View Full Version : time compression
edwardallen
06-10-13, 05:03 PM
is there a way i could edit the cfg so that the sonar guy does not call out bearings for every contact.
Im in friendly waters and trying to get to an area with known enemy
contacts. Am using tc to speed up the process but every time the sonar
guy gets a contact the tc drops to 1. I'll be dead and buried by the time I
reach the convoy. Serious;y it could take years.
Stealhead
06-10-13, 05:56 PM
Is the sonar man giving you reports or the radar man?
You should only be getting reports from the sonar man while you are submerged.The radar man will report so long as the surface search radar is turned on to cure that simply turn off the radar while you are near your home port.
If you are running submerged that close to your home port you should not be moot point to be doing that.
You can also simply move the sound man away from his slot and place him elsewhere leaving the slot empty of course.That will only be possible if you have an empty place to put him.
There is no way to disable the sound man or the sonar mans reports.They do not know if the contact is or a foe they only report contacts.You do not want to change the time compression for reports because then they will not slow down when you want them to for example while you are in enemy waters.
Webster
06-10-13, 06:22 PM
is there a way i could edit the cfg so that the sonar guy does not call out bearings for every contact.
Im in friendly waters and trying to get to an area with known enemy
contacts. Am using tc to speed up the process but every time the sonar
guy gets a contact the tc drops to 1. I'll be dead and buried by the time I
reach the convoy. Serious;y it could take years.
trust me, no you don't "want" to change that but you can.
the game cant tell friendly from enemy so every contact is noted and if you changed that you wouldn't drop out of TC for any ships friendly or enemy and you would just die without being able to do anything or know what happened.
in the files it is listed as enemy contact but its for ANY contact that is detected. one good tip is to submerge and lower the scope so you detect a lot less traffic until you can get clear of the high traffic area.
you can lower it so it drops differently for land but with ships its all ships no matter what so its not the right way to go.
just change the TC by land proxy and you risk grounding but if you are careful with your plotting then that's not going to be a problem.
look in the data/cfg/main.cfg file and under time compression see this:
[TIME COMPRESSION]
TimeStop=0 - speed where time is stopped
RealTime=1 - normal time speed
LandProximity=4 - when shallow water or land warning is triggered
CriticalDamage=1 - when damage is received to sub
CrewEfficiency=128;1
AirEnemyDetected=1 - when a plane is detected
SoundEffects=2
CharacterAnim=4 - max TC things are visibly generated on screen
EnemyDetected=1 - when another ship is detected
RadioReport=1 - radio messages
Particles=8 - max TC things are visibly generated on screen
PrayState=8 - max time compression while watching live action (external views)
HunterState=32
3DRender=32 - distance things are seen / generated on screen (huge FPS killer)
Maximum=8192 - highest time compression you can go
the highlighted sections are what the TC speeds drop down to.
in my game I set land to 8x TC so it slows enough to allow me a chance to jump in and stop it before I crash if I am alert and fast enough. it lets me go thru small channels and shallow areas without being stuck in 4x TC.
I was going to suggest this:
You can also simply move the sound man away from his slot and place him elsewhere...
...but Stealhead beat me to it. :)
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