SUBSIM Radio Room Forums



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

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-18-05, 01:41 PM   #1
Jungman
Samurai Navy
 
Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
Uploads: 0
Default Help with Sensors.dat for maximum 16 km here.

Rulle34:

Check the link below it is for the RuB 1.43 Sensors.dat set for 16 km instead of 20 km stock in RuB. I was thinking scene.dat for some reason, old age I guess.

OK I got that. You want to set the maximum distance they can see from RuB's ( 8 km and 20 km) or Ortega (17.0 km and 17.5 km).

That stuff is actually in the Sensors.dat. sorry about that.

Are you using any of the RF Detect Mod that changes RWR in the Sensors.dat?

Else I will just post RuB 1.43 Sensors.dat with values close to what they use. Same except for maximum of 16 km instead of 20 km.



Link:[/quote]

http://rapidshare.de/files/5255866/S...uB143.dat.html

Sensors_16km_RuB143.dat

I did not compress it, too lazy. I it is the RuB 1.43 values precise range remains the same at 8 km. Maximum range reduced from 20 km to 16 km. Custom made for you, mein Freund. GenieĂźen Sie!
Jungman is offline   Reply With Quote
Old 09-21-05, 05:48 AM   #2
rulle34
Grey Wolf
 
Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
Uploads: 0
Default

Hello Jungmann!
Check your PM!

Best to you!
__________________
rulle34 is offline   Reply With Quote
Old 09-21-05, 05:57 AM   #3
Sturm
Helmsman
 
Join Date: May 2005
Location: Finland
Posts: 107
Downloads: 19
Uploads: 0
Default

I was also looking for this, thanks Jungman.
Sturm is offline   Reply With Quote
Old 09-21-05, 03:37 PM   #4
Jungman
Samurai Navy
 
Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
Uploads: 0
Default

Rulle34

The Sensors.dat from Ortega's Visibility Mod, that files contains the visual spotting distance.

You will want to change them from the default 17.0 km and 17.5 km for precise and maximum range to 15.5 km and 16 km.

'Loosing Lock' is always a problem at long distance. But this will help by making the precise range close to maximum range.

Also, the Periscope view is set for only 5 km, many people (and I did also) change this to 7.5 km for the maximum torpedo run. Then the lock will maintain. As for the UZO lock view, I think there is a value in Sensors.dat that changes its own maximum range to stay locked.

Precise range is only the range on the map that the ship will be marked solid. You must also change the ranges for UZO and Periscope view too in order to 'lock on' target at further distance from the stock game values.

I will post this message in that thread so you can download a Sensors.dat version that will include all this stuff.
------------------------------------------------------
OK. Now I will make a new file version to download that has these changes so you can lock onto a target beyond stock game values far away in the UZO and Periscope View.

Link coming soon with readme and detail changes made. Sensors_16km_Lock.dat
Jungman is offline   Reply With Quote
Old 09-21-05, 05:15 PM   #5
rulle34
Grey Wolf
 
Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
Uploads: 0
Default

Big thank's Jungmann
That was exactly what I wanted
I'll wait this DL link with great impatience :P
__________________
rulle34 is offline   Reply With Quote
Old 09-21-05, 05:35 PM   #6
Jungman
Samurai Navy
 
Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
Uploads: 0
Default

http://rapidshare.de/files/5378238/S..._Lock.dat.html

I changed the value for Visual to 15.5 km and 16.0 km.

I changed the value for Periscope from 5 km and 6 km to 15.5 km and 16 km.

No entry found for UZO.

I find I can stay locked on using the UZO all the way to about 16 km.

But oddly, the periscope view would not stay locked beyond 6 km even though I changed those values to 15.5 km??

Try it out and see what you get.
Jungman is offline   Reply With Quote
Old 09-21-05, 05:44 PM   #7
rulle34
Grey Wolf
 
Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
Uploads: 0
Default

DL and will try it!
Big thank's again Jungmann!
I must say that you always offer to help and I really appreciate you for that.

