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I have the same Problem like Michael J.Caboose
Seems like my hydrophone Operator recognizes Contacts just when they can be heard in the middle range of the Hydrophone.
And i want to say thank you to your work!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3497318991
In other terms: manual listening works fine, but the technician needs to become more reliable at picking up contacts.
This is not necessarily something the mod introduces, though. With the ~120 km range of vanilla, it often happens that single freighters are picked up "only" within 40 km. Not a problem, but when the maximal range is 16 km, this reduces to ~5 km.
A group of ships will only be detected AT the maximum range, if it has a very high 'Group Detectability' value. This group value increases logarithmically with the detectability of each of the groups' ships.
So basically, the game sums up the detectability of each of the groups ships, then takes the log (with base 'Group Hydrophone Detectability Log Base') and scales the result by the 'Group Hydrophone Detectability Scale'.
So for my values:
Group detectability = 0.365 * log_3.15(sum of ships detectability)
Those two parameters thus determine at what % of the GroupHydrophoneRange e.g. a single ship will be detected.
Then finally the 'Out Of Range Observation Validity Duration' simply influences for how long after an observed ship is out of range it remains observed.
Hey @Special Guest Star-- I recently responded to someone on discord with an explanation. I'll copy it here:
The game does hydrophone detectability in the following way.
Every ship is part of a 'group' of ships, this can be a group of 1 if it is a lone ship, or more if it is a convoy. The 'GroupHydrophoneRange' is the maximum distance in km that a group of ships will be picked up (the blue circle). The 'HydrophoneRange' distance is-- I believe-- the distance in meters that a ship will be 'fully identified' by the hydrophone, so even while underwater you can see the name in the tooltip and stuff. The 'SurfaceRangeModifier' value of e.g. '-0.91' will reduce the ranges by 91% while the uboat is on the surface.
Out Of Range Observation Validity Duration
Group Hydrophone Detectability Log Base
Group Hydrophone Detectability Scale
GroupHydrophoneRange = 35
HydrophoneRange = 2816
Thx in advance.
1) Enhanced BdU Convoys Reports - you get more reports exactly where and when enemy ships has just been seen (more reports = less searching)
2) CourseLine+ - helps you calculate your current speed, it shows when will you get to your destination (where to catch enemy ship on it's route)
3) Das Book - it's "speed-distance-hours" time table helps to calculate how much distance a ship travels at reported speed
That's kind of to be expected.
IRL, U-boats would often have patrolled in groups, which maximised the probability of encountering a target. Once contact was established, it was communicated via radio and the group attacked as a Wolfpack.
That's not really a thing in the game. You're on your own, hence you're going to miss a lot of targets.
But there are radio contacts you sporadically are informed by friendly U-boats. These will most likely be the majority of your targets with this mod.
I consider this to be intentional.
Now, expect to be at sea for 3-5 weeks before expending all your torpedos. And even that is not quite true to life, some U-boats spent weeks at sea and sank only 1-2 freighters. I have been on patrols that went on for 30+ days without a single contact.
So if you're not into that slow paced, methodical kind of play style, this mod might indeed be not for you. Realism should not get in the way of fun .
I really do want to learn and adapt, but I'm having a very hard and uninteresting time. Perhaps this experience just isn't for me?
It does explain my experience with the radio officer being very bad at hearing contacts. As for the manual listening range: I feel like it's not affected in the same way by the weather. I've been hearing contacts just fine.
After some testing, it seems that the mod itself was not broken by any of the recent updates.
2025.1 patch 8 added:
- Rough weather now negatively affects passive hydrophones and active sonars. This effect can be inspected in the tooltip of the detection notification.
This seems to also apply to the uboat's own hydrophone. This means that there is a ~10% decrease in range during slightly windy weather, ~30% during rain and ~75% decrease during storms! In order to compensate for this new functionality, I increased the ranges in the current mod by ~10%. Hydrophone performance will thus be slightly improved over previous levels during completely calm weather, but still hampered when it rains/under high winds.
The manual listening is unchanged. I am unsure whether the new functionality added in patch 8 also affects the manual audio-- if not, I might see if I can reduce it by the same percentages.
BTW. it does not require restarting the career. Just tested activating it in running campaign and it worked. You can enable/disable this any time.
It's realistic: "German submariners, with good hydrology, detected a single transport in noise direction finding mode at a distance of up to 100 kb , and already from a distance of 20 kb they could obtain a range to it in the “Echo” mode."
And this is very good thing.
But hydrophone operators can't hear obvious noises - and that's not a good thing. A sonar specialist with his absolute music hearing should be able to hear better than the captain.
If this could be tweaked a bit it would be great, don't take it as an edification. Best regards, and very grateful for your work.
I've noticed that, while the manual listening works as intended, especially in less ideal weather scenarios, my hydrophone operator will not pick up any contact unless its closer than 4km (that particular example was at 9kn wind, going speed 2 at periscope depth). Even at with just a light breeze their detection range drops to 8-10km. Manual listening doesn't seem to be affected to that extend.
To me these distances seems absurdly close. Someone on the Discord claimed that's to be expected, and the 16-19 km you cite is only in the case of perfectly still seas, at 50m depth, with the engines being off. Is that so? Am I being gaslit? Is it just me who finds that odd?
In any case, love the mod and wouldn't want to play without it!
Cheers
First, thanks for creating this mod.
I feel like I'm not quite ready for the full challenge of a very realistic hydrophone range, so thinking of changing the xlsx values to somewhere in between your values and the native ones.
I'm guessing I'll also have to change the script values to adjust manual listing range. Could you please let me know what the default values are? Or what values I should put in the script file for about 50% of native/default?
For the AI doing the spotting, it seems to work just fine. Although I feel like it's a little underpowered, as my officer picks up a hydrophone contact long after I can see their funnel smoke on the horizon. If I were to rely only on my officers, I think I would return empty handed from patrols more often than not.
Anyways, I think it didn't work for the manual listening. I'm still picking up propeller noises from what feels like 60km away. Just something to keep in mind.
Not sure what is the cause, maybe no spoilers mod, or hardcore aiming settings. Anyway it's not related to hydrophone.
Can it be because I was actively observing the ship with periscope? But again, the infobox of the ship was saying that it was detected only visually and not by hydrophone.
Maybe it's a bug , don't know.