Bonaparte (probably paraphrased from Les Merveilles de la science) |
|
![]() |
![]() |
![]() |
#4181 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
I agree with it not being confined to a machine or setup as I run on Mac as a Wine app similar to RR's running on Linux as a Wine app. I have Saves shortly before and after the noise so I probably can reproduce if it will help. |
|
![]() |
![]() |
#4182 |
Grey Wolf
![]() Join Date: Feb 2005
Location: southlyon michigan
Posts: 897
Downloads: 781
Uploads: 35
|
![]()
Cant wait for the new Beta thanks for all your hard work.
__________________
Lt. Commander Lare |
![]() |
![]() |
![]() |
#4183 | |
CTD - it's not just a job
|
![]() Quote:
__________________
"...and bollocks to the naysayers" - Jimbuna |
|
![]() |
![]() |
![]() |
#4184 |
CTD - it's not just a job
|
![]()
Consult the JSGME documentation. You have to be sure you're getting things in the correct places before you go to "activating" the mod...
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#4185 | |
CTD - it's not just a job
|
![]() Quote:
![]() I wonder though Capn, if a vessel starts out a origination at a low speed, say 3 knots from origination to WayPoint 1, and let's set WayPoint one 2000 meters away, then increase the speed to whatever is desired, say 2500 meters away, and then the speed varies as the vessel / group journeys, are they then "heard" the whole trip?... It'd be a lot easier to do that, since it's much easier to deal with the RGG / Unit icon in the ME...
__________________
"...and bollocks to the naysayers" - Jimbuna |
|
![]() |
![]() |
![]() |
|
|