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 03-06-22, 07:50 PM   #1
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,142
Downloads: 608
Uploads: 44


Default

Quote:
Originally Posted by KaleunMarco View Post
in a word, no.

Forgive the ignorance of the question lmao but what exactly does vertical synch do? ( I mean I have a idea but)
Bubblehead1980 is offline   Reply With Quote
Old 03-07-22, 06:49 AM   #2
Kal_Maximus_U669
Sea Lord
 
Kal_Maximus_U669's Avatar
 
Join Date: Jan 2017
Location: France Nord East
Posts: 1,948
Downloads: 820
Uploads: 0


Default S-Vertcal

For my part I think it allows to have a more stable image to have an optimal "framrate" in terms of second images... to prevent the tearing of images.. is incidentally to avoid the shifts of the acceleration of time
I avoid going beyond 1024x
but i think there is something with the drivers that it is not working properly starting with the lighting...is all that is texture filtering...the volumetric smoke is also a problem..
having WHQL DCH certified drivers would be a plus... but Ubisoft doesn't seem to be concerned about that so we know the rest...
Kal_Maximus_U669 is offline   Reply With Quote
Old 03-07-22, 06:03 PM   #3
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,142
Downloads: 608
Uploads: 44


Default Wolfpack USS BARB, QUEENFISH, and TUNNY in Luzon Straits August 31 1944

Wolfpacks in the campaign are really coming together for V2.0. Better than I expected Not perfect but really adds some immersion and a dynamic previously absent.

In initial attack, BARB sunk three ships. Pack mates sunk at least one, perhaps two, damaged another. (Will increase power of AI subs torpedoes, a little underpowered)


Read below. Posts #47-49.

https://www.subsim.com/radioroom/sho...05#post2797605
Bubblehead1980 is offline   Reply With Quote
Old 03-08-22, 01:37 AM   #4
Captain Wreckless
XO
 
Captain Wreckless's Avatar
 
Join Date: Jul 2003
Location: Edmond, Oklahoma
Posts: 422
Downloads: 658
Uploads: 0
Default

Quote:
Originally Posted by Bubblehead1980 View Post
Forgive the ignorance of the question lmao but what exactly does vertical synch do? ( I mean I have a idea but)

Vertical sync, more popularly known as VSync, synchronizes the refresh rate and frame rate of a monitor. GPU manufacturers developed this technology to solve screen tearing. Screen tearing happens when your GPU displays parts of multiple frames at once. As a result, displays may appear split along a horizontal line. When the frames per second don’t sync with the refresh rate of the GPU, tearing occurs.


Though screen tearing can happen anytime, it is most visible in vertical elements like buildings and trees during high-speed games with constant rate changes. Tearing breaks the viewer’s immersion and makes games look ugly.


VSync corrects this by limiting the graphic card’s refresh rate to frame rate, thus avoiding higher frames per second than the monitor’s capacity. It uses page flipping and double buffering to display frames after a refresh cycle finishes so that users don’t see tears.


I don't use it myself. I think with my refresh rate of 144 Hz, I don't see any difference, especially with fast paced games.



__________________
"Quando omni flunkus moritati"


United States Navy 1979-1982
"AD2" Aviation Machinists Mate 2nd Class
VT-23, HS-1, USS Carl Vinson CVN70 (Plank Owner)
NAS Kingsville, TX; NAS Jacksonville, FL; NOB Norfolk, VA
FAA Air Traffic Control Specialist, Fairbanks, AK 2000-2020 (Ret)
Captain Wreckless is offline   Reply With Quote
Old 03-08-22, 03:40 AM   #5
J0313
Grey Wolf
 
Join Date: Nov 2010
Location: Texas
Posts: 887
Downloads: 1823
Uploads: 0
Default

I enable vsync and my screen looks great.
J0313 is offline   Reply With Quote
Old 03-09-22, 06:23 PM   #6
Captain Wreckless
XO
 
Captain Wreckless's Avatar
 
Join Date: Jul 2003
Location: Edmond, Oklahoma
Posts: 422
Downloads: 658
Uploads: 0
Default

Quote:
Originally Posted by J0313 View Post
I enable vsync and my screen looks great.

