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-   -   [TEC] What causes this and how to fix (sound) (https://www.subsim.com/radioroom/showthread.php?t=252633)

Bubblehead1980 05-07-22 01:16 PM

What causes this and how to fix (sound)
 
Issue I found in testing but forgot to address in TMO.


The AI Type IX U boat imported from FOTRSU has no audible sound on the hydrophone, the light does not even light up, yet the sound operator can hear and track him. If have map contacts on, the sonar line will show.

Fix? This and some others have the issue.

KaleunMarco 05-07-22 02:09 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2807561)
Issue I found in testing but forgot to address in TMO.


The AI Type IX U boat imported from FOTRSU has no audible sound on the hydrophone, the light does not even light up, yet the sound operator can hear and track him. If have map contacts on, the sonar line will show.

Fix? This and some others have the issue.

the fix is to stay away from SE Asia where the Type 9 uboat may patrol.

Bubblehead1980 05-07-22 02:30 PM

Quote:

Originally Posted by KaleunMarco (Post 2807568)
the fix is to stay away from SE Asia where the Type 9 uboat may patrol.


lmao. Well, now in TMO have some time in European waters and on US East Coast, kind of difficult to avoid sometimes.

propbeanie 05-07-22 09:47 PM

https://www.youtube.com/watch?v=YcVLWgwIKn4

See the notes in the vid. I'll try a few things, and do this again. In the meantime, pay attention to the sound of the "motors"... :salute:

Jeff-Groves 05-07-22 10:44 PM

possible related clues.
https://www.subsim.com/radioroom/sho...7&postcount=52
https://www.subsim.com/radioroom/sho...73&postcount=2

CapnScurvy from 7-18-2017
"However, I have had success in getting ships to be heard at low speeds,
by increasing their engine-power rating and fiddling with their "mass" figure to compensate for their increased horsepower. "

More from CapnScurvy.
https://www.subsim.com/radioroom/sho...postcount=5133

propbeanie 05-07-22 11:11 PM

Some of what KM found there was in FotRSU also, and the engine rpm versus "power" seems to matter. If certain ships fall below roughly 3 knots, they will "disappear" to sonar. The DD disappear at around 12 knots. Roughly 1/3 of a ship's speed, but it is dependent upon the rpm, power, etc in the sim file. But, in this case, I think it's the electric motor sound on a surface vessel, instead of the diesel sound. I'm doing some noodling right now, and might have the test finished in a bit - if I don't fall asleep before hand... lol

Edit: Fourth try now, and I'm still getting the same high-pitched electric engines, trying to push the boat along at 9 knots on the surface, and no diesel sound... the names all look good, the links all look good, the SH.sdl looks good, the actual diesel sound sounds like a diesel... I am overlooking something... sigh. It's too late for my mind to be attempting to function for this... lol :salute:

Bubblehead1980 05-08-22 03:18 AM

Quote:

Originally Posted by propbeanie (Post 2807632)
Some of what KM found there was in FotRSU also, and the engine rpm versus "power" seems to matter. If certain ships fall below roughly 3 knots, they will "disappear" to sonar. The DD disappear at around 12 knots. Roughly 1/3 of a ship's speed, but it is dependent upon the rpm, power, etc in the sim file. But, in this case, I think it's the electric motor sound on a surface vessel, instead of the diesel sound. I'm doing some noodling right now, and might have the test finished in a bit - if I don't fall asleep before hand... lol

Edit: Fourth try now, and I'm still getting the same high-pitched electric engines, trying to push the boat along at 9 knots on the surface, and no diesel sound... the names all look good, the links all look good, the SH.sdl looks good, the actual diesel sound sounds like a diesel... I am overlooking something... sigh. It's too late for my mind to be attempting to function for this... lol :salute:


Ugh. This U boat makes no sound on hydrophone. Just torpedoed one, no explosions, just disappeared, no credit for sinking.

