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Old 01-13-07, 08:37 PM   #46
melnibonian
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Quote:
Originally Posted by Kpt. Lehmann
(I read somewhere here too that someone was going to put a disco ball and mirror floors in their U-boat. I hope I get invited to the party!!! )
Only if you bring the beers :p :p It's like this add on TV: 'No Martini No Party' :rotfl: :rotfl:
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Old 01-13-07, 08:48 PM   #47
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Quote:
Originally Posted by bigboywooly
Quote:
Originally Posted by Torpex752
Not a complaint, just an observation.....I was detected by an armed TUG boat at 2800 meters! I was going slow in a type II at 2 knots...I have to admit I was suprised that every time I raised the scope the TUG had a zero angle on the bow indicating to me that it was homing straight in on me even while I was submerged.

Frank
Just because he was heading in your direction doesnt mean you were detected
Could easily have been a normal waypoint change
Popping up your scope will lead you to get detected however
Armed tug or DD the crew still have eyes lol
I stood watch as a contact coordinator on 2 classes of submarines, I can assure you that at 28 hunderd meters the only way to spot a WWII attack scope that was raised for 6 seconds is to be looking exactly where it is when its raised. The initial detection was by sonar, sorry that capability is highly questionable in my experience. I can assure that passively, that detection would be 97% impossible, especially with the surface duct working the way it would in a real ocean enviroment. I have seen modern passive sonar miss a surface ship that was 1000 yards away! I can almost guarantee that that capability is far above and beyond what was capable in 1940, even under good conditions. Not saying a fluke detection isnt possible, hell I'll tell ya I heard and seen some strange stuff out there, but the norm is not that good. Now if he was pinging me, I wouldnt be surprised at that capability, but I just doubt how well a TUG was equipped in 1940.

Call me a skeptic!

Frank
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Old 01-13-07, 08:50 PM   #48
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Skeptic
:rotfl:
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Old 01-14-07, 06:17 AM   #49
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The Asdic system in use in 1939 was unable to determine depth of a Sub. When the Sonar system came out in late '42 or '43 it could determine the depth of the Sub.I read this somewhere.I have gotten away from the escorts by going to 180 meters and shuting the motors off.(This works sometimes.) GWX is like a new game and a real challenge. Gotta luv it.
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Old 01-14-07, 06:44 AM   #50
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I don't know if the Royal Navy used to send their dumbest crews in the Med, but after 2 patrols from Salamis - end 41 - I was not detected one single time, although I had DDs passing nearby and even directly overhead. Each time I was either at low depth - less than 20m - or around 90/100m going 2 knots silent running. Of course they didn't know I was there -no prior action - so they were not in search mode.
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Old 01-14-07, 07:34 AM   #51
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Quote:
Originally Posted by Corsair
I don't know if the Royal Navy used to send their dumbest crews in the Med, but after 2 patrols from Salamis - end 41 - I was not detected one single time, although I had DDs passing nearby and even directly overhead. Each time I was either at low depth - less than 20m - or around 90/100m going 2 knots silent running. Of course they didn't know I was there -no prior action - so they were not in search mode.
I wonder if that 'dumness' would of turned to something a little more challenging had they been the slightest bit aware of you and therefore gone into 'search/awareness' mode :hmm:
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Old 01-14-07, 09:33 AM   #52
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Just wanted to express the fact that even in 1941, the british navy DDs are not the almighty, all seeing and "über" boats some people say they are...
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Old 01-14-07, 02:41 PM   #53
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If you really want to dumb down the AI, all you have to do is increase the detecton time for hydrophones and sonar in the sim.cfg.
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Old 01-14-07, 05:00 PM   #54
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I myself wouldnt want to dumb the AI down, it seems that others are having random encounters of AI that is not so smart. I can digest the TUG having detected me from that range, I just dont agree with it being able to track me exactly each time I make a fractional peek with the scope. I dont get that, and since I dont know how to fix it just yet I will humble deal with it.

