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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Silent Hunter
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currently, i am playing DW and even after penetrating an Allied escort screen and closing on my target(s) to within torpedo range, my scope is detected one second after it is raised. one second at 2 kt speed. THAT is a tough opponent.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#2 | |
Navy Seal
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I would have to open up the visual sensors files for escorts etc but suspect the minimum height may be set too low, perhaps sensitivity factor of visual sensors are set too sensitive or sim.cfg needs some tweaking. In TMO and my update, they will spot your scope in day time but if keep exposures at 10 secs or less and careful when close to enemy vessels, can usually avoid it. Night time, rarely spot scope unless close in which is fine. Odds of lookout spotting a periscope at night unless very close or moving at high speed and leaving a "feather" are very low. |
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#3 |
Mate
![]() Join Date: Aug 2017
Posts: 51
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But what about all those factors in sim.cfg? If they affect detection. How to calculate, for example, fog factor if it < 1, if we take range from 0 to 1, how it will be: less number = better detection or vice versa? And is it for sure that numbers more than 1 damp detection? That's all my questions.
Yes, and, anyway, may i ask you to know your settings? "if we take range from 0 to 1, how it will be: less number = better detection or vice versa?" - i mean here, if numbers < 1 will be increase detection capabilities of escort? Sorry, i was too tired yesterday. Last edited by Imarider; 11-24-21 at 06:07 AM. |
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#4 | |
Navy Seal
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My current sim.cfg settings ;AI surface ships sensors cfg file [Mech] Waves amplitude=0.2 ;[0,1] Waves attenuation=0.75 ;>=0 [AI Cannons] Max error angle=20 ;3 ;[deg] Max fire range=35000 ;[m] Max fire wait=8 ;[s] [AI AA guns] Max error angle=15 ;[deg] Max fire range=5486 ;[m] Max fire wait=6 ;[s] [AI detection] Lost contact time=2160 ;[min] [Visual] Detection time=0.5 ;[s] min detection time. Sensitivity=0.1 ;(0..1) min detection threshold double detection time. Fog factor=0.5 ;[>=0] Light factor=2.8 ;[>=0] Waves factor=1.0 ;[>=0] Enemy surface factor=30 ;50 ;[m2] Enemy speed factor=14 ;[kt] Thermal Layer Signal Attenuation=1.0 [Radar] Detection time=1 ;[s] Sensitivity=0.01 ;(0..1) Waves factor=1.0 ;[>=0] Enemy surface factor=5.0 ;[m2] Thermal Layer Signal Attenuation=1.0 [Hydrophone] Detection time=1 ;[s] Sensitivity=0.15 ;(0..1) Height factor=0 ;[m] Waves factor=0.5 ;[>=0] Speed factor=15 ;[kt] Noise factor=0.35 ;[>=0] Thermal Layer Signal Attenuation=1.5 ;[>0], 1 means no signal reduction, 3 equals signal reduction to 33% [Sonar] Detection time=5 ;[s] Sensitivity=0.05 ;(0..1) Waves factor=0.0 ;[>=0] Speed factor=20 ;[kt] Enemy surface factor=200 ;[m2] Lose time=30 ;[s] Thermal Layer Signal Attenuation=3.0 ;[>0], 1 means no signal reduction, 5 equals signal reduction to 20% Far as calculating, honestly I gave up on that long ago lol as can calculate and things make sense, but then do not translate that way into the sim when running a patrol. So operating on some basic info posted by ducimus, I started experimenting with different settings and have gained a feel for how things will be typically. Again, there are a lot of variables here. With sim.cfg modified, you still have no way of knowing a individual units skill level or sensor package outside of well its early war so likely not the top sound gear, but skill level is one of great unknowns. Now, such as in TMO, it escorts are never set below veteran, because they are basically incompetent morons if they are. A few are set to elite. I would say yes, higher the number, the more the handicap. Example, light factor of 2.8, if I go lower, light does not handicap the the enemy visual sensors enough, but if go to 2.9, they are nearly blind, 3.0, they are blind. Now, this is in TMO where have darker nights than any of the other mods have encountered and this is for escort sensors and they are at veteran and some elite. So in mods with "regular" nights, settings may need to be higher, it can be a tough balance. Again, the settings of the individual sensors files (AI_Visual_Sensors.sim or something named along those lines comes into play as well, perhaps even outside of the cfg.sim. Some visual sensors maybe have their own sensitivity settings . With these settings, I can on surface , under no or little moonlight, work inside a convoy, pass as close as 1900 yards from a escort (set to veteran skill level) to get inside a convoy , attack, and get out.Most night surface torpedo attacks from from 2000-2500 yards at firing. Come under fire, but can turn and escape and can't recall last time I was hit. Get some close ones, but odds of being hit by gunfire at night at any reasonable distance, especially from a panicked gun crew are low. Can happen, but very rare. Now usually spotted, fired upon, pursued by with the dark night and those visuals, the night time is a shield as it was for actuals subs on surface. Obviously in daylight, they are much more likely to spot me. During end around, I stay at 10 NM from escorts at minimum. You scope being spotted is likely a result of visual sensors being a little too sensitive, perhaps wave factor is too low and if being spotted at night, light factor too low. Difficult to say outside of modifying and experimenting with settings. I recall stock and sadly carried over to some mods how vessels without radar would spot player submarine approaching at low speed from miles away on surface at night lmao, it was absurd |
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#5 | |
Mate
![]() Join Date: Aug 2017
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There are two useful threads what i found on forum too, may be you read, but: https://www.subsim.com/radioroom/sho...d.php?t=210786 https://www.subsim.com/radioroom/showthread.php?t=86629 Last edited by Imarider; 11-24-21 at 07:33 AM. |
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#6 | |
Navy Seal
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At night obviously not firing at those ranges as can not see one another that far out so result being get historically accurate (mostly) battles such as Savo Island where they fight at what is point blank range for warships. Then, in 1944 such as at Leyte Gulf (Surigao Strait) US battleships (last battleship v battleship action in history) will open fire at longer ranges now, last testing they opened fire on japanese at 9,000 yards, sometimes little more or little less at night, depending on conditions. Previously, would wait until 5000 yards or so. This is due to improved radars assisting the visual sensors. Of course this has no effect on their spotting player submarine as too low profile to be spotted or detected on radar at that distance. Again, am in the PTO and IJN radar was not up to par with allied, so that is reflected in the sim with my radar mod. I can pull off night surface attacks on convoys with radar equipped escorts. Now, it certainly makes it riskier and tougher to pull off, esp after torpedoes hit, they are alerted, it helps them locate quicker and maintain contact beyond visual range, also helps with gunnery accuracy but still possible. At some point I want to worked on some of the ATO mods for SH 4 and maybe even SH 3, to make it where U boats can perform realistic night surface attacks, esp in the early war. Main thing is the nights being dark enough to interact with proper settings for sensors and sim.cfg Far as the fog factor goes, like I said it's not that is really doubles their visual range, as there are a host of other factors but lowering it to 0.5 does remove some of a handicap caused by fog on visual sensors. I did this because at 1.0 the handicap is pretty strong and when checking weather, there seems to be a light fog present majority of time and noticed it hinders the escorts, allowing player to get away with a bit too much in daylight and esp at night, at times even rendering escorts too ineffective on surface at night, when combined with a dark moonless night, and a fog. Now, I have two CFG's, one for early to mid war (1941-late 1943) and another for late 1943-end of war. They are mostly the same except for in visual, the enemy speed factor is increased from 14 to 17. and fog factor is at 0.8 instead of 0.5 . This was done as war changed in pacific and player has to use different tactics, night surface attack became common place while japanese started in late 1943 running more convoys, with multiple escorts vs before most convoys had one, sometimes two escorts and many ships sailed without escort until mid 1943. In late 1943 and especially in mid to late 1944, they adopted some Alliedesque tactics, running large (by their standards) convoys of 12-20 ships with 4-6 escorts, sometimes more. These are convoys, that like actual us submarines did, player can get inside, attack from within on surface and in many cases get outwithout having to dive, emulating what actual US submarines did often. Now, problem is the