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Old 08-14-05, 09:55 AM   #1
LuftWolf
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That actually never worked, as no air objects have Passive Sound Levels in the standard database.

Given the fact that the sound engine doesn't make a distinction that I can find between objects underwater and objects not underwater, within the detection max-min of the passive sonar senors, it doesn't seem likely that this feature can be included without significant reworking.

I suppose we could give helo's a low PSL (around 20-40), but then they would behave exactly like quiet underwater objects, and it would mean making the passive sonar heights higher, which would then present the same problem as before.

So, the basic problem here is that the game makes no distinction between water and air as far as passive-sonar detectable sound goes, as far as I can tell. The only way to work around this so as not to produce anything funny in gameplay that is significant, is to lower the max height of passive sonar, as the helo-sonar feature seems a bit more minor than the persistant missle transients or silent missle launches, especially because SCS didn't even make a serious attempt at including it.

PS. I'm feeling better and better about the sonar fix. I think I can send v1.01 to Bill this afternoon, but I'd like to hear back from Amizaur first.
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Old 08-14-05, 02:09 PM   #2
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Ok, I've sent v1.01 with the playable passive sonar fix to Bill.
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Old 08-14-05, 03:03 PM   #3
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Quote:
Originally Posted by LuftWolf
Ok, I've sent v1.01 with the playable passive sonar fix to Bill.
It's up now.
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Old 08-14-05, 04:14 PM   #4
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Thanks Bill!

Here is the v1.01 addition to the readme, really just a rehashing...

V1.01

Playable Passive Sonar Parameters-BETA- All playable passive sonar arrays have changed to have a Maximum detection of height of 10m. Previously hull sonars and buoys had a Max of 0m
and sphere and towed arrays had a max of 300m. This caused any object with a passive
sound level to show up on sonar as if it were underwater, specifically seaskimming
missles whose sound levels were changed in this mod to simulate underwater missle
launch (Thank you TLAM Strike for finding this). I have not set the depths to 0m because this causes contacts to display inconsistently on the BB waterfall. I do
not believe that cone sensitivity is effected in any way by this fix within the
detection Max and and Mins, but there could be other issues I am not aware of. This
may be refined later, but it is necessary now to address persistent sea-skimming
missle transients.
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Old 08-15-05, 03:14 AM   #5
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I tracked helo from sub several times ! I must check it out .. I'm not sure wich sensor I did use.
With Seastate=0 (unrealistic but possible in DW) you can track helo for several miles. It just have to be at low altitude. On tests I made once it was at 50ft. Once I also saw mh60 in akula, during SP mission. I was near PD and helo went right over me. I saw it for few seconds like fast moving 'spike' on the NB. I also died soon later :-)
Helo contacts have no NB lines (which coresponds to what real sonarmen report).
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Old 08-15-05, 11:54 AM   #6
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Dr. Sid

That is very very interesting. I went back and checked the database more carefully.

SOME air ASW platforms have a PSL and some don't. Again, I have no idea why SCS would make this the case. The Seahawks have a PSL of around 50, and the Orions are *quieter*, around 40. (??? :hmm: )

So, apparently, they did include that.

However, in order for the missle transient fix to work properly, I had to make those changes, at least as far as I know. So, yes, I have now disabled the feature that allows subs to track air-platforms, but only a random selection of them were trackable anyway, so I don't feel too bad about that, at least not yet. Also, as thing were set, you'd be able to track any air-platform with a PSL up to 900ft (according to my tests, it could just be that I was dealing with objects that were very loud), so even if the helo just flew high over you, it would still have shown up on BB.

I am totally open to suggestions about how to handle this.

Edit: random thought, if you hear a helo in a sub, you're dead. Does it matter what dead men hear? :rotfl:
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Old 08-15-05, 12:26 PM   #7
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Based on what you are saying, it is possible that there is some kind of muffling feature that the game employs for sounds above sea-level, but apparently, the seaskimming missles were loud and low enough that the muffling was not nearly sufficient, and they showed up as if they were underwater.

This raises some new avenues of investigation... :hmm: :|\
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Old 08-17-05, 01:40 AM   #8
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Just going through the DB in your mod, and when you were raising the SLs for sub launched missiles it seems you forgot to raise the C801's (carried by the Han) also. Sorry for being so picky.
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Old 08-17-05, 09:14 AM   #9
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Whoops, got me! Sorry about that oversite... I'll make sure it gets corrected when we do our next version, in the meantime those of you who mind, can fix it with the DB editor (just download the editor to you database folder, load the DB, find the C801 in the object list using the search function and change the Passive Sound Level to 100, make sure you save the DB before you exit the editor, many o'change has been lost that way... ) unless there is an overwhelming outcry demanding a new version... :|\
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Old 08-17-05, 04:37 PM   #10
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Same for the Exocet too.
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Old 08-17-05, 04:39 PM   #11
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Thanks!

Credits to you in the next version readme! :|\
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Old 08-18-05, 02:13 PM   #12
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I have a BETA for a fix to the SLAM-ER that would justify a new version of the mod if it works correctly. I have started a new thread just for the SLAM-ER fix, as I feel it is important.

Let me know what you think, I need people's opinion and a few Orion specialists to take a look.
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Old 08-18-05, 02:16 PM   #13
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ive never tried the P3 or the MH60 or infact the seawolf hmmm i need some advice
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Old 08-18-05, 03:22 PM   #14
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Ok I'm routinely blowing up buildings with SLAM-ER's now, no problems whatsoever. So I think v1.02 is ready to go except for the .zip distribution.

I should add, the SLAM-ER is not the greatest weapon, because it is about as accurate as a TLAM but with half of the warhead, so you need a few of them to really put on the hurt, but I suppose, such is life. :|\
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Old 08-18-05, 03:33 PM   #15
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i prefer the SS-N-27
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