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Old 01-14-08, 05:57 PM   #1
Ducimus
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Im not bitter, just burnt out, and looking for any excuse to walk away with a clear concious I really hate walking away/stepping down if there is not another modpack being built and maintained. (notice how zealously i latched on to this threads news about a Team? lol) Since there IS, im quite happy about that. I can have my clear concious.

To go back to the original topic, yes i reduced the min height of the Sub hydrophone sensor so it woudln't pick up surface contacts. I couldnt find a way to make it not so perfect (i didn't spend much time on it either). The sonar as it was, circumvented any need for radar. Since i couldnt find any immediate way to tone it down (i had alot on my plate), i decided to take the easy solution of removed it from the surface altogether. (hence reinforcing the need for SJ radar)


If a better solution has been found, awesome, my hats off. Id be intrested in knowing how they did it, but im not touching it/intergarting anything in the way of TM. It is what it is.
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Old 01-15-08, 05:04 PM   #2
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My wish is that someone would put together a team for TM and let Ducimus take a well deserved rest where he can be one of several contributors once he's recovered from the burnout caused by doing this all alone. No way would I want to be the one and only person working on RFB cuz in a year I'd be ready to quit too.

TM got me hooked on SH4, but having been on subs I tend to gravitate towards the realism end sooner or later, and that's what led me to RFB. This seems to be a common path for most RFB users. TM's better realism from stock makes some of the people want more, so they try RFB.

There really shoudl be a choice of mods. I still feel it would be better for SH4 if it has more than one "supermod" being worked on, where each achieves a different level of play- including a super arcade version for getting 12 year olds hooked. Choice only will make the sim more popular- AVG's said this, Ducimus has said this, and so have others (well, maybe not the part about the arcade version though).

Because not all people want super realism, TM will more than likely be the most used mod if someone is willing to put together a team to work on it too. Future development from a group sharing Ducimus' outlook could only be a good thing.

That said, I now throw down the challenge for someone to get Ducimus' permission to relieve him of being the sole modder on TM and put together a team which keeps him in the loop and can continue with TM, taking it in the direction Ducimus would like to see it head.
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Old 01-25-10, 04:06 PM   #3
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Digged up this "old" thread bacause after a long time with RFB i give TMO a try and i was severly disappointed that i got hydrophone contacts from far away while surfaced.
Seems to be still an issue, even with TMO 1.9, never happened with RFB though.
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Old 01-26-10, 06:49 PM   #4
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Except that fleet boats actually could pick up sonar while on the surface.
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Old 01-26-10, 06:59 PM   #5
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What a fossil.

Yes you can get surface contacts in TMO via hydrophones. But usually, only in poor visiblity. Check the range in game, i think its like 9,000 yards. Most of the time your watch crew see's things by then.

And yes, i reverted because it was indeed possible.

edit:
If you man the hydrophones yourself, you'll hear MUCH farther thne 9000 yards. This is a problem with the game engine. You crewman will only acknowledge things to the specified range, but sounds are still audible from alot farther.
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Old 01-27-10, 02:29 AM   #6
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Ducimus, I highly doubt TMO will fade into the backround....too much TMO addicts. 1.9 is great, esp with add ons like vickers interior overhauls, RSRD etc.
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Old 01-27-10, 03:21 AM   #7
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Quote:
Originally Posted by Munchausen View Post
Except that fleet boats actually could pick up sonar while on the surface.
Hmm are there any sources for this!?
I spent an hour googeling but nothing came up.
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Old 01-27-10, 04:16 PM   #8
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Quote:
Originally Posted by BadKarma1001 View Post
Hmm are there any sources for this!?
You force me to go searching through all my old notes ... but I'll be keelhauled before going back to the public library for the book. Anyway, here's the source:

"Wahoo" by Richard H. O'Kane. Page 35 in the hardbound copy (not sure which edition).


Edit: Btw, another old "fossil' is the "it shouldn't be possible to stay at depth without forward speed" complaint (in SH4 you can maintain depth while stationary). At least one captain was pretty good at doing the "impossible" ... a guy named Mendenhall. In his book "Submarine Diary," he talks about it in two places: page 7 and page 205.
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Old 01-27-10, 07:00 PM   #9
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Quote:
Originally Posted by BadKarma1001 View Post
Hmm are there any sources for this!?
I spent an hour googeling but nothing came up.
Have a look in the manual... http://www.hnsa.org/doc/fleetsub/sonar/index.htm
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Old 01-28-10, 03:05 AM   #10
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Quote:
Originally Posted by Jan Kyster View Post
Thx for the replies, funny thing i found this in this manual!

Page 26:

Securing JP gear
As soon as your submarine surfaces, secure the JP gear,
1. Turn the power switch off.
2.Train the hydrophone to 090 degrees if it is installed on the port side, or to 270 degrees if it is on the starboard side.
3. Hang up the headphones carefully. They are a special kind that cannot be replaced while you are on patrol. Other headphones do not work as well on JP gear.
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Old 01-29-10, 08:16 PM   #11
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Quote:
Originally Posted by BadKarma1001 View Post
Hmm are there any sources for this!?
I spent an hour googeling but nothing came up.
Several patrol reports mention using WCA sonar gear while surfaced.
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Old 12-15-11, 10:14 PM   #12
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I know, by now a very old fossil but I was wondering whether it would be possible to have one sonar gear (the WCA) to be working on the surface and the JP start to work at shallow depth.

Does the game switch sonar gear completely (JP instead of WCA) or does it add them? I just installed S3D Editor and would like to change some things in TMO 2.2 (SD Radar spoils the fun of hoping to evade a plane flying low - not talking historical correctness here).
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Old 01-28-10, 04:32 AM   #13
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Quote:
Originally Posted by BadKarma1001 View Post
...i was severly disappointed that i got hydrophone contacts from far away while surfaced.
It is relatively easy to edit so that the hydrophone will not work when surfaced.
It is a quick 2 minute edit of one file with S3D.
I'll post details if you are interested.

Last edited by sergei; 01-28-10 at 05:27 AM.
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Old 01-28-10, 07:15 AM   #14
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Quote:
Originally Posted by sergei View Post
It is relatively easy to edit so that the hydrophone will not work when surfaced.
It is a quick 2 minute edit of one file with S3D.
I'll post details if you are interested.
That would be nice thx!
I know i am a little pain ita about this but there are so many aspects i like about TMO so that i would really to give it a try but things like this are a real bummer and immersion killer for me!
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Old 01-28-10, 07:34 AM   #15
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OK.
The file you are after is SH4/Data/Library/USSubParts/Sensors_sub_US.sim

Open the sim file into S3D.
You are looking for entries 46, 48, 52 and 66.
Open each entry up. You will see sat the top of the entry the sensor name, in this case hydrophone. Double check this to make sure you are editing the correct type of sensor!
Look for the value for Max Sensor Height.
I think it is currently set at 0 or -1.
Change this to -6.
JSGME the whole thing in case this FUBARs anything!

There you go, job done. Hydrophone is now inoperable on the surface. Kicks in at around radar depth (differs for each boat!)

EDIT: you may want to try a slightly lower number if you spend a lot of time in S Boats, as their periscope depth is a good 10-15ft shallower than the fleetboats.

Last edited by sergei; 01-28-10 at 07:48 AM.
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