Some people prefer to or need to use Vsync. I never use it as I don't see any difference with or without. In the past it caused problems with games so I quit using it.
__________________
"Quando omni flunkus moritati"


United States Navy 1979-1982
"AD2" Aviation Machinists Mate 2nd Class
VT-23, HS-1, USS Carl Vinson CVN70 (Plank Owner)
NAS Kingsville, TX; NAS Jacksonville, FL; NOB Norfolk, VA
FAA Air Traffic Control Specialist, Fairbanks, AK 2000-2020 (Ret)
Captain Wreckless is offline   Reply With Quote
Old 03-09-22, 06:31 PM   #7
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,142
Downloads: 608
Uploads: 44


Default

I enabled vsync. While machine runs my SH 4 setup just fine, I noticed a slightly better performance in some regards. Will keep it activated next patrol and see how it works out to confirm.
Bubblehead1980 is offline   Reply With Quote
Old 03-09-22, 06:31 PM   #8
Captain Wreckless
XO
 
Captain Wreckless's Avatar
 
Join Date: Jul 2003
Location: Edmond, Oklahoma
Posts: 422
Downloads: 658
Uploads: 0
Default

Man these IJN DD's are a PITA! I was playing and in the middle of no where, I stumbled upon a older DD at 10K yards. Submerged and at around 8K yards he turned toward me then attacked when closer.

It seems they have some sort of uber sonar. There was no way he could have detected me at that range and running at 3 kts.

And when they attack no matter how deep I am they seem to know what depth to set ashcans to.

They just seem to be way to accurate at finding and attacking.

Early in the war the IJN was setting the depthcharges to shallow until a US Congressmen mentioned it in an interview that made the papers. Guess it doesn't apply to this game.




__________________
"Quando omni flunkus moritati"


United States Navy 1979-1982
"AD2" Aviation Machinists Mate 2nd Class
VT-23, HS-1, USS Carl Vinson CVN70 (Plank Owner)
NAS Kingsville, TX; NAS Jacksonville, FL; NOB Norfolk, VA
FAA Air Traffic Control Specialist, Fairbanks, AK 2000-2020 (Ret)
Captain Wreckless is offline   Reply With Quote
Old 03-09-22, 08:27 PM   #9
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,142
Downloads: 608
Uploads: 44


Default

Quote:
Originally Posted by Captain Wreckless View Post
Man these IJN DD's are a PITA! I was playing and in the middle of no where, I stumbled upon a older DD at 10K yards. Submerged and at around 8K yards he turned toward me then attacked when closer.

It seems they have some sort of uber sonar. There was no way he could have detected me at that range and running at 3 kts.

And when they attack no matter how deep I am they seem to know what depth to set ashcans to.

They just seem to be way to accurate at finding and attacking.

Early in the war the IJN was setting the depthcharges to shallow until a US Congressmen mentioned it in an interview that made the papers. Guess it doesn't apply to this game.




Yes, TMO escorts, especially those DD's on lone ASW patrol, can be a real PITA. This is by design, so they are not easy targets. Keep in mind, when you find a lone DD or ASW type vessel, their skill level 8/10 times is going to be set to ELITE. This is to make them effective sub hunters and not easy targets. Elite skill level does amplify their capabilities some, representing skilled and alert crew. Evasion and even approaching for attack and successfully attacking is still quite doable though.

What range were you at when you submerged? That matters as your boat's noise level is a maximum when diving and surfacing. Not only engine RPM's come to play, but noises pumps, water being blown from tanks etc, the sim does simulate your sound signature being louder during the dive/surface transition to represent this.

3 knots may have been too noisy. Check your RPM's on the gauges by the helmsman in conning tower or control room when in s boats. When trying to be stealthy, keeping it under 100 works best. Most boats ahead 1/3 submerged is about 2.4 kts and 80 RPM or so. Did you heave silent running engaged? If not, definitely need that for approach. Were you in a S boat or ? Older boats like the S bots or Narwhal are noisy compared to newer boats,
and easier to detect, which is historically accurate.

