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Old 07-27-07, 07:56 PM   #16
Ducimus
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No idea, the changelog is building up though. Mostly small stuff, fine tuning, that sort of thing.
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Old 07-27-07, 07:59 PM   #17
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Fine, I'll hop back to port. 0.3Mtons is a bit much for a patrol on 100% realism anyway. :hmm:
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Old 07-27-07, 09:37 PM   #18
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Quote:
Originally Posted by sober
Quote:
Originally Posted by gonzlor
I'm getting radar contacts without a radar.
What you have is air search radar . Its always on and detects planes when surfaced . In real life there was some sort of light bulb that illuminated when a radar contact was made i think . You cannot have the radar that you can see in your sub until it was historically available , even though you can see it in the sonar station , it wont work because it isnt installed until you upgrade with it . These will become available as an upgrade in the mission briefing room .
Ahh so that explains it, I wondered why I had nothing at the stations but was detecting aircraft, thank you.
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Old 07-28-07, 05:34 AM   #19
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Quote:
Originally Posted by Ducimus
Well, if you think the problem is TMaru, you can always delete the US_sub_sensor.sim file from the mod. Although im skeptical because my sonar seems to works fine, and if something was wrong with it, id have heard a cacaphony of complaints by now
Hehe. No Duci, it wasn't your mod I was "blaming"! Loved your FTT for GWX and having a good time with TM!

Just wanted to add my observations regarding the sonarman and remembered what Rubini did for us with his "Stay alert Crew"-fix for GWX. In my opinion we could use the same thing here. Or at least I could. I find it very annoying that my man at the wheel don't report what I can hear loud and clear...

My SH IV is a clean patch 1.3 with TM 1.4 as only mod, so I can't see why my sonar should react different from yours? If you're saying your man keeps his contacts??
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Old 07-28-07, 10:30 AM   #20
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Well, when i modded the Sensors_sub_US.sim so it no longer picked up contats when running on the surface , i tested it to make sure it worked right.

Theres two variables to play with. Max height and MaxSensorHeight. Orgnally i adjusted the Max height variable, but then i noticed i wasn't picking up contacts. The conclusion i drew was that Max height, well, to name it more appropriately, seemd to be more like, "minium draft of ship", which SHOULD be zero since we want it to detect everything up to the oceans surface.

After that i started playing with MaxSensorHeight. When using that variable i noticed i was picking up contacts again, and while manually manning they hydrophones, and dipping the boat up and down in depth, i could hear for myself, when the hydrohones would stop working. This is how i know that at a its current settings of -12, that the hydrophones kick off at around 42, 43 feet. I then went about testing this on the shallowest periscope sub, to make sure that all subs had hydrophones at periscope depth. (S boats use an entirely different hydrohpone and that one was adjusted seperatly to - 4)

I then took this setting and ran through my bungo pete mission, and the Battle of midway mission, with and without my sensor adjustments to make sure that the hydrophones were not only functioning, but functioning with the same relative range when contacts were first picked up, as i had a fear that my adjustments were making for a shorter hydrophone range. Since the sonar man was picking up the contacts in my test run at about the same range, with or without my adjustment, i concluded it was fine.


Just an FYI to anyone whos wondering, "did he ever check this stuff?" ... yeah i did So, whats this stay alert crew fix anyway? hmmm acutally, i think i know, "usecreweffeciency = no" or something like that.

One thing i think bears reminding is were acutally use a fatigue system in SH4, as my guess is most of us turned off fatigue in SH3 because the system was such a micromanging crappy hassle.
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