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 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 05-07-22, 01:16 PM   #1
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default 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.
Bubblehead1980 is offline   Reply With Quote
Old 05-07-22, 02:09 PM   #2
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Gone to Texas. No More Kleptocratic Government for me!
Posts: 4,080
Downloads: 440
Uploads: 28


Default

Quote:
Originally Posted by Bubblehead1980 View Post
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.
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
KaleunMarco is offline   Reply With Quote
Old 05-07-22, 02:30 PM   #3
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by KaleunMarco View Post
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.
Bubblehead1980 is offline   Reply With Quote
Old 05-07-22, 09:47 PM   #4
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,911
Downloads: 444
Uploads: 2


Default



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"...
__________________

"...and bollocks to the naysayers" - Jimbuna
propbeanie is offline   Reply With Quote
Old 05-07-22, 10:44 PM   #5
Jeff-Groves
Village Idiot
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,425
Downloads: 131
Uploads: 0


Default

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

Last edited by Jeff-Groves; 05-07-22 at 11:32 PM.
Jeff-Groves is offline   Reply With Quote
Old 05-07-22, 11:11 PM   #6
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,911
Downloads: 444
Uploads: 2


Default

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
__________________

"...and bollocks to the naysayers" - Jimbuna

Last edited by propbeanie; 05-07-22 at 11:33 PM. Reason: Edit
propbeanie is offline   Reply With Quote
Old 05-08-22, 03:18 AM   #7
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by propbeanie View Post
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

Ugh. This U boat makes no sound on hydrophone. Just torpedoed one, no explosions, just disappeared, no credit for sinking.
Bubblehead1980 is offline   Reply With Quote
Old 05-08-22, 09:14 AM   #8
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Gone to Texas. No More Kleptocratic Government for me!
Posts: 4,080
Downloads: 440
Uploads: 28


Default

Quote:
Originally Posted by Bubblehead1980 View Post
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?
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
KaleunMarco is offline   Reply With Quote
Old 05-08-22, 12:52 PM   #9
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by KaleunMarco View Post
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?
Bubblehead1980 is offline   Reply With Quote
Old 05-08-22, 03:59 PM   #10
Jeff-Groves
Village Idiot
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,425
Downloads: 131
Uploads: 0


Default

Quote:
Originally Posted by Bubblehead1980 View Post

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.
Jeff-Groves is offline   Reply With Quote
Old 05-08-22, 04:55 PM   #11
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,911
Downloads: 444
Uploads: 2


Default

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!
__________________

"...and bollocks to the naysayers" - Jimbuna
propbeanie is offline   Reply With Quote
Old 05-08-22, 05:18 PM   #12
Jeff-Groves
Village Idiot
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,425
Downloads: 131
Uploads: 0


Default

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

That will whack the e-motors.
Jeff-Groves is offline   Reply With Quote
Old 05-08-22, 05:20 PM   #13
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


Default

Quote:
Originally Posted by propbeanie View Post
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!


Thanks for looking into it 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.
Bubblehead1980 is offline   Reply With Quote
Old 05-08-22, 07:28 PM   #14
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,911
Downloads: 444
Uploads: 2


Default

Quote:
Originally Posted by Jeff-Groves View Post
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




Quote:
Originally Posted by Bubblehead1980 View Post
Thanks for looking into it 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...
__________________

"...and bollocks to the naysayers" - Jimbuna
propbeanie is offline   Reply With Quote
Old 05-08-22, 07:46 PM   #15
Jeff-Groves
Village Idiot
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,425
Downloads: 131
Uploads: 0


Default

I was looking at the 9 in the submarine folder.
Jeff-Groves 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 06:06 PM.


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.