the early-mid war settings for speed at 14 knots became a problem in late war as at times player at times in order to get inside convoy needs to use high surface speed and even when at reasonable distance during testing, I was getting spotted for going on 14 knots or slightly over due to inherent nature of having to operate closer to enemy escorts and merchants, at times preventing from pulling off historically accurate attacks such as from within, so I raised the speed factor in visual section of .cfg a bit since player in mid to late war will likely be operating on surface Now can still be detected below 17 knots, just provides a little more flexibility. if player needs to speed up momentarily to . Early war, since not operating inside convoys on surface and escorts are typically ahead of astern, need handicap slightly lower so they can respond esp after attack. I spent , many many hours during development of mod tweaking this, to balance things properly and found it with the settings I have. Main goal was so player could operate in a historically accurate realistic manner , but maintain the toughness TMO is known for. I am overall happy with results as achieved this, but as has said, there is no one solution because so many factors come into play. May find in one attack the fog hindered the enemy and in next one may find it really did not or it may have helped in a subtle manner during escape. |
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#7 | |
Mate
![]() Join Date: Aug 2017
Posts: 51
Downloads: 103
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#8 |
Navy Seal
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Good idea. I included a pretty detailed write up in the download with a lot of same info but will do so. The surface engagements is something I developed after last release, will be included in next release.
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#9 | |
Silent Hunter
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https://www.subsim.com/radioroom/sho...d.php?t=111395 it is the AI settings, explained by Ducimus.
__________________
there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#10 | |
Navy Seal
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Something that does not discuss is how your location on earth (in SH 4) has can affect your experience. I was not sure about this, but when explained by a veteran modder or two and base don my experience in extensive testing, would say yes. I was surprised this was modeled in the sim but have learned that SH 4 is a bit more complex than initially seems. I have noticed that closer to the equator and just south of equator, player is less likely to encounter a thermal layer and enemy sensors even in earlier part of war tend to be more effective. As a final test of my mod, I played with a Gato from new construction in early 1942 until end of war, patrolling all different parts of the pacific, transferring around to get a feel for things. First time have ever survived the war in anything "les" than a Balao class in TMO, usually in TMO a Gato and lower just don't have the deep diving ability and strength to stand up in later war. Of course, with my changes I made thing a bit more realistic, while preserving difficulty and challenge, so I survived, but in 1943 when operating out of Brisbane, so patrolling near or just north and south of equater, I was getting beat up every patrol, nearly lost boat twice. Enemy just seemed to be tough, even though still did not have the top notch sensors of late war escorts. Interesting enough, it paralleled history in sorts as I had the USS Drum SS-228, which was out of Brisbane in 1943, was heavily damaged in November 1943, conning tower was cracked during depth charging, leaking and began to buckle on next test dive had to go to Mare Island, CA after to have it replaced. I kept pretty extensive notes and wrote up patrol reports posted in the reports thread and on my pc for reference as well, so could see a pattern when read them, which supports this. Anyway, in 1944/1945 I was out of Pearl Harbor noticed when patrolling further north such as Sea of Okhotsk or North Cost Honshu, enemy sensors, even best were overall not as effective and more thermal layers were encountered. This spurred some discussion and extensive testing and even more after it was explained to me, seems to fit. I don't have enough experience in the Atlantic side of things to comment on how this plays out there, as may be modeled differently etc . Long and Lat do effect visual sensors as well have been told and noticed, fog comes in to play as does the light. Ah, the complexities of SH 4 lol. |
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