SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Current crop of subsims & naval games > COLD WATERS > Mods Workshop for Cold Waters
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-10-19, 04:06 AM   #1
MrMojok69
Loader
 
Join Date: Feb 2014
Posts: 81
Downloads: 78
Uploads: 0
Default Question about sensors.txt file

1) Do the frequencies have any effect on gameplay? Like where you see in the file one sonar model operates at VL,L,M,H frequencies while another is only L,M

2) If it says SonarBaffle=150, does that mean a 150 degree angle behind the boat?

3) What does the SonarNoisePerKnot value do?

4) Is SonarOutput basically the "strength" of the active sonar ping? How far you can "see" if you go active?
MrMojok69 is offline   Reply With Quote
Old 08-10-19, 05:31 AM   #2
Julhelm
Seasoned Skipper
 
Join Date: Jul 2007
Location: The Icy North
Posts: 690
Downloads: 189
Uploads: 0
Default

1) Don't remember

2) Yes

3) It determines how much ambient flow noise saturates the sensor as you speed up.

4) It is the sonars output in dB.
Julhelm is offline   Reply With Quote
Old 08-10-19, 02:27 PM   #3
MrMojok69
Loader
 
Join Date: Feb 2014
Posts: 81
Downloads: 78
Uploads: 0
Default

Thank you.

Also, from the individual sub files, can you explain the difference between RudderTurnRate and TurnRate?
MrMojok69 is offline   Reply With Quote
Old 08-10-19, 02:59 PM   #4
MrMojok69
Loader
 
Join Date: Feb 2014
Posts: 81
Downloads: 78
Uploads: 0
Default

Nevermind, I think it is the amount of time it takes to actually move the rudder.
MrMojok69 is offline   Reply With Quote
Old 08-10-19, 04:12 PM   #5
MrMojok69
Loader
 
Join Date: Feb 2014
Posts: 81
Downloads: 78
Uploads: 0
Default

If anyone is interested, here is a spreadsheet I made from a bunch of the data. You can save a copy to your PC and sort fields, compare, etc.


Subs, Sensors, and Weapons data
MrMojok69 is offline   Reply With Quote
Old 08-11-19, 05:32 PM   #6
VDNKh
Swabbie
 
Join Date: Aug 2018
Location: VA, USA
Posts: 8
Downloads: 8
Uploads: 0
Default

Quote:
Originally Posted by MrMojok69 View Post
If anyone is interested, here is a spreadsheet I made from a bunch of the data. You can save a copy to your PC and sort fields, compare, etc.


Subs, Sensors, and Weapons data
How did you compute all this?
VDNKh is offline   Reply With Quote
Old 08-11-19, 10:58 PM   #7
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 27,709
Downloads: 22
Uploads: 0


Default welcome aboard!

VDNKh!
__________________

"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe"
Aktungbby is online   Reply With Quote
Old 08-12-19, 12:03 AM   #8
MrMojok69
Loader
 
Join Date: Feb 2014
Posts: 81
Downloads: 78
Uploads: 0
Default

Quote:
Originally Posted by VDNKh View Post
How did you compute all this?
I should mention first, that these values are from the Playable Subs mod.

I simply opened each vessels' .txt file, as well as the sensors.txt and weapons.txt, read the values and entered them into the spreadsheet.

If you got the game on Steam, all those vessel files are in C:\Program Files (x86)\Steam\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets\override\ve ssels

The weapons and sensors text files are one level up, in the \override folder.

A different question, I know it's silly but I like the black look of the alfa better than the grey-and-red paintjob on the alfa2. So I edited the wp_ssn_alfa2.txt file to change this line:

MaterialTextures=vessels/textures/rus_ssn_alfa2.png

to read:

MaterialTextures=vessels/textures/rus_ssn_alfa.png

In the ship viewer in the main menu the Alfa2 is indeed black now, but it still looks grey and red when I start a campaign. Anyone have any ideas on that? I am pretty sure that these png files are where the textures come from. You can view them and compare see alfa.png is black and the red and grey comes from alfa2.png.

Here is the alfa file:



And here is alfa2:

MrMojok69 is offline   Reply With Quote
Old 08-20-19, 12:41 AM   #9
MrMojok69
Loader
 
Join Date: Feb 2014
Posts: 81
Downloads: 78
Uploads: 0
Default

This was my mistake, I had so many modded "override" folders I had made the change in the wrong one.
MrMojok69 is offline   Reply With Quote
Old 11-02-19, 03:21 AM   #10
Mspot
Bosun
 
Join Date: Jan 2012
Location: United States
Posts: 62
Downloads: 57
Uploads: 0
Default sensors, sensor_display_names, and sonarmodel

So...why when adding/modifying the sensor_dispaly_names file, then reflecting those in the sensors file, then editing/modifying the sonarmodel in an individual submarine file does any of the edited/changed/modified submarine files display the towed array output such that the towed array always displays zero (0) while all of the other sonar modes work as intended?
__________________
Then out spoke brave Horatius, the Captain of the Gate: to every man upon this earth death come soon or late. And how can man die better than facing fearful odds, for the ashes of his fathers, and the temples of his gods.
Mspot is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:26 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.