![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#3436 | ||||
Torpedoman
![]() Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
Downloads: 72
Uploads: 0
|
![]()
How do you disable escort hydrophones?
Quote:
![]() Quote:
I repeated similar tests multiple times and the results were scattered for the detection of up to a lack of detection at full speed of my u-boot. Quote:
Quote:
real depth = max(scan depth, MinHeigth of equipped sonars & hydrophones) |
||||
![]() |
![]() |
![]() |
#3437 |
Helmsman
![]() Join Date: Apr 2010
Location: underwater
Posts: 107
Downloads: 333
Uploads: 0
|
![]()
They mention DD's using this tactic in the movie "Das Boot", the movie being based off a book makes you wonder if it was in fact a real tactic or movie sensationalism. However, now I hardly ever have a look around with my periscope before surfacing as real captains did. If my sound man reports no contacts I figure I'm good. If somebody could tweak the AI to give me that small chance that something could be lurking around up there with it's engines off, it would cause me to act accordingly increasing immersion. For that reason it would be a cool mod if it were possible. The reason I even thought about this was when playing a couple days ago I kept the same course at silent running for very long time after hitting a large convoy in poor visibility. My sound man kept reporting no contacts so I decided to go up. Before I surfaced I actually decided to look around with my scope to actually see an escort bearing down on me from my stern to my surprise. Then he proceeded to let me have it as I attempted to crash dive. He must have been hanging out in my baffles the whole time since I never changed course and he either did not have active sonar or was not using it. But this close call made me think about what they said in "Das Boot" and if somebody could change AI behavior like that I figured it would be h.sie and his patch.
Last edited by Stoli151; 05-29-12 at 07:56 PM. |
![]() |
![]() |
![]() |
#3438 | |
Engineer
![]() Join Date: Jan 2012
Location: The Netherlands
Posts: 216
Downloads: 34
Uploads: 0
|
![]() Quote:
And thx Wolfstriked for pointing me to the sim.cfg. I don't think [AI AA guns] controls the deckgun accuracy [AI Cannons] aswell, but it controls also allied AI machine gun fire I think. Anyways I did some testing (going to flak school): [AI AA guns] Max error angle=17 ;[deg] default5 Max fire range=3500 ;[m] Max fire wait=10 ;[s] default 6 (aiming time, getting the gun ready?) I was happy with the results I got from an unqualified flak gunner. He could still gun down the slower planes but couldnt hit the faster ones which are very hard to hit anyways. Max error angle=30 was unrealistic as I expected, so it should be somewhere between 17 and 30. |
|
![]() |
![]() |
![]() |
#3439 | |||
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 230
Uploads: 0
|
![]() Quote:
![]() Quote:
Would also love to see in SH3 is no sub icon when underwater.When you submerge you should be at mercy of the sea and evading for a few hours should have you wondering where you actually are. Quote:
![]() |
|||
![]() |
![]() |
![]() |
#3440 | |
Engineer
![]() Join Date: Jan 2012
Location: The Netherlands
Posts: 216
Downloads: 34
Uploads: 0
|
![]() Quote:
The thing is the surface will be a lot more dangerous when changing this stat as you cant just get a decent upgrade for your flak and than feel comfortable. You have to be a bit lucky to shoot down a plane and there will be a decent chance you'll run out of bullets at the end of a patrol when you do try to use 'wrong' tactics. So changing the AI AA might make the game more realistic. We have to do more testing to make sure. At least I'm curious to know if it will make the allied forces as bad as you say. Machine guns are just a small part of the weapons they use, mostly depthcharges and bombs anyways. BTW which files control those stats, DCs and bombs? (edit: DC: depthcharges.zon) edit: [AI AA guns] Max error angle=17 ;[deg] default5 Max fire range=3500 ;[m] Max fire wait=10 ;[s] default 6 (aiming time, getting the gun ready?) I was happy with the results I got from an unqualified flak gunner. He could still gun down the slower planes but couldnt hit the faster ones which are very hard to hit anyways. Max error angle=30 was unrealistic as I expected, so it should be somewhere between 17 and 30. edit: tried again flak gunner couldnt hit too much, a decent amount of the time way of target (flak gun was damaged). Machinegun fire from planes was everywhere from hits, close shots and some way of target. Bombs where always close to my boat. edit2: tried a couple times more, very good results from flakgunner all the time even with gun damaged. Enemy planes preformed well, but bomb blast radious should be bigger maybe. Last edited by Vince82; 05-31-12 at 11:44 AM. |
|
![]() |
![]() |
![]() |
#3441 |
Ace of the Deep
![]() Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
|
![]()
If you observe the behavior of multiple escorts in GWX, you'll frequently see one DD sit dead in the water, listening for your u-boat while its comrades run search patterns with ASDIC or drop depth charges. Yet another reason why GWX is still the best all-around supermod.