On a seperate note, I would like to know which and where the file is that gave the sub so much positive bouyancy. I'd like to fool with that a bit to see if I can get it closer to my RL experience. I think that it may be screwed, because it really can go any way, positive, negative or neutral. I hope that in SH4 they factor in a little more sub simulation.

Frank
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Old 01-14-07, 05:16 PM   #55
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Default Where is sim.cfg, and what changes do you make?

"If you really want to dumb down the AI, all you have to do is increase the detecton time for hydrophones and sonar in the sim.cfg." Ducimus

Ducimus,
What do the lines look like, and to what would one change them? Where is sim.cfg located?
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Old 01-14-07, 09:34 PM   #56
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Vikinger, not sure if you remember, but what about settings did you change the sonar/hydrophones to? I have the file opened, but not sure how far to go with it.
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Old 01-15-07, 01:27 AM   #57
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Quote:
Originally Posted by 08x15
"If you really want to dumb down the AI, all you have to do is increase the detecton time for hydrophones and sonar in the sim.cfg." Ducimus

Ducimus,
What do the lines look like, and to what would one change them? Where is sim.cfg located?
File is:

sh3/data/cfg/SIM.CFG

I dont have it in front of me, but you'll find a line that says, "Detection time =" under blocks labeled Hydrophone and Sonar. THey'll be the last two blocks in the file.

If i remember correctly, detection time for Sonar is 10, and detection time for hydrophone is 2.

To understand what these settings do, you have to understand how detection works.

In the case of (active) sonar. In order for the AI to ping you have to :
1.) Be within his sonar's "cone". or otherwise be within the geometry of the beam projected.

2.) be presenting a favorable aspect, thereby showing more surface area to ping off of. (IE he has you broadside vs bows on)

3.) Be doing both 1 and 2 for X amount of time. That X amount of time is the Detection time.

Stock game i think this value was around 20 or 30 (seconds). Which was one reason why in stock Sh3, you didnt get pinged very often. 20-30 seconds is often more then plenty of time to get out of the sonar's cone or change your aspect.

On a side note, once you understand how the AI works, getting pinged isnt a cause of concern. It just means you screwed up. If you didnt screw up, he wouldnt be pinging. The AI doesnt just ping at random.
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Old 01-15-07, 08:48 AM   #58
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I am not changing the ASW AI in GWX. It seems similar to AOTD from my experience.


HB
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Old 01-15-07, 11:45 AM   #59
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Quote:
Originally Posted by tmdgm
Vikinger, not sure if you remember, but what about settings did you change the sonar/hydrophones to? I have the file opened, but not sure how far to go with it.
Its best to understand what the different settings are for then you can change it to you own liking.

Lets take Ai hydrophone:

MinRange: Is in metric value. if you increase this value a bit the Enemy ship have harder to pinpoint you exactly where you are. Means the depthcharges wont be so accurate. If they go below this value they will loos track of you meaning they have to guess a bit.

Max range is metric also. And is how far away they can spot you.

Max height is metric and reflect how deep down they can spot you. I prefer to have this little shallow than my estimated crusch depth. Dont forget the negative value. that means its below the surface.

Min height is same. Tells starting depth to spot you / depthcharge

Min bearing should be at 0
Max bearing is measured in degrees. the closer you set this value to 0 then the enemy have a more narrower search area. 0 is thier heding and 180 is behind them, if you have it set to 140 degrees. Means thier search area will go in a cone shape. So they will have some deadzon ( 140-180 degrees more or less behind the ship)where they have hard to track you/hear you if you stay out of thier limitation.

Min and max elevation. is measured in degrees and tells about the vertical detection

bearing is on the horizontal plane and height is on the vertical plane.

Well this is how i understand how it works but of course i might be wrong. Iam not an expert at all in this and i know there are guys that know far more than i do in this out there.
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Old 01-15-07, 01:35 PM   #60
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Quote:
Originally Posted by LeafsFan
I am not changing the ASW AI in GWX. It seems similar to AOTD from my experience.


HB
LOL did anyone ask you to? Im not changing it either. I had a minor influence in it's current form, and to be honest, i think early war is waaaaaaaaaaaaaaaaaayyyyyyyyyyy too easy.
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