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03-26-12, 07:40 PM | #76 |
Ocean Warrior
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Made some few tests with some quick ideas...and nothing worked.
1. Added 3 new nodes per hydro on sensors.dat and then attached the SensorsData to them. - not worked 2. make all three sensorsdata have the same ID (the game runs fine for controllers, but not for nodes). not worked too. More ideas? (Iīm editing the first post with these (bad) news.)
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03-27-12, 12:34 AM | #77 |
Planesman
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Hi Rubini,
iīm sorry for making you concerns. The only idea i had was to attach the precise range to the maxrange value, but that didnīt work either. Here i am at the end of my abilities. Greetings |
03-27-12, 03:45 PM | #78 |
Ace of the Deep
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03-27-12, 06:20 PM | #79 |
Planesman
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Hi LGN1,
that was what i saw within the files about existing sensors but i didnīt test new sensors yet. Sorry for late response. Greetings |
03-28-12, 02:43 PM | #80 |
Ace of the Deep
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Thanks for the reply, Leitender
So it's worth testing it! Let's see when I will find time. Regards, LGN1 |
03-28-12, 03:15 PM | #81 |
Grey Wolf
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Great stuff Rubini.A question I have is about the blind spots of a hydrophone.Could you explain the arc better.Is it dumb to submerge and do a 360deg turn to ensure the blind spots are not a hindrance?
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03-28-12, 04:13 PM | #82 | |
Ocean Warrior
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Quote:
On some SH5 scripts the boat do a full stop, listen a bit, then a 45 degree turn and full stop again just to cover the blind spots. Well, this is the more realistic way, no doubt. But I didn't used this approach on my script mod at first, as this will be done in high TC and players will never noted it...I guess.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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03-28-12, 04:22 PM | #83 | |
Grey Wolf
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Quote:
So using your hydrophone mod removes the blind spots?For now,I am not using the long patrol script and wonder if you could put the arcs back for those that like to manually dive and hydro check.Or am I misunderstanding you.I am from NYC and you are from Sao Paulo so there might be a slight speech difference.
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03-28-12, 04:34 PM | #84 | |
Ocean Warrior
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Quote:
No, arc does nothing about blind spots. They are the sensors internal sh3 engine properties only. And the script is another history,i just want to said that to you cover the blind spots, you really must turn your uboat abit.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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03-28-12, 11:28 PM | #85 |
Grey Wolf
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Where can I learn about the blind spots for various equipment.Also Rubini,I seem to be getting readings on surface with your mod.It might be mod soup though so tommorow I will try it loading it last and see what happens.
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03-28-12, 11:41 PM | #86 |
Ocean Warrior
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Use version 1.0a, the sensors are more deep on this version.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
03-28-12, 11:55 PM | #87 |
Grey Wolf
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Thanks Rubini,will probably leave as is but just move SO to rest on surface.Maybe a mod to move SO to and from hydrophone if the newer version is better for readings close to periscope depth.
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03-29-12, 02:02 AM | #88 | |
Planesman
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Quote:
Wolfstriked There were 3 passive sonars used in german U-Boats: GHG, KDB and Balkon. The early GHG sensors were attached to each side of the boat near the front dive plane. Thatīs why one could only hear along the side and had blind spots at bow and stern. The commanders always did a 90° turn, to discover these blind spots in reality, btw. normally at a depth of 30m to get a maximum range. Later rotatable KDB was mounted on top of the foredeck which led to a blind spot only at the stern because of the connning tower. That system was quite sensitive but had a minor range compared to the GHG and also was very vulnerable against depth charges. So it soon was cut off. Finally Balkon followed the GHG principle, but was mounted below the keel at the bow of the boat, which reduced the blind spot to the stern and made spotting possible when surfaced. Also range was increased. If contact was lost, the operater could estimate the targetīs course for little time and give these estimates to the kaleun. If the targetīs course was more or less perpendicular it was possible to bridge this gap. Bearing accuracy was not accurate enough to get firing solutions irl (different than ingame). So it was only used for tactical / surveillance purposes. So far so good. All the blind spots, resp. bearings are given in the sensors.dat file and the values were more or less ok. Beyond, there is a "always tracking bonus time" within the sensors.cfg wich exactly simulates the update of bearing without contacts. This is a very fine and well functioning system in SH3. But this only concerns the crew. You yourself are able to hear contacts at the hydrophone without any restrictions in geometry, loudness, speed etc. Thatīs much easier, but not realliy realistic. So if you trust only your sonar operator, you will gain realistic results. To support your operator turn your boat after a few minutes 90° as irl and you will get the biggest immersion. Last edited by Leitender; 03-29-12 at 02:13 AM. |
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03-29-12, 10:04 AM | #89 | |
Ocean Warrior
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Quote:
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03-29-12, 11:28 AM | #90 | |
Grey Wolf
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