I know the enemy "cheats" plenty when hunting you, since there are no thermoclines and sensors can see and hear through objects and land. Any mod that helps overcome these flaws and levels the playing field is automatically on my "must have" list. h.sie and Stiebler are my new heroes for the awesome technical achievements they've accomplished with all the patches released, so far. Many thanks to the rest of you, who have offered ideas and observations. You all have made my own SH3 experience that much more fun, exciting, and richer. Don't ever stop! ![]()
__________________
Still sailing the high seas, hunting convoys with those who join me. |
![]() |
![]() |
![]() |
#3442 | |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 230
Uploads: 0
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#3443 | ||||
Planesman
![]() Join Date: Nov 2011
Posts: 191
Downloads: 50
Uploads: 0
|
![]()
olamagato
Quote:
NodeName=H01 LinkName=NULL Try it and you will see. Otherwise, you will be discovered by hydrophone remaining your tests useless... Quote:
Thus i can see the the sonar cone while i´m at periscope depth with extended periscope. And yes, i know that the sonar cone is looking downwards. But when maxbearing value was stock 60° i was discovered at that position by sonar, in opposite to when it was at 1°. You can easily verify this with your "stealthmeter" indicator. Another thing is, that he´s only pinging if he´s engaging you by sonar, imho, and vice versa. If he´s not pinging me, i´m not engaged by his sonar (but maybe by hydrophone!). Quote:
Quote:
wolfstriked As far as i can see, all AI sensors within GWX´ AI_sensors.dat are included in NYGM´s AI_sensors.dat, so no sensor should be lost. But AI_sensors.dat, Sensors.dat, sim.cfg and sensors.cfg all together influence the AI (both enemy and crew) behaviour in general, and all these files are balanced in long testings by the mod teams, so i wouldn´t use only one single file from one big mod in another big mod. Interesting findings about AI weapons, by the way. That would expain some odd behaviour in my own installation. Thanks. Graf Paper Completly agree! |
||||
![]() |
![]() |
![]() |
#3444 | ||||||
Torpedoman
![]() Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
Downloads: 72
Uploads: 0
|
![]() Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Probably the active and passive sonar interact in the game in such a way that when the active sonar beam reaching U-boat hull then very strong increase its own volume, so it can be easily detected by both the ai hydrophone or one of the models of passive sonar (Type QXXP or XXXP). Anyway, discover of how hydrophone/sonar is implemented in sh3 requires a lot of extra testing with any 3 impaired devices from this set: 1. ai default sonar 2. any type of active sonar 3. ai default hydrophone 4. any type of passive sonar. |
||||||
![]() |
![]() |
![]() |
#3445 |
Engineer
![]() Join Date: Jan 2012
Location: The Netherlands
Posts: 216
Downloads: 34
Uploads: 0
|
![]()
@Olamagato
I like the mod that you made for the AI sensors, got a couple of questions if you don't mind. What does S.Detection stand for? Why a Min Surface value for hydrophones (around 90)? Well I did see that you choose 0,1 for AI default... So how does it work? |
![]() |
![]() |
![]() |
#3446 | |
Torpedoman
![]() Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
Downloads: 72
Uploads: 0
|
![]()
S.Detection = Single time detection.