KaleunMarco 05-08-22 09:14 AM

Quote:

Originally Posted by Bubblehead1980 (Post 2807638)
Ugh. This U boat makes no sound on hydrophone. Just torpedoed one, no explosions, just disappeared, no credit for sinking.

that sounds like the Phantom Ship Syndrome....like when you sink a merchie and it respawns and you sink it again and get no credit.

how did the Uboat spawn...i mean under what circumstances did it spawn?

Bubblehead1980 05-08-22 12:52 PM

Quote:

Originally Posted by KaleunMarco (Post 2807659)
that sounds like the Phantom Ship Syndrome....like when you sink a merchie and it respawns and you sink it again and get no credit.

how did the Uboat spawn...i mean under what circumstances did it spawn?



Spawned as part of a ULTRA regarding U boat's rendezvousing, so they were placed in the campaign mission(patrol objective) file. I arrived, two u boats. Fired at both, three torpedoes hit one of them, no boom as expected. Just sat there a minute, then disappeared. No credit for sinking. The other got underway and torpedoes just missed him, although he seemed damaged as was very close to the other. Turned toward me like was going to fire torpedoes , so I went deep

When I came back to periscope depth few hours later, nothing, when surfaced SJ had one pip in exact position where had sunk the U boat. Quite annoying.


This is the AI Type 9 U boat imported from FOTRS. How do we fix this?

Jeff-Groves 05-08-22 03:59 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2807684)

This is the AI Type 9 U boat imported from FOTRS. How do we fix this?

Maybe start over? That Unit was built by hex editing so any number of things could be wrong with it.

propbeanie 05-08-22 04:55 PM

The problem with the AI Type IX-D2, is that most other AI subs were created by copying the Type IX-D2, so most likely, ALL the other AI subs in SH4 are borked in this regard. They are set to Type=17 in FotRSU, a surface warship, but thus far, no matter what I have done with the dsd and dat file, it refuses to use any sound other than the electric motors, in spite of the fact that the file is not mentioned or linked directly to in either file... My guess is that there is still something "human-playable" on the boat that is causing the issue... either that or I am missing something simple - which would not surprise me, or s7rikeback either... lol - I am testing all of the AI subs that are in the FotRSU mod, and if we find one with a proper engine sound and sonar lighting, we'll let you know Bubblehead1980! :salute:

Jeff-Groves 05-08-22 05:18 PM

For 1 thing the sim needs changed from unit Submarine to unit Ship.

That will whack the e-motors.

Bubblehead1980 05-08-22 05:20 PM

Quote:

Originally Posted by propbeanie (Post 2807737)
The problem with the AI Type IX-D2, is that most other AI subs were created by copying the Type IX-D2, so most likely, ALL the other AI subs in SH4 are borked in this regard. They are set to Type=17 in FotRSU, a surface warship, but thus far, no matter what I have done with the dsd and dat file, it refuses to use any sound other than the electric motors, in spite of the fact that the file is not mentioned or linked directly to in either file... My guess is that there is still something "human-playable" on the boat that is causing the issue... either that or I am missing something simple - which would not surprise me, or s7rikeback either... lol - I am testing all of the AI subs that are in the FotRSU mod, and if we find one with a proper engine sound and sonar lighting, we'll let you know Bubblehead1980! :salute:



:Kaleun_Salute: Thanks for looking into it:Kaleun_Salute: Sound is a problem of course, should be able to hear it. Whether it keeps the electric motor motor, well would be nice to hear surfaced sub make proper sounds of course but biggest problem is them not blowing up properly/not giving credit for kill lol.

propbeanie 05-08-22 07:28 PM

Quote:

Originally Posted by Jeff-Groves (Post 2807739)
For 1 thing the sim needs changed from unit Submarine to unit Ship.

That will whack the e-motors.

That's just it Jeff - it is a "Ship"... lol

https://i.imgur.com/LC0enu4.jpg


Quote:

Originally Posted by Bubblehead1980 (Post 2807741)
:Kaleun_Salute: Thanks for looking into it:Kaleun_Salute: Sound is a problem of course, should be able to hear it. Whether it keeps the electric motor motor, well would be nice to hear surfaced sub make proper sounds of course but biggest problem is them not blowing up properly/not giving credit for kill lol.

