SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL]The Wolves of Steel - SH5 Megamod (https://www.subsim.com/radioroom/showthread.php?t=210703)

Lanzfeld 10-15-18 12:52 PM

OK that’s good to know about the torpedo range thank you very much.

What are lghost contacts”?

Maybe that’s what I’m seeing

Fifi 10-15-18 02:29 PM

Quote:

Originally Posted by vdr1981 (Post 2572662)
I don't see how is that possible...That one contact from Cpt log which wasn't repeated in the message box has to be outside of currently set range filter. I never had any kind of different behavior or problems with it. This applies of course only if you haven't messed up something with user options settings ect...

Ok, so i will have TC1 only for contacts within the range i have set :up:
That’s ok for me and it works.
The others contact message i get in capt log without TC1, i will forget about them as they should be outside the range i have set.

Not that easy to explain when non English native :haha:

Fifi 10-16-18 01:52 PM

Something has changed since V 2.2.8 in the hydrophone station...

Now we can have all the TDC dials with the notepad right button, but we have lost the hydrophone man speech when clicking this button on a unknown contact...

That’s a big lost IMHO, because we are unable to hear if the unknown contact is closing or not, and most of all we can’t lock/follow it anymore (apart of manually follow it)
I can clearly hear the unknown contact, but the hydro man doesn’t!
(Before update, clicking the unknown contact, the hydro man could hear it —-> hence his speech)

:timeout:

vdr1981 10-16-18 04:53 PM

Quote:

Originally Posted by Fifi (Post 2572774)
Something has changed since V 2.2.8 in the hydrophone station...

Now we can have all the TDC dials with the notepad right button, but we have lost the hydrophone man speech when clicking this button on a unknown contact...

That’s a big lost IMHO, because we are unable to hear if the unknown contact is closing or not, and most of all we can’t lock/follow it anymore (apart of manually follow it)
I can clearly hear the unknown contact, but the hydro man doesn’t!
(Before update, clicking the unknown contact, the hydro man could hear it —-> hence his speech)

:timeout:

I'll check it out...Can you post few pictures of the problem because we both know that understanding each other is our weak side...:)

EDIT:
Nope...nothing has changed regarding hydrophone station except I have removed non functional "send to TDC" button.
Note that what you hear while using hydrophones and what your AI sonar man can hear are completely different things. AI sonar man have realistic deaf angles and depth dependent detection ranges while you can hear all directions without restrictions. It's a game limitation and it has always been like that.

"Unknown contact" means that the contact is currently outside of Beno's (realistic) detection parameters and you can only try to position your boat to avoid deaf angles, dive deeper to reduce surface noise effect and increase detection range or to literally reduce range to contact. "Silent state" will also have positive effect on detection range ect, ect...

With both GHG and KDB sensors equipped, Beno will also be able to hear almost 360 deg around the sub with a very small deaf angle at approximately 170 deg due to conning tower which is blocking rotating KDB sensor. This the most realistic hydro configuration which will also "justify" previously mentioned game limitation IMO...

Cybermat47 10-16-18 07:37 PM

I’m pretty sure that the “send to TDC” function is left over from SH3/4, where you can use active sonar to determine target range.

It’s useless in SH5 though, as the German active sonar used on u-boats isn’t modelled. It wasn’t used much in real life for obvious reasons anyway.

Fifi 10-17-18 02:24 AM

Ah ok :up:

That’s an other thing you just teached me :)
Unknown contact in the notepad is what i can hear but not Beno!
I thought it was my game that was going wrong...

But what i was trying to explain is, when i have an unknown contact in notepad and when i click « send to TDC » button, i no longer have Beno telling me what kind of contact it is (closing merchant/warship etc) like before update.
Now i get all the TDC dials instead...
It was very useful to me when he told me what i could hear :yep:

I still hope my game isn’t going wrong, because before update i didn’t have the TDC dials when clicking send to TDC...

I’m playing TWOS without other mods than TWOS one.
And only change in patcher is the collateral damages deactivated.

Lanzfeld 10-17-18 06:53 AM

Vecko.....

Not sure if this means anything to you since this mod has been around a while but in my opinion the uboat is spotted by merchants way too easily on clear days. Even when I have a ship on the horizon.... as soon as it’s bridge is visible it seems to spot me and start zigzagging. We’re talking 1939 here.