Will post feed-back of how it works when Im in port next time. Right now Im just about to attack a convoy! :P

__________________
rulle34 is offline   Reply With Quote
Old 09-21-05, 06:52 PM   #8
Jungman
Samurai Navy
 
Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
Uploads: 0
Default

Some test. If you are on the water surface, and look through your Periscope, you can lock on a target 15 km far away.

I let my sub sink slowly at zero speed dive. The Periscope stayed locked on at 15 km until I sunk to the magic 10 m depth switch over from above water to underwater status.

Instantly my Periscope range to solid lock was reduced to 6 km maximum.

If I lock on a target outside that range, the ship will show as a grey box on the map and fade away. it still looses lock after 2 seconds further than 6 km.

This number must be somewhere else. I changed the 6 km in Sensors.dat for Periscope to 15.5 km. There must be another value that is set for 6 km maximum for periscope while under water state.

Oh, by the way, you should use the RF_Detect2 Mod to make your RWR work correct again. The RWR passive radar detectors ranges are increased in proportion. But they need to be hex edited in the same Sensors.dat file since they both share the same file.
Jungman is offline   Reply With Quote
Old 09-21-05, 09:07 PM   #9
rulle34
Grey Wolf
 
Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
Uploads: 0
Default

Quote:
Originally Posted by Jungman
Oh, by the way, you should use the RF_Detect2 Mod to make your RWR work correct again. The RWR passive radar detectors ranges are increased in proportion. But they need to be hex edited in the same Sensors.dat file since they both share the same file.
Hello Jungmann!
I don't really follow you on that one! Im stupid!
What is the "RF_Detect2 Mod" and where can I find that one? (couldn't find it in Terrapin's site)
Or is it nescessary to hex-edit the sensors.dat for the RRwarning to work?

To be more clear, shall I use the RF_detect_mod or will the new 16 km sensors.dat need to be hexedit once more for the RWR detector to work as it should?
__________________
rulle34 is offline   Reply With Quote
Old 09-21-05, 09:58 PM   #10
Jungman
Samurai Navy
 
Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
Uploads: 0
Default

Quote:
Will the new 16 km sensors.dat need to be hexedit once more for the RWR detector to work as it should?
Yes.

The default values for the Radar Detectors were made for the stock 8 km maximum range.

They will not work very well with the new fog distances and increased vision range. So the range that they will pick up pasive radar signals from ships and airplanes is increased -else they will not work. There is a read me in the Mod.

It would have to be incorporated into the Sensors.dat since they share the same file.
-----------------------------------------------
RF_Detect2 Mod Jungman July 25, 2005 Silent Hunter III patch 1.4

This is a first try improvement to make your mostly worthless radar warning detectors up to historic values.
Indeed, it will help you detect those pesky airplanes long before they pounce on you, I hope. It will also
pick up any ships using radar. This needs to be tested. It maybe too good, or not enough.
place in your Data/Library folder. And as usual, backup your original Sensors.dat file.

Metox: 4km range @ 15 sec sweep Old
Metox: 10km range @ 15 sec sweep New

Borkum: 5km range @ 15 sec sweep Old
Borkum: 15km range @ 10 sec sweep New

Naxos: 7.5km range @ 15 sec sweep Old
Naxos: 20km range @ 10 sec sweep New

Tunis: 10km range @ 15 sec sweep Old
Tunis: 25km range @ 5 sec sweep New

I increased in proportion out to the in game engine maximum limit of 25 km defined by Enemy Radar.
In practice, the best radar in game used by the enemy is only 16km. In the Sim.cfg or Sensors.cfg
the detection time is double when further than half the maximum range. So maybe the longer detect ranges
will have an affect. I aslo increased the Sweep Period faster for the better radar detectors in order to
make them better than the earlier models in case Enemy airplane radar range limits are a mute point.

I may reduce these down after some testing and feedback. I was liberal in the range. In game is a different story.
I need to figure out what is the real maximum, do they detect airplanes solid out beyond their radar at 25km
or do they actually detect the 'radar signals' from (8 to 16km) for airplanes, and (3 to 15 km) for Ships.