Now, the not blowing up and other assorted sundry issues would not be an issue from FotRSU, as witnessed by the video above. I would not know where to begin to look for issues there, but I suspect torpedoes. Could be also, that you punctured the hull with a "dud", and Bernard saw it on the interior side, and tried to push it back out with a hammer... Internal, low-level detonation, and poof, she was gone... ?? lol - I am currently going through the list, top to bottom of the AI subs, and checking for sonar tracking, sound and detonate-ability of the test subjects...

Jeff-Groves 05-08-22 07:46 PM

I was looking at the 9 in the submarine folder.
:doh:

Bubblehead1980 05-08-22 07:58 PM

Quote:

Originally Posted by propbeanie (Post 2807753)
That's just it Jeff - it is a "Ship"... lol

https://i.imgur.com/LC0enu4.jpg



Now, the not blowing up and other assorted sundry issues would not be an issue from FotRSU, as witnessed by the video above. I would not know where to begin to look for issues there, but I suspect torpedoes. Could be also, that you punctured the hull with a "dud", and Bernard saw it on the interior side, and tried to push it back out with a hammer... Internal, low-level detonation, and poof, she was gone... ?? lol - I am currently going through the list, top to bottom of the AI subs, and checking for sonar tracking, sound and detonate-ability of the test subjects...



haha. No, not duds. After current patrol is over will look into it some more. Every other AI sub blows up fine. Could need its HP or armor lowered beyond the standard of the others

Also possible given its Jan 1943 torpedoes ran deep and these were magnetic detonations (external cam was off so not sure) , which would not set off the explosions that a impact into the side does , in many instances. Definitely disappeared, sunk from the three torpedo hits.

The second U Boat that was along side him, it got underway but was damaged from the explosions as was in such close proximity, I fired stern tubes at it but they missed because U Boat disappeared....whether it sunk from damage or reached its last way point and "submerged" aka deleted, not sure. I recall in the mission I made it so if it got underway it would "dive" soon after.

Ah, the work is never done lol.

propbeanie 05-08-22 08:54 PM

Quote:

Originally Posted by propbeanie (Post 2807737)
The problem with the AI Type IX-D2...
... either that or I am missing something simple...

It was... Open the dat file, use it to open the dsd file. For the "Label" node in the dsd, you need to properly associate that with the root node of the dat... I don't know what your mod has the IDs at, but select the "12" node in the IX-D2 dat file, and copy the "ID" in the top-middle ( 0x6a3daf232e68e8a3 in FotRSU), and paste that into the "Label" node's "Parent ID" slot. It should then work...

Now, who would-a thunk that would influence things? But like so much else in the computer world... the computer stuff is VERY specific... off by one little iota, and you may as well have missed by a mile... lol

propbeanie 05-08-22 09:26 PM

The vid (sorry for the size - I'm on a machine that does not have video editing software)

https://youtu.be/K5M9bZCTcUw

Notice that it reverts to its former self after using too much TC throughout... lol

Jeff-Groves 05-08-22 09:43 PM

:salute:

Bubblehead1980 05-08-22 10:50 PM

Quote:

Originally Posted by propbeanie (Post 2807760)
It was... Open the dat file, use it to open the dsd file. For the "Label" node in the dsd, you need to properly associate that with the root node of the dat... I don't know what your mod has the IDs at, but select the "12" node in the IX-D2 dat file, and copy the "ID" in the top-middle ( 0x6a3daf232e68e8a3 in FotRSU), and paste that into the "Label" node's "Parent ID" slot. It should then work...

Now, who would-a thunk that would influence things? But like so much else in the computer world... the computer stuff is VERY specific... off by one little iota, and you may as well have missed by a mile... lol


Thanks prop, will try it out after end of this patrol.:Kaleun_Salute:


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