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Old 03-07-12, 02:21 PM   #1
Rubini
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Default [REL] Hydrophones workaround...

Last Update Version 2.0
-Fixed the absence of sounds on hydro station for some layers. Brilliant solution found by gap (from Sh5 mod forum)!
(see below some directions and comments)

See also, on the botton, an optional reworked version by Leitender.

From the readme of the mod:

Quote:
==========================================
18/02/2013
New Sh3 Hyprophones layers by Rubini v2.0
==========================================
What this mod do?
- it adds three "max distance range" layers for each hydrophone type.

How it works?
- the idea is simple, each hydrophone type have now three hydro sensors, each one work on a determinated depth layer, so, now, you will need to have this behaviour in mind when searching for sound contacts as in real life!

How/what are the layers?
1. from surfaced (in truth -4 to -9, to avoid hydro contact on surface) to -15m: 12.000m
2. from -15 to -25m: 20.000m
3. from -25m to deep: 28000 to 30.000m (different for each hydro type)
==> The overall idea: go deep to have more chance to detect sounds!!

Any problem or limitation that I must know?
- Yes. Please read carefully:

1. All the below are stock SH3 engine behaviours (not a mod flaw):
- the "follow next contact" will only works if the contact is lesser than 25km
- the "report next contact" will always works since you already have made a contact (not limited by the 25km above issue)
- in hydro station the player can always listen until the Sh3 world limit (more or less 35km away), but the AI crew will be always limited by the hydro sensors settings.
- the decay time of a contact can maintain the contact lines and reports by the ai even if the contact is out of the hydro layer sensor buble for some time.

2. mod limitation:
- besides the hydro layers works correctly for Ai crew, it not works for player; as exposed above, the player can always listen contacts from 35km to 0km (stock behaviour), not limited by the layers and depth. Anyhow this not affect the mod on a real game session, you just must know that you always can listen, not limited by the layers depth. So, try to not cheat, or just don´t use this mod.


How to install:
- choose your version (or customize it) and install using JSGME.

Last words:
- I already provided a a bit more reactive and less deaf sonarman. Anyway you can customize it as exposed below.
- From GHG to Balcom, the hydro sensors have a bit more max range and are a bit more sensible too. Now is a very good idea to upgrade your hydrophone.
- Some randomness is always present, so the detection distances will vary randomically with certain conditions. (stock Sh3 behaviour)

Credits:
- TheBeast and Xrundel, the idea and similar mod for Sh5, from where I got the idea.
- gap for the fix for hydro station sound.

Good Hunt!
Rubini.
================================================== ============
Version history:
update 18/02/2013
version 2.0
- Fixed the hydro station without sound for the player in some layers.
Thanks to gap (from Sh5 mod forum) that found the solution.
================================
update 14/03/2012
Version1.1a
-adjusted the bearing on the first sensorsdata from both balkonGerat, thanks h.sie!
================================
Update 13/03/2012
Vesion 1.1

- adjusted the MaxSensorHeight for each hydro type to be 2m height to allow detection after 10-11m deep
- if you start to receive hydro detections when surfaced (more probably in bad wheater, big waves) just put them 2m more below again or use version 1.0
================================
07/03/2012
first realse v1.0
================================================== ============

**Spoiler**

Can I customize this mod?

- Yes, I made it with this idea in mind. Just open the new sensors.cam file with s3d, I make it easy to find each hydro type inside and then you can modify it at your taste.

Here some comments of the SensorsData main parameters that you may want change (the others try to left intact):

MaxHeight= Here you can make /change yours own layers . The last node is for the first layer, it is there to avoid surface hydrophone detection (this may vary accordingly the hydro type).

RPMDetLevel=0,20 this is far the most important factor, for example if a max velocity (note: not RPM in truth) from a ship is 35knots, then any velocity below 0.2x35 will not be detected on hydro (for this ship and so on). This can show how Sh3 engine is broken...a war ship below 7knots is not detectable but a small fishboat at 1.7knot is detectable (0.2x8knots=1.6)!!! Stock bug/design. So, the lesser this value, more things will be listen. Also - when the game detect ships on the boderline of this value, the contact can comes and go, comes and go, and so on.

