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03-19-11, 11:47 AM | #1 |
Black Magic
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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: adjusted lifetime of disturbance from 8 seconds to 45 seconds for each DC explosion http://www.gamefront.com/files/20143...ce_v2_0_SH5_7z Last edited by TheDarkWraith; 03-20-11 at 10:22 AM. |
03-19-11, 11:52 AM | #2 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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@TDW i just tested you mission RAOFB practice and i decided to surface my uboat... then surprise... i heard from first time untill now wistles and horn from ships... was soo cool.... maybe you will add in your next FIX these sounds for all ships
Thank you for this mod... now i can use again my evasion tactics like in real life... you put this game on the water line with all your mods Edit: the life time what is control? - the time that the noise persist?... you know the limits (max and min value) for this parameter? - i am supousing that noise value should be how big is the noise volume or i am wrong?... this parameter are limits (like min an max)? thank you Last edited by stoianm; 03-19-11 at 12:07 PM. |
03-19-11, 12:17 PM | #3 |
Silent Hunter
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Thanks TDW for this MOD from me too !
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03-19-11, 12:19 PM | #4 |
Navy Dude
Join Date: Feb 2009
Posts: 171
Downloads: 201
Uploads: 0
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install after IRAI ?? or no importance ?
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03-19-11, 12:22 PM | #5 | |
Black Magic
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Quote:
The noise value I have no clue what it does/how it effects the game. The .act file says the value should be >= 0. Now if that isn't vague I don't know what is You'll have to experiment with the noise value and report back your findings so we can determine what exactly this does. The min value for noise is 0 and the max value is |
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03-19-11, 12:23 PM | #6 |
Black Magic
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03-19-11, 12:25 PM | #7 |
Navy Seal
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This is gonna make IRAI very, very interesting indeed. Great work, looking forward to having a go at this soon!
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03-19-11, 12:33 PM | #8 | |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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I will try to change numbers and i will repor if i will find something interesting... thanks for sharing this with us |
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03-19-11, 12:34 PM | #9 | |
Black Magic
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Quote:
The mod works like this: I hook the events for the depth charge explosions and create a virtual bold decoy for each explosion event. Simple and elegant |
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03-19-11, 02:12 PM | #10 |
Silent Hunter
Join Date: Apr 2002
Location: standing watch...
Posts: 3,815
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very nice. Tested it in the PQ-17 mission, still got killed, but I could tell the escorts lost me a few time and had trouble regaining contact.
As to how long the disturbance should last. I never found any solid info on that, but in the sonalyst sims (688i/SC/DW) where that effect is modeled, the effect of an underwater explosion can last from 30-60 seconds which seems about right to me. It's not just the initial explosion that masks the noise, but also the fact that the water molecules are all scrambled and mask the noise, much like a dust cloud that remains after an explosion. Anyhow, I want to congratulate TDW on solving a major problem in the SH series. btw, how do I edit the file if I want to try out some personal changes?
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03-19-11, 02:16 PM | #11 | |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
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Quote:
regards |
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03-19-11, 05:19 PM | #12 | |
Black Magic
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Quote:
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03-20-11, 01:44 AM | #13 |
Navy Dude
Join Date: Feb 2009
Posts: 171
Downloads: 201
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http://en.wikipedia.org/wiki/Hedgehog_(weapon)
An unsuccessful attack does not hide the submarine from sonar. When a depth charge explodes it can take 15 minutes before the disturbance can settle down enough that sonar becomes effective. Many submarines escaped during the time after an unsuccessful depth charge attack. Since Hedgehog charges only explode on contact, if they miss, the submarine can still be tracked by sonar. Well a DC make 15min maximum disturbance time. |
03-20-11, 04:02 AM | #14 |
Seaman
Join Date: Dec 2009
Location: Orkney
Posts: 33
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I don't know if it's relevant, but in my fishing boat, if I pass astern of something like a ferry, then the depth sounder goes all screwy for a good distance behind the ferry, presumably due to aeration and/or turbulance. I would hazard a guess that this would persist for at least a good 60s after the ferry passes.
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03-20-11, 08:54 AM | #15 |
Silent Hunter
Join Date: Apr 2002
Location: standing watch...
Posts: 3,815
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Surprisingly there seems to be little written on this. I checked my copy of S.E. Morison's "history of U.S. naval operations in WW2" which has 2 volumes on the battle of the atlantic. He has a whole chapter on ASW doctrines and problems, but never discusses this issue.
However, based on the various comments. I changed my copy to a 5 minute delay and tested it on the PQ-17 mission again. Unfortunately, I wound up sneaking through the escort screen undetected: ...then torpedoed 2 freighters... ...then snuck away without getting detected...which I guess was not the point.. I will retest..
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