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Old 04-24-07, 05:12 PM   #1
NefariousKoel
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Default Not hearing Sonar Pings (Bug?)

I'm concerned about this.

Others have stated that they hear sonar pings but I haven't heard one in any of the versions. Even with the Tougher Escorts mod, the destroyers never ping me, much less attack.

Just odd. Is anyone else getting this?
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Old 04-24-07, 07:58 PM   #2
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I'd like to help you out on this one, but in my relatively short experience of SH4 no anti-sub action has ever been taken against me.... yet. The SH3 GWX mod sure makes the job of the Americans look alot easier in SH4.
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Old 04-24-07, 08:19 PM   #3
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Is it the "harder enemy escorts" mod you are using?

If it is... Thats the reason.

This mod is not working as it should - no offence.

The problem is that when installing this mod the data/cfg/sim.cfg is changed.

If you open it in notepad you will see, after the [hydrophone] bracket, a line called sensivity.

When you installed this and replaced the sim.cfg this line was changed from the value 0.03 to 0.01.
It should be the other way around. Open the file yourself with notepad and change it to a higher value. Higher value will make the destroyers hydrophones more effective. Lower value will make the destroyers deaf.

It took a lot of testing and reading for me to understand that it should be the other way around. If you don't have any luck - PM me and I'll send you my sim.cfg file.
With this you will surely have DD's with working "ears"
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Old 04-24-07, 08:27 PM   #4
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Those Tincans have little trouble pinging my happy ass
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Old 04-24-07, 08:35 PM   #5
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Yeah, your mod is the other way around
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Old 04-24-07, 08:53 PM   #6
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I could be wrong but i dont think hydro sensitivty will effect ping frequency. Detection time on sonar most definatly would. Set it at 5 and see what happends Then again, the AI only uses one sensor at a time, if its not using sonar its using hydrophones. Without a good passive contact it might not have enough of a hint, so i could be wrong. *shrug*
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Old 04-24-07, 08:56 PM   #7
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Quote:
Originally Posted by Ducimus
I could be wrong but i dont think hydro sensitivty will effect ping frequency. Detection time on sonar most definatly would. Set it at 5 and see what happends Then again, the AI only uses one sensor at a time, if its not using sonar its using hydrophones. Without a good passive contact it might not have enough of a hint, so i could be wrong. *shrug*
Yeah! It seems logical. Good luck NefariousKoel. Hope you will hear some serious pinging soon

Last edited by kakemann; 04-24-07 at 09:40 PM.
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Old 04-24-07, 09:34 PM   #8
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I'm just so confused.

Yes, I've tried Ducimus' mod and without it. Both patches.. same thing.

I even had a destroyer pass directly over me twice in a row while circling my position and nothing... no pings, no DCs.

When I upgraded to 1.2, I did from a fresh install and had removed all the previous files including mods.

It's kinda frustrating hearing of other people getting attacked much less DC'd. I thought I'd never say that.

I'll experiment with the sensor settings as Kakemann has suggested and let you guys know.
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Old 04-24-07, 09:42 PM   #9
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Ok, let us know.

These are my settings.
Haven't changed anything else in this file. This worked for me



[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.07 ;(0..1)
Height factor=0 ;[m]
Waves factor=0.9 ;[>=0]
Speed factor=15 ;[kt]
Noise factor=1.0 ;[>=0]
Thermal Layer Signal Attenuation=2.0 ;[>0], 1 means no signal reduction, 3 equals signal reduction to 33%

[Sonar]
Detection time=20 ;[s]
Sensitivity=0.05 ;(0..1)
Waves factor=0.5 ;[>=0]
Speed factor=20 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=30 ;[s]
Thermal Layer Signal Attenuation=5.0 ;[>0], 1 means no signal reduction, 5 equals signal reduction to 20%
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Old 04-24-07, 10:02 PM   #10
NefariousKoel
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Yes, that did the trick Kakemann!

I heard pings.. got DC'd to the surface. I used a 0.09 setting and the escort came right after me.

Thanks for posting your setup, I was gonna ask you about what you used but you read my mind.

Much joy will soon be had.
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Old 04-24-07, 10:20 PM   #11
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I'll post a JSGME ready version in the Mods section for you Kakemann, if you haven't already.

And Thanks!
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Old 04-24-07, 10:25 PM   #12
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:hmm: Sounding like i was wrong about hydrophone senstivity effecting ping frequency.

I can only guess its all about signal strength.
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Old 04-24-07, 10:29 PM   #13
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I'm thinking the value can only be read in hundredths of one or maybe tenths but.. at 0.09 it was pretty d@mn rough.

It came charging at me while at visual sighting distance and it's DC's were dead on even on the second run.

I posted his mod in the mods section (forgot to put [REL] in there due to my hurry) as JSGME ready if you wanna test it out.
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Old 04-24-07, 10:42 PM   #14
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The hard part about reworking the AI, is making it challenging, but yet still leaving the player a chance to get away (IE, surviveable if player uses his head). It really is a tightrope act.
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Old 04-24-07, 11:23 PM   #15
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Agreed.

The 0.07 didn't seem too much of a death wish after being on 0.09. They certainly didn't like me but weren't homing directly on me. Also, I like that he lowered the thermocline effectiveness a bit.

Here's a link to the mod thread if anyone wants to give it a shot.

http://www.subsim.com/radioroom/showthread.php?t=113134
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