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In the stock game, the aircraft's visual sensor is enough, because you are surfaced most of the time. Now, you'll be submerged, and aircraft should have a way of detecting you. Unfortunately, I haven't been able to make aircraft spawn sono buoys. I'm not sure what would be the best way to configure aircraft sensors. Maybe a mounted hydrophone/sound gear? Or a visual, so he can launch torpedoes.. I have sonobuoys which can be pre-placed in the mission editor. It's better than nothing! |
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thank you, never thought that either.
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Well what I was thinking Zel, would be that as an aircraft reaches its waypoint end or what ever patrol box is defined, it would "spawn" drop sonobuoys, which are completely independent units themselves (they are immobile still).
The way I'm thinking this might work is as they listen in on passive whatever they hear they report back to the a/c, just as now, when a destroyer detects you he tells his friends correct? So this way, the sonobuoys give the general location they've got on you to the a/c who then proceeds to drop depth charges or homing torpedos. Sound plausible? Also, have we developed torpedos that can change depth by themselves? Would kind of suck to have another sub launch a torpedo at you only to change depth by 20-30ft and it cant hit you cause its above or below it. |
Yes, i think that a waypoint triggered spawn could work, using the mission editor. The sonobuoy has a passive sensor and it reports your position to nearby units, just like a merchant would.
For the AI torpedo depth, i found no solution, other than a huge magnetic radius. You can set an operational depth, an that's it. I have 3 ai torpedoes right now: Shallow - against surfaced targets only, medium depth (50 m depth, blast radius 100 m), and deep (150 m depth, blast radius 100 m). However, the deep torpedo will go too shallow under time compression. I also have ai launchers for mines and decoys (still buggy). The decoys are supposed to fool the player by having a submarine_hyd sound. |
For the player's torpedoes, a huge blast radius is not necessary. Because of a bug in Sh4, it's possible to find out a sub's depth, using active pings.
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Yes, the sonar ping works only on targets which are about +/- 47 m depth relative to your sub. A target that's 50 m above or below you, you can't ping no matter what.
So for example, an AI sub is at 100 m depth, you are at 20. You can hear his engine, but no ping return. So you go deeper. At 60 meters, you start to get ping returns. Add 47, you get 107. You would then launch your torpedo from this depth, after you got a solution. It requires about 10-12 m blast radius, but that's nowhere near 100 m! It's not as simple as ordering dive, and hitting the ping key while you go down. I've found that your sub has to be completely level for ping to work. After each depth change you need to wait a while for the sub to level. I've found that binding "sonar ping" and "send sonar range to tdc" to the same key makes the process less frustrating. Subs are tricky to ping, you must point exactly at the correct bearing. That's the process, but i'm running v1.4..hope they didn't fix this bug in 1.5! |
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hmm.... never thought of that jhapprich. sorry. Nice mod BTW, PS i found a way to make the OscarII PLAYABLE IN CAMPAIGN!!!! :rock::rock: |
Ja, the only problem with a large blast radius is.. well.. if you add 12m blast radius then its kind of hard to dodge that haha
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I've had issues with units in formation or wolfpack blowing each other up with their torpedoes. The solution is either a tight spacing (<400 m) or very loose spacing (5 km or more). |
Oscar II Career Playable
hello mates.
with a few modifications, i made the Oscar II Playable in Campaign! Screens: http://www.flickr.com/photos/56039565@N02/5253263484/ http://www.flickr.com/photos/56039565@N02/5253263478/ Credit goes to jhapprich for the files for the Oscar II (i copied and pasted the Flotillas.upc and CareerStart.upc in the JSGME Folder and edited them ) |
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Playable Oscar II
ok mates, i made 3 other subs available in 1939 in career:
Delta IV, Victor III, and to come: the Kilo desiel boat. :yeah::rock: to jhapprich, i would like your permission to post a new link for my modified Oscar II. Which is campaign playable starting in 1939. if you give the go, ill post a Filefront link. Cheers, Yamato_NF. |
go ahead.ps its "Diesel" ;-)
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