This is a calculated distance threshold at which begins with double the scan time of the detector. Below this distance sensor detects with maximum efficiency. It is a simple calculation: S.Detection = MaxRange x Sensitivity. Needed to compute the scaling of the sensitivity of different types of passive sonar and hydrophone. Quote:
In the case of the hydrophones MinSurface counted on that there is bug in SH3 code, which will allow me to undermine this detector for active sonar. MinSurface equal to 0 means that the value will be retrieved from a file sim.cfg, whose default value is 100m2. Only 0.1 ensures that the surface of the hull is irrelevant because this factor ceases to affect the detection. Anyway, it did not matter because the code to handle the hydrophone detector ignores this value. Extensive tests are still ongoing. |
|
![]() |
![]() |
![]() |
#3447 | |
Engineer
![]() Join Date: Jan 2012
Location: The Netherlands
Posts: 216
Downloads: 34
Uploads: 0
|
![]() Quote:
Still I'm going to change the value of all hydrophone types in the AI_sensor.dat file to 0,1 just to make absolutely sure. I think the Min surface settings you choose for the sonar are really good, I had them tweaked to 50. Which is close to what u got, however using one single value doesnt differentiate between the various sonar devices. Please keep us updated by keeping a download link in your signature or something. That would be appreciated. |
|
![]() |
![]() |
![]() |
#3448 |
Planesman
![]() Join Date: Mar 2008
Location: Gdańsk,Poland
Posts: 197
Downloads: 202
Uploads: 0
|
![]()
Hi
Was september 7th 1939 near english coast. Lone AWS Trawler menage to spot periscope or hear me on hydros ~2000m away from where and i was on silent running in rough waters . This feels a little bit over the top,what i should do to make it GWX like? There is option to mark in HsieOptionsSelector? MODS:GWX 3.0,FM_Newinterior,Merchant Fleet, Thomsens Ships 4.4, Waterstream+Exhaust Combi. |
![]() |
![]() |
![]() |
#3449 |
Planesman
![]() Join Date: Nov 2011
Posts: 191
Downloads: 50
Uploads: 0
|
![]() olamagato
let me first tell you that i´m fiddling around with sensor settings for weeks and months by myself and i was doing dozens of tests with them. So i saw that you are working with the same item. I also have an excel sheet about sensor data from you which was published here some time ago. So i read your posts here with courtesy and would be glad, if there would be some common results. That´s why i was astonished about your findings about maxbearing of sonar, and my intention is not to harm you but to find out, if something is wrong with the ai_sensors.dat. Maybe i should have mentioned this first. Another thing is, that i´m not really a modder, only a tester (though i modify data), but in my tests, the attacking corvette does exactly what i predicted. So i assume my test configuration to be correct, and the reduced realism settings (indeed, normally i play with 100%), are only a helping mean to see on the map what´s going on. I never realised that there´s a difference in AI behaviour depending on the realism settings, did you? Which setting is responsible for this? I mean, the realism value itself should only affect the captain´s renown, shouldn´t it? So i reviewed realism settings, but all but one refer to the player or his boat. Only one setting affects ai behaviour: realistic ship sinking time. But i don´t believe this having any affect on ai sensors. Again i tested for several hours: First changed AI_visual to maxrange=10m, like recommended (minelevation returned to 0°). Then again switched off all sensors of my corvette besides sonar (N01) and visual (O01): When i was within its sonar cone, i got attacked. Repeated several times, same result Then i reduced maxbearing=1°, nothing else changed and the result always was the same: No reaction, no matter if i was at 0% or at 100% realism. ALso repeated this test several times and always got the same result. It seems to me that the maxbearing sonar value within the ai_sensors.dat works correct. (Furthermore, i switched off AI_visual, because SH3 uses another visual sensor. If you use map updates, you can see that the range of this visual sensor is 10km! I don´t know, where this sensor is stowed, so an assumption may be that there are other sensors elsewhere. Then i completely deleted the sns-file of the flower corvette and tested again: I could see the visual range circle on the nav map, but no other circles where shown. The corvette passed me by and didn´t react on me at all. So it seems that no other "spare" sensors are used than the above mentioned visual sensor. PS: Sound dependancy of sonar recognition is still to be tested. Also I agree that there´s no minsurface dependancy of the hydrophone... Interesting your "s.Detection" calculation. But does it really works in that way? I often testet sensitivity values within sim.cfg (espescially visual), but couldn´t get reproducable results while variing the sensitivity factor at a wide range. |
![]() |
![]() |
![]() |
#3450 | |||||||
Torpedoman
![]() Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
Downloads: 72
Uploads: 0
|
![]() At the beginning I wanted to apologize for the unpleasant form of my post. Behaved like a jerk, who seems to know everything. And it's not. This division of the detector area ranges from MinRange to "S.Detection range" and the "S.Detection range" to MaxRange serves only to ease the comparison to determine the effective range (and hence the sensitivity). The point is that my goal was also to smooth scaling of these parameters sonar and hydrophones, for which we do not have accurate data.Your test results are quite interesting, although different from my results. Quote:
Quote:
Quote:
Quote:
However, I also carry out such tests in the past. Does not remove the device "H01" from a specially crafted ship, but I changed MaxRange = 1 for devices "AI default hydrophone" and all passive sonar (TypeXXXP and QXXP). I got these results that all escort ships stopped detecting my u-boot. Even if the u-boot was terribly noisy. Quote:
Quote:
I'll try to repeat my tests in a similar way. Quote:
Best regards. ![]() Last edited by Olamagato; 06-01-12 at 03:37 PM. |
|||||||
![]() |
![]() |
![]() |
|
|