Example1: Running silent and under for hours, I come up, there is a escort 5.5 nautical miles away either sitting still listening or trolling about at a speed where he can hear (there is a certain speed at which their passive sonar becomes ineffective, and one which their active sonar becomes ineffective). I decide to surface to get away. I order surface. When I hit the depth SH 4 sets for itself to distinguish between surfaced and submerged (40 feet for for fleet boats, when diesels cut out)

I am secured from silent running during that transition period and boom, escort, especially if already listening, likely heard me , yes, he is coming about and closing my location. Even if left motors at slow speed, less than 100 RPM, still heard me, because I was making noise. There are also other variables that effect range of passive sonar, such as sea state. Obviously in calm seas, much higher chance of hearing you, heavier seas, less. Where you are on earth matters as well. To some degrees different sound conditions around planet are in fact modeled into the sim. Thermal layer comes into play as well, if you are below a thermal layer, less chance of hearing you approach.


Same goes for diving when too close , you are noisy they can hear you. I always try to submerged at least 12500-13000 yards ahead of target. Once below, activate silent running. If need speed to make your run, go deep for the approach. Example I know its safe to go 350 ft in a Gato, so if need to make a high speed run to close range for firing after submerging 13000 yards ahead, I go to 350 ft and ahead flank for the time calculated needed ot cover the distance.

About half way through I may slow and pop up to periscope depth for observation to make sure target has not changed course etc. Then back to 350 ft and close range.

Sometimes don't need to go that deep, just go to 100 feet for approach, pop up to scope depth when needed.


Another factor is undetected aircraft. Planes can see your sub under water in right conditions and if they do, they will alert nearby forces. Some subhunters on patrol have a plane attached to them to scout ahead. Not that common, but does exist.



Thing about passive/active sonar in this sim is finding balance and accounting for so many variables which are different in nearly every attack. , if you reduce their capabilities too much via sensor reduction and/or skill level, then enemy becomes overall incompetent, which can make the sim unchallenging and boring frankly after a few patrol. Pulling off a attack and having a enemy they can never locate and depth charge or you know is always going to be ineffective can get boring, quick. This is why TMO was created, to provide a level of challenge to enhance realism because stock was not challenging. Serves , keep players on their toes. I never get bored because each time get depth charges proves a bit different and challenging. I just wrapped up a patrol in August-October 1944 in Luzon Straits. Man what a challenge lol but a great patrol.

I've actually in some ways, made TMO "easier" with my updates, because
I revised the damage model and depth charges. I did not tool with sensors in
previous update but have been working on them buy changing their but again, it can make things too easy. Work in progress for sure.

Speaking of depth charges...


Correct on the depth setting issue. Unfortunately, the way things are modeled in the sim, there is not a single depth setting for charges or max depth setting as had in real life. I wish could make it so but the AI up until its last ping, is deciding which depth player sub is at and charges at set accordingly. So they stop pinging and are above closing in for the drop, you are in the blind spot of the sonar. At this point AI, has set the charges to detonate between X depth and X depth. Depending on the depth precision settings in the files , varies among mods stock etc) . Depends on type of escort how many charges can lay in one pattern etc. This is accurate in the sense that depth charges were set to explode are varying depths to "sandwich" in the player sub with shockwaves. Now, in the update I did model two types of depth charges. Type 95 , ones japanese used early to mid war, and Type 2. Type 95 is not as powerful, does not sink as fast (used historical data for sink rate etc) To simulate its in some way the difference, its "depth precision" setting for Type 2, it does not vary that much from the set depth by the AI, so easier for player to avoid getting "sandwiched" in a depth charge pattern. Type 95 can destroy or seriously damage your boat, BUT not the outright sub killer the Type 95 is. After the idiot congressman blabbed and Japanese had time to design and deploy the Type 2, which first hit fleet in November 1943, US subs losses went up. Even in 1943, many Type 95's were retrofitted with improved exploders in response to that intel leak, and losses began to increase as well.