SweepPeriod=25,0 the time needed to a complete check on that arc. The lowered value, more awake will be the sonarman, more quickly (and then more times) it will check that arc.

ProbInsideArc=0,95 the probability of detection inside that arc, for each pass. The major, more probability to detect.

So, with the above, is easy to see how to make the sonarman more awake, how to raise the detection probability, how to make the sonarman less deaf, etc!

- If you have a modded sensors.dat and don´t want to use the one that comes with the mod, then just do the follow:

1. make sure to delete each "SensorData" controller from each hydro type on your own sensors.dat using S3D (1 per hydro type on sensors.dat).

2. also delete the sensors.dat that come with this mod - will use only the new "sensors.cam" file, it´s in truth the same for the three versions (GWX,NYGM,WAC).

In the end, you will have your own sensors.dat (without any SensorsData controller for hydrophones) and the Sensors.cam from this mod. This is enough to go!

================================================== ============
================================================== ============
Link to download (after decompress choose accordingly)
Version 2.0
New_Hydrophones_layersV2.0.7z


Update 09 april 2014
Leitender made a reworked version with few more historical adjusts.
More detailed info on the readme.
http://www.mediafire.com/download/50....0_reworked.7z
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Last edited by Rubini; 04-09-14 at 10:30 AM.
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Old 03-07-12, 02:32 PM   #2
bigboywooly
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Hmmmm sounds interesting Rubini
Look forward to giving it a try
Nice to see you still tinkering with the files
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Old 03-07-12, 06:08 PM   #3
irish1958
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I also are very interested. I have been unable to get into SH5. You will have to give us some insight.
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Old 03-07-12, 06:33 PM   #4
brett25
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that would be an excellent and well needed mod
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Old 03-07-12, 06:47 PM   #5
Rubini
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Thanks guys!
@ How are you BBW? Nice to see you!

The mod is ready!

I just need the unmodded (and more actual) sensors.dat from GWX, from NYGM and from WAC.
I don´t have them and need them to make the mod compatible.

Can someone give me a link with them?
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Old 03-07-12, 07:01 PM   #6
brett25
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rubini, heres NYGM sensors:

http://www.gamefront.com/files/21406277/NYGM.zip

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Old 03-07-12, 07:06 PM   #7
Rubini
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Quote:
Originally Posted by brett25 View Post
Thanks! just waiting for wac and GWx3.0 then.
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Old 03-07-12, 07:08 PM   #8
Rubini
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"file not found"?

===============

Forget , got it!

I was too quick!
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Old 03-07-12, 07:31 PM   #9
Victor Schutze
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Brilliant idea!

My mod soup is gonna be yummy.
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Old 03-07-12, 08:01 PM   #10
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Quote:
Thanks! just waiting for wac and GWx3.0 then.
one thing is some of the sensors.dat are for 8K, 16K, or 20K enviornments Will you have to make different versions for this mod?
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Old 03-07-12, 08:06 PM   #11
Rubini
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Quote:
Originally Posted by brett25 View Post
one thing is some of the sensors.dat are for 8K, 16K, or 20K enviornments Will you have to make different versions for this mod?
My idea is to release for 16km of each big mod only
I made a "how to" easy instruction on the readme to allow to anyone uses it own modded sensors.dat too.

The NYGM version is ready...just waiting for the others two sensors.dat file!
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Old 03-07-12, 08:08 PM   #12
Fubar2Niner
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@Rubini

Hells bells mate, this sounds great

Best regards.

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Old 03-07-12, 10:40 PM   #13
Rubini
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Ok, makman provide me the files, now I can finish the mod!
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Old 03-07-12, 11:18 PM   #14
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Old 03-08-12, 01:12 AM   #15
Rubini
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Mod ready, first post updated with the link!

Good hunting, kaleuns!
All feedback is welcome!

@Moderators: can you change the thread title accordingly the title of the first post with that [REL] at first? Thanks!
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