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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
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http://rapidshare.de/files/4024995/R...nsors.dat.html
By special request. Too many to PM everyone back grab it there. Here is a link to the changes Rub 1.43 AI_Sensors.dat file to include the visual fix for the snorkel being the size of a house. 1) It simply adds to Visual a MinHeight of 1 meter from zero to see it. NEW 2) Still contains the 200m lock-on nerf sonar fix. 3) A new one from another obscure mod I made but did not bother with, is a 2.5 meter nerf to the MinHeight of the enemy active radars. Thanks guys for that idea. ![]() Be careful with that Radar nerf mod in Rub 1.43, I had it set for 0.5 meter for the 3 cm radar late war to keep the play balance, 1.5 for middle years. I see ALL the radars are set for the crap 2.5 m? Bad idea, should keep the way I made it the first time. I never promoted it, there is a link to it here on the forum for proof. The snorkel is not being picked up by radar, it is the Visual size that is causing it, but do what you wish, I tested quite a bit and 2.5 meters is too much nerf for the middle and late war radars. but that is IMHO ![]() Go with the original I made, it is more balanced for early poor radar to late year excellent radar. :|\ |
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#2 |
Captain
![]() Join Date: Jan 2004
Posts: 498
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Are the AI senors with respect to snorkels an issue for non-RUb installs and if so are they addressed in your Sonar/DC mod?
If not, I'd like a fix for a non-RUb install. |
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#3 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
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Yes. It is for all. It is in the updated versions of various sonar/DC combo I stuck all together to make everyone happy. The original easy SonarDC Mod with Snorkel fix, and the tougher SonarDC_20 version.
The visual problem with snorkel is solved simply by the change to visual min height by 1 meter from zero in AI_Sensors.dat file. I found that the snorkel is not picked up by radar long distance contrary to most believe, so I left radar changes alone, not needed ASFAIK. The snorkel fix is already included in the SensorPAK download, somewhere here on the forum. I placed the snorkel fix and a nice evaluation of the real problem in a text essay write up within that pack. SensorPAK http://rapidshare.de/files/3448595/SensorPak.zip.html EDIT: Updated to include the original SonarDC values with snorkel fix. You can chose between them. http://www.subsim.com/phpBB/viewtopi...=asc&start=100 Discussion thread, good read. |
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#4 |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
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Jungman I don't understand, is this included in RUB already or not??
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#5 |
Captain
![]() Join Date: Jan 2004
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Im sorry, I just got the SonarDC fix, does it have the snorkel fix? If not, if I get the sensorpack will it include the sonardc_fix and the snorkel fix?
edit: Just read up on the SonarDC_20, I think im more interested in the SonarDC_fix...im looking for that one now. I want as close to realsim, and historical accuracy as possible. I get the impression the normal SonarDC mod is closer to what I want. Have you looked into the abilty for vessels to use their passive sonar at high-speeds. I had a DD detect me while it was escorting a 14kt TaskForce...granted I was also going flank speed and was just over 1km on his beam/rear-quarter, but i've seen it happen in the past with me going much slower. On a side note I also read that the British felt that active detection range was only about 2k also...though the ping could be heard as far out as about 4k(basically the detection would be roughly one half the ping's range since it has to bounce off the target and travel back before its energy is dissipated) |
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#6 |
Captain
![]() Join Date: Jan 2004
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Ok, I have both the sensorpack and the sonardc_fix.
If Im readin it right the sensorpack has sonardc values like sonardc_20(which I dont want...unless its more historically accurate) what do I need out of the sensorpack in order to add the snorkel fix to my current sonardc_fix with getting sonardc_20 functionality? Is this even possible? edit: ok I swaped out the AI_sensor.dat from the Sensorpack's sonarDC_fix with the one I had for the stand alone sonardc_fix...I think that will work edit2:....or if I was smart and awake I'd had just installed the stinkin' sonardc-snorkel_fix in the sensorpack download! Geesh Im a dweeb! |
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#7 | |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
Posts: 3,512
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#8 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
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A huge ang BIG thanks to you Jungmann!
![]() ![]() /Rulle |
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#9 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
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This is as I understand a Rub 1.43 AI_sensors file with Schnorchel fix included. It contains the Rub 1.43 features and adds the Jungmanns Scnorchelfix. Makes according to my opinion the game now even more realistic. Without this scnorchel fix, airplanes spotted you like you was surfaced when you used the scnorchel. I don't understand why it was not included in Rub from the beginning. :hmm: Thanks again Jungmann! |
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#10 |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
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Could someone from RUB confirm if it was included or not?
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#11 | |
Samurai Navy
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Location: Iowa, USA
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Rub does not include Visual Snorkel fix, they went the radar route, which I never found to be the cause, and unfairly nerfs the radar too much -see above post. I placed Snort Fix in Rulle34 version and there is a link to it above. I just added to Rub version the visual snorkel fix, period.
The newest version of sonarDC_fix contains the fix to one small buglet that allowed one DD to have super sonar as in stock game around 1943 to 1944. That was fixed. That new version in SensorPAK has the snorkel fix also included additionally. Simply download SensorPAK, look for the old SonarDC_Fix and in the readme it will tell you it contains the snorkel fix included. It simply lets you have an extra 1 meter to hide, but you are not invisible within close range 1 km maybe 2 km dependent on size of waves, it works good for me. Remember to read the essay on propper Snorkel use; So you do not get caught with you Snorkel hanging out! ![]() Quote:
Correct for those using RUB version and want the Snorkel fix in it. Else for none RUB users, just install the new version of SonarDC_fix (by the same file name) found in SensorPAK. It adds the Snorkel fix, even the though the file is the same name, I put the information in the readme file included to show what it is. |
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#12 |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
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Thank you.
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#13 | ||
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
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![]() Sometimes my explaination are long winded. Quote:
It was not included in RUB probably due to all the confusion about what what wrong. Merde happens. Maybe next version they use? I do not believe it was radar after all, but in the last 6 months of war with 3 cm radar, you will get spotted within maybe 4 km to 8 km as you should, time to die. I did not want to nerf the radar to avoid that, it was too much nerf for last year war, the radars were much better and even using snorkel was tough. It was the death of the Uboat after all in December 1945 starting in June 1944 with the 3 cm radar upgrades. |
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#14 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
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well..
what is the best snorkel fix if i not use the RUB ?? is the SensorPAK, and SonarDC_Fix ?? thanks ![]() |
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#15 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
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If you are not using Rub, which has a different file, the SensorPAK contains the two versions of SonarDC and all of them are inside it. Just open it up and read the readme files. The 1 meter nerf to the AI_Sensors.dat helps hide the huge snorkel without breaking the gameplay.
SensorPak is a compilation of all of them, with the snort fix included already in each -check out the readme file, it explains it in painful detail. ![]() |
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