Does anyone else find this true on clear days?

Fifi 10-17-18 08:01 AM

Quote:

Originally Posted by Lanzfeld (Post 2572885)
Vecko.....

Not sure if this means anything to you since this mod has been around a while but in my opinion the uboat is spotted by merchants way too easily on clear days. Even when I have a ship on the horizon.... as soon as it’s bridge is visible it seems to spot me and start zigzagging. We’re talking 1939 here.

Does anyone else find this true on clear days?

Right now i’m In August 1940, and they spot me quite often with no fog at 8000m. Waves or no waves.

To me the change was quite obvious few months ago, but not in 1939.

Have to say it’s a real challenge to torp a zig zagging ship!
But they all react differently! Not the same each time.
Last one even stopped for a short moment, and headed in other direction zig zagging... after a moment he stopped zig zagging and i sank it :D

Now destroyers are able to spot me from very far and i’m Very often in trouble :wah:

vdr1981 10-17-18 08:40 AM

Quote:

Originally Posted by Fifi (Post 2572869)
Ah ok :up:

That’s an other thing you just teached me :)
Unknown contact in the notepad is what i can hear but not Beno!
I thought it was my game that was going wrong...

But what i was trying to explain is, when i have an unknown contact in notepad and when i click « send to TDC » button, i no longer have Beno telling me what kind of contact it is (closing merchant/warship etc) like before update.
Now i get all the TDC dials instead...
It was very useful to me when he told me what i could hear :yep:

I still hope my game isn’t going wrong, because before update i didn’t have the TDC dials when clicking send to TDC...

I’m playing TWOS without other mods than TWOS one.
And only change in patcher is the collateral damages deactivated.

I think I know what you mean now. You actually discovered sort of "cheat function" of now removed "send to TDC" button which was allowing our AI sonarman to detect even contacts in his deaf angles and outside of detection range.
I wasn't aware of this before and I can not really understand the logic behind it...:hmmm:

vdr1981 10-17-18 08:42 AM

Quote:

Originally Posted by Lanzfeld (Post 2572885)
Vecko.....

Not sure if this means anything to you since this mod has been around a while but in my opinion the uboat is spotted by merchants way too easily on clear days. Even when I have a ship on the horizon.... as soon as it’s bridge is visible it seems to spot me and start zigzagging. We’re talking 1939 here.

Does anyone else find this true on clear days?

Try to enable "Units_visual_sensor_available_light" patches and see how it goes for you...

Lanzfeld 10-17-18 09:29 AM

Quote:

Originally Posted by vdr1981 (Post 2572901)
Try to enable "Units_visual_sensor_available_light" patches and see how it goes for you...

How do I enable this?

Also.... while I don’t think merchants should spot me on the horizon I do believe that enemy warships should be able to spot me because of their superior optics. Do you know if this patch effects warships and merchants the same?

Thank you for your time and mod work!:Kaleun_Salute:

vdr1981 10-17-18 09:44 AM

Quote:

Originally Posted by Lanzfeld (Post 2572912)
How do I enable this?

You'll find the option in TDW's Generic File Patcher...

Quote:

Also.... while I don’t think merchants should spot me on the horizon I do believe that enemy warships should be able to spot me because of their superior optics. Do you know if this patch effects warships and merchants the same?

Thank you for your time and mod work!:Kaleun_Salute:
The patch is for all AI units regardless of their type (planes, warships, merchants ect).

Lanzfeld 10-17-18 10:26 AM

Which tab under the file editor/viewer is it under?

I’ve checked all the tabs and I don’t see it

Lanzfeld 10-17-18 10:41 AM

Oh I think I get it....

I run the generic patcher again.....
then I make the changes there......
and then I take the snapshot?

Then the snapshot is what will be used in the game? Can I do this while in the middle of a patrol?

vdr1981 10-17-18 11:56 AM

Quote:

Originally Posted by Lanzfeld (Post 2572927)
Oh I think I get it....

I run the generic patcher again.....
then I make the changes there......
and then I take the snapshot?

Then the snapshot is what will be used in the game? Can I do this while in the middle of a patrol?

No need for snapshot. Just enable the patch and close the application. Should be OK in mid-patrol as well. :yep:


All times are GMT -5. The time now is 04:05 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.