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08-26-05, 04:54 PM | #1 |
Ocean Warrior
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The values I am changing are not relative values. They instruct the game to only display contacts to the sensor within a certain range of absolute depths.
It is the same fix I applied to the persistent missile transients, lowering the detection altitudes of sonars to 10ft, just in reverse, raising the maximum detection depth of the mad and sad to 1000/750. The overall geometry is unaffected by the change.
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08-26-05, 05:01 PM | #2 |
Ocean Warrior
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The biggest problem, is that AI platforms only have the MAD sensor, and that is tuned to 0, 1000, meaning your tactic wouldn't work.
So, I have decided to change it to a SAD sensor in effect, with depth range -50 to -750 feet, to avoid AI aircraft dropping torpedos on overflown ships and to make it possible to avoid them. I am not sure if a crew would actually drop on a MAD only contact with no other confirmation, but I suppose its better this way to be sure. You guys can let me know if it would be better to have all AI MAD sensors behave like SAD sensors.
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08-26-05, 06:06 PM | #3 |
Sonar Guy
Join Date: Nov 2002
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What is difference between MAD and SAD ? :-)
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08-26-05, 06:09 PM | #4 | |
Navy Seal
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Quote:
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08-26-05, 06:39 PM | #5 |
Sea Lord
Join Date: Jul 2002
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I think even if you limit the AI to MAD they will still know it's a submarine and drop anywho.
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08-27-05, 01:58 AM | #6 |
Sea Lord
Join Date: Feb 2004
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LuftWolf and Amizaur.
The Adcap and UGST range/speeds seem a good compromise for playability, especialy in MP. Now with powerfull 65 wakehomers and good missile transients we have a superior mod. which will make the sim much more playable and enjoyable. Thanks guys - magic. ......... :|\ Bellman.
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08-27-05, 03:04 PM | #7 |
Ocean Warrior
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Upon further review, I have decided to set all SAD sensors and the AI MAD sensor to -750/-30ft, to prevent subs from avoiding detection at periscope depth.
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08-27-05, 08:17 PM | #8 |
Engineer
Join Date: Apr 2005
Location: Lytham UK
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Guys this mods amazing. My favourite feature is the missile launch transients. Plus the fact that my Akula now doesnt carry imaginary weapons.
(do we still get the TIW report for missiles or has that been shelved due to the persistant sonar problem?) Anyway, I think you guys need to be clear about the objectives of all this. I am all for a realisim mod, I think that as far as MP play balance goes SCS had its pretty bang on. If i want a fair one on one fight ill play DW vanilla. If I want a realistic reflection of what a russian sub can or cant do then ill go with an informed mod such as this. Ill adapt my tactics accordingly, and sometimes it can be intresting in the underdog in a combat sim. Well keep up the good work, dont worry about play balance, just try to make it as real as you can. |
08-28-05, 12:44 AM | #9 |
Sea Lord
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It would be nice to have some reports back from players using the mod in MP.
I think its too early to draw any conclusions about play balance and to be fair to the modders they need feedback to make any adjustments /trims/corrections. PS. There are no TIWs (now/ever) in the mod.
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08-28-05, 07:54 AM | #10 |
Sonar Guy
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Are we saying that there are no missile inbound indication anymore?
That would not be good? |
08-28-05, 10:57 AM | #11 | |
Sea Lord
Join Date: Feb 2004
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In the LuftAmiz mod we have much improved missile launch transients.
SquidB wrote:- Quote:
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08-28-05, 11:33 AM | #12 | ||
Watch
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Quote:
EDIT: Now that I think of it, would that be hard to do? We already have the launcher stange that drops the torpedo. How about a 'launch canister' that launches the missile when it hits the surface? If it's considered a torp, it should trigger a TIW. |
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08-28-05, 12:44 PM | #13 | ||
Ocean Warrior
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The game is hardcoded to give TIW messages for weapons that are listed in the DB as "torpedo" weapons.
There is no underwater missile launch warning. SCS would have to hardcode that in the game. Thank you for your feedback and suggestions! Quote:
From the readme: Quote:
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08-29-05, 05:57 AM | #14 | |
Engineer
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Quote:
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08-29-05, 07:04 PM | #15 |
Ocean Warrior
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Ok we have some things that we have to work out.
I would expect the next version within the next two weeks. The changes involve ironing out some things with missile behavior and properly moddling the torpedos and seekers, which is something of an interesting task. :hmm: In the mean time, I have listed all of the other db-value changes to CM's, SAD/MAD, and ADCAP/UGST in the thread, so you guys can make those changes yourself in the meantime if you want with the db editors. You could PM me if you want me to email you the "unofficial" v1.025 database. Edit: I suppose I could post the changes with an updated readme, but I hate to bother Bill with "minor stuff"... if you guys think its important enough to distribute a new version, then you can tell me. Additional Edit: I think we can change the submarine passive sound levels too.
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