Problem is, as you noted, there is no max depth for the charges. Player can be at 650 ft in a Balao or Tench and they are setting charges to explode below that depth lol. There is no way to change that, unfortunately. Also, quite dangerous to be really deep, say beyond 100 ft of test depth of most boats (Balao, Tench are exceptions) as the sim does model the effects of depth charges at different depths, the pressure of shockwaves. I did extensive testing on this during the mod. A depth charge with same hit points, blowing up at same distance, same spot, will cause much more damage or even hull failure to a Balao at say 600+ feet vs one at periscope depth or 300 ft even. I tested this a ridiculous amount of times in various boats etc. Of course it also has to do with the class of boat, each one has different hull strengths, max depths, tolerances etc. So a boat with test depth of 250, going beyond 350 , boat with 300, going beyond 400, and s forth.


A evasion tactic to use employ is changing depths continuously. Current career, I am in a Gato in Fall 1944, escort comes in pinging, at right moment when hes passing above (can hear him of course), I order ahead full and if at say 350 feet, order 390 ft, because his last sonar reading told him I was at 350, his charges will be set accordingly,. Now once I hear splash in water, I order ahead flank for about 45 seconds "speed burst", I hit the A key to level off, so my stern is not sticking up at the depth where the charges will be exploding. Most charge will explode above the sub, one may explode at your depth or little below, depends, it is a crap shoot. I may hang at 390 or so for while, then back up to 350, for a run, maybe even 325 to convince AI I am going shallow, rinse and repeat procedure . Also always have 5-10 degrees rudder on and alternate port and starboard, so am never on a constant heading. If stay on a constant heading, AI will figure it out and attack accordingly. Also, if youre not using, can try the depth charge disturbance mod I uploaded few weeks ago. This simulates the noises under water for each depth charge explosion, which in real life made their listening gear useless for a time until water settled back down. This provided a nice window for the submarine. I think its a little too effective in current version as made the AI too easy during evasion, espec in late war when they drop large patterns, I tested a modified version last patrol I just wrapped up and worked great so in coming days will release a second version.
Bubblehead1980 is offline   Reply With Quote
Old 03-10-22, 03:02 AM   #10
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,142
Downloads: 608
Uploads: 44


Default USS BARB SS-220 9th War Patrol and Wolfpack in Luzon Straits

Wrapped up latest patrol in V2.0

Got a chance to really test out wolfpack operations with AI subs on this one, overall went great. Found out they will respond to contact reports if close enough. One attack on convoy at night, I sunk three ships, they sunk 3, possibly 4, damaged another, which I later encountered in daylight and sunk.

Anyways, going to refine things a bit but very happy how this turned out.
Really brings a new element to the sim and mod.

Full report and screenshots here.

https://www.subsim.com/radioroom/sho...d.php?t=107786
Bubblehead1980 is offline   Reply With Quote
Old 03-10-22, 02:09 PM   #11
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Gone to Texas. No More Kleptocratic Government for me!
Posts: 4,270
Downloads: 462
Uploads: 29


Default

Quote:
Originally Posted by Bubblehead1980 View Post

A evasion tactic to use employ is changing depths continuously. ...escort comes in pinging, at right moment when hes passing above (can hear him of course), I order ahead full and if at say 350 feet, order 390 ft, because his last sonar reading told him I was at 350, his charges will be set accordingly,. Now once I hear splash in water, I order ahead flank for about 45 seconds "speed burst", I hit the A key to level off, so my stern is not sticking up at the depth where the charges will be exploding. Most charge will explode above the sub, one may explode at your depth or little below, depends, it is a crap shoot. I may hang at 390 or so for while, then back up to 350, for a run, maybe even 325 to convince AI I am going shallow, rinse and repeat procedure . Also always have 5-10 degrees rudder on and alternate port and starboard, so am never on a constant heading. If stay on a constant heading, AI will figure it out and attack accordingly. Also, if youre not using, can try the depth charge disturbance mod I uploaded few weeks ago. This simulates the noises under water for each depth charge explosion, which in real life made their listening gear useless for a time until water settled back down. This provided a nice window for the submarine. I think its a little too effective in current version as made the AI too easy during evasion, espec in late war when they drop large patterns, I tested a modified version last patrol I just wrapped up and worked great so in coming days will release a second version.
this tactic is very important no matter what mod-set you are using.
changing course, depth, and speed is vital when evading the enemy.

__________________
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
KaleunMarco is offline   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 11:35 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.