One last thing, this includes the Visual range increase out to 20km, which is actually limited to 10km.

I.E. Do these units work as Radar Detectors or Active Radars? It maybe why they were nerfed by Devs.

UPDATE: v2 More moderate values. August 17, 2005. Thanks to Captain America for values.
Watch crew Visual set for 8 km precise and 10 km maximum.

Metox: 4km range @ 15 sec sweep Old
Metox: 8km range @ 15 sec sweep New

Borkum: 5km range @ 15 sec sweep Old
Borkum: 10km range @ 10 sec sweep New

Naxos: 7.5km range @ 15 sec sweep Old
Naxos: 15km range @ 10 sec sweep New

Tunis: 10km range @ 15 sec sweep Old
Tunis: 20km range @ 5 sec sweep New
------------------------------------

This is freeware and not for commercial use, except by permission of the author. You can pass this file and share,
but any commercial use must abtain permission from author, and/or Ubisoft original copyright.
Jungman is offline   Reply With Quote
Old 09-21-05, 10:10 PM   #11
rulle34
Grey Wolf
 
Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
Uploads: 0
Default

OK, so what I can understand now is that with this new 16 km visibility sensors.dat, the RWR detecting will not work so well. And I cant use the RF detect_mod because then it'll overwrite this new 16 km visibility sensors.dat!

Is it possible to fix this in a new version of this 16 km sensors.dat?
__________________
rulle34 is offline   Reply With Quote
Old 09-21-05, 11:18 PM   #12
Jungman
Samurai Navy
 
Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
Uploads: 0
Default

RWR never did work well with the extended Visibility Mod period. That was a secondary problem. Not of my doing.

So yes, the Sensors_16km_Lock.dat could help to have the RF_Detect2 Mod values added into to it improving gameplay even more.

This is an improvement. As for now, the gameplay has not changed. Just be aware the Visibility Mod has different ranges for fog values -and the poor way the game implements the RWR- anything within visual range will never be detected.

I thought this would be important to help solve the silly night spotting problem. If you set the CFG values so the crew is really bad at spotting at night, the RWR will still go off before you let the ship or airplane get close to you. Think of it as a 'back up' warning system if your blind crew does not see that ship (or sneaky airplane attack) 3 km in front of them on a clear night.

Thus you can set the Light and Range values in sensors.cfg to more higher values, and the RWR setting will still go off if a ship or plane is in the area too close. Of course you will need a RWR installed.

I can combine them together to give a better response.

And there is the small bit about the Uboat's Active Radar units needing to be a bit longer in range too for gameplay balance....
Jungman is offline   Reply With Quote
Old 09-22-05, 01:46 AM   #13
rulle34
Grey Wolf
 
Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
Uploads: 0
Default

I understand that this is quite complicated and one thing is dependent on the other.

With these figures in RF detectmod merged into this 16 km visibility scene.dat, maybe it can be a important mod that many would like to have?
The reason I want just 16 km is that it's from that distance you actually can see the smoke from the horizon. Seems more realistic to my mind that they will spot the ship at the same time I can see it.

About changing values in CFG, haven't Gammel made som tests with different values there?
__________________
rulle34 is offline   Reply With Quote
Old 09-23-05, 05:43 PM   #14
rulle34
Grey Wolf
 
Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
Uploads: 0
Default

Some test results from this new sensors.dat file:
Visual spotting day/clear weather from crew and me 15000-16000 m
You see the smoke!
Perfect!

Nighttime all spottings so far has been about 9500 m. Never further away! A few times at 5000m.

I think this is quite acceptabel nightspottings. Weather has in these situations been clear.

I think this mod is working very nice!

Thank's again Jungmann
__________________
rulle34 is offline   Reply With Quote
Old 09-23-05, 05:54 PM   #15
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 6,992
Downloads: 124
Uploads: 0


Default

... :|\ Watching with great interest here.
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock
Kpt. Lehmann is offline   Reply With Quote
Reply


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 09:10 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.