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Old 03-19-11, 12:03 PM   #1
TheDarkWraith
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[REL] Depth charge water disturbances

This mod will cause water disturbances when depth charges explode underwater. These water disturbances will mess with the destroyers/escorts sonar and hydrophone allowing the player's sub to take more evasive maneuvers and higher speeds for a short period of time after the depth charge(s) explodes. This is to model natural effects that happen in real life in the water.

Each person may want to tweak the size (m2) that this area effects to their taste, the ilfetime (in mins), and the noise value (don't know what/how this one works in game)

Can be enabled/disabled at any time

To install:
unzip straight to MODS folder and enable via JSGME

v1.0: first release
v2.0: changed lifetime of disturbance from 8 seconds to 45 seconds for each DC explosion

http://www.gamefront.com/files/20143...ce_v2_0_SH4_7z


Last edited by TheDarkWraith; 03-20-11 at 10:26 AM.
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Old 03-19-11, 12:31 PM   #2
BillBam
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Awesome, I have always hoped for this. Just not realistic that the Japs can continue to listen and find you when DC are going off.
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Old 03-19-11, 02:00 PM   #3
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TDW, when do you find time to sleep...
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Old 03-19-11, 02:03 PM   #4
TheDarkWraith
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Quote:
Originally Posted by Bilge_Rat View Post
TDW, when do you find time to sleep...
I get 8-12 hours a night
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Old 03-19-11, 02:09 PM   #5
CCIP
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Good to see you ported this over to SH4 as well, thanks a bunch!
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Old 03-19-11, 04:44 PM   #6
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Looks interesting I've give that ago next week.
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Old 03-19-11, 05:46 PM   #7
AVGWarhawk
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Nifty!
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Old 03-19-11, 05:54 PM   #8
TheDarkWraith
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I've received some feedback in the SH5 mods forum in regards to this saying that some other games that have modeled this behavior set the lifetime of the disturbance effect to 30-60 seconds. Currently I have it set to 8 seconds. What do you all think the lifetime of it should be
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Old 03-19-11, 06:02 PM   #9
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Quote:
Originally Posted by TheDarkWraith View Post
What do you all think the lifetime of it should be
Do we have any historical data? I thought the disturbance lingered for a while. (As in several minutes. Really wish I could remember where and what I've read about it.)

Edit:
I'm also guessing this work would be based on Allied ASW technology? Would different values be appropriate for the PTO, based on the state of Japanese technology?
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Last edited by razark; 03-19-11 at 06:12 PM.
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Old 03-20-11, 12:41 AM   #10
TorpX
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Great idea!

As to the duration, my guess would be a minute or two. Perhaps it could be random; 60 to 120 sec. or something like that?
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Old 03-20-11, 10:05 AM   #11
TheDarkWraith
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Quote:
Originally Posted by TorpX View Post
Great idea!

As to the duration, my guess would be a minute or two. Perhaps it could be random; 60 to 120 sec. or something like that?
As I love randomness I can't do that here. It has to be a concrete value
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Old 03-20-11, 10:26 AM   #12
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v2.0 released. See post #1 for details
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Old 03-20-11, 11:12 AM   #13
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Like others, I seem to recall much anecdotal evidence, but I can't remember where. This means that it may actually be talk I heard from others, which means it may not be true at all. That disclaimer aside, here's what I think I remember:

The disturbance lasts long enough for the submarine to have a chance of escaping from one escort, partly because the sub is behind the escort when the depth charges go off and the escort can't hear the sub anyway.

When being chased by a hunter/killer group a single escort is the 'hunter' and follows the sub guiding the others in but itself never attacking. The disturbance does cause the 'hunter' to lose contact, but almost always regains it, mainly because the sub can't go far even at 8 knots. Of course this is complicated by the fact that even if the sub escapes the 'hunter' they immediately go back into search mode and quickly find it again.

So how long is the right amount? Of course I have no clue. I just wanted to present some of the 'evidence' I'm pretty sure I've 'heard'.
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Old 03-20-11, 04:48 PM   #14
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8 seconds or 60 seconds...either way the fishing line from the destroyer to my rudder has just been cut.
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Old 03-20-11, 06:51 PM   #15
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Has anybody else tested this mod with TMO 2.1? On my system it crashes whenever depth charges or airplane bombs are dropped even if I start a new career or play one of the single missions.

Don't know if this is going to help to sort out the problem:

Problem Event Name: APPCRASH
Application Name: sh4.exe
Application Version: 1.5.0.0
Application Timestamp: 476a5ca9
Fault Module Name: SHSim.act
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 476a5c4b
Exception Code: c0000005
Exception Offset: 00052e46
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 1e77
Additional Information 2: 1e77b59d6f3ce602eb1258478d561ede
Additional Information 3: 26df
Additional Information 4: 26df637c1b101bf365eefc3afebbcfec



I only have TMO 2.0 + update installed.

The mod is a great idea BTW!
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