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-   -   Destroyers Discussion (getting rid of pin point drops) (https://www.subsim.com/radioroom/showthread.php?t=86629)

CCIP 12-22-05 11:55 AM

Quote:

Originally Posted by CB..

(i'm still smarting from the lack of credit for the merchant/leigh light concept!)

:dead:

Right, I should've really put something in that readme. No self-serving intent there, though, just stupid forgetfulness.

Anyway, I'll hold mine off for now - and rather recommend that people try your version first. If they take well to it, and I hope they do, there may well be no need for them to be seeking tweaked versions like mine :)

Meanwhile, if others can post their files... Again, it'd be great to have a nice pack of different selections of sonar models. Or even, imagine using SHIII Commander to completely change the files from one patrol to another. That would sure make for some unpredictable play :hmm:

CB.. 12-22-05 12:23 PM

Quote:

Originally Posted by CCIP
Right, I should've really put something in that readme. No self-serving intent there, though, just stupid forgetfulness.

Anyway, I'll hold mine off for now - and rather recommend that people try your version first. If they take well to it, and I hope they do, there may well be no need for them to be seeking tweaked versions like mine :)

Meanwhile, if others can post their files... Again, it'd be great to have a nice pack of different selections of sonar models. Or even, imagine using SHIII Commander to completely change the files from one patrol to another. That would sure make for some unpredictable play :hmm:

no worries--
aggree about the SH3 commander idea --kept considering that sort of approach my self---SH3 commander is quite an advanced bit of kit i'm guessing it could install different files according to the date etc--? it has to be said that would appeal to a fairly large proportion of players--and a lot could be done with the concept--even as far as re writing all the DD files (cfg sns eqp etc etc etc) to allow for a constant flow of minor changes-this could be done out side of commander but would be more fun easier and comprehensive if handled by an external program on launch--

i don't use commander personally i must admit tho-

Marhkimov 12-22-05 12:27 PM

Maybe if you get JScones in on this, he might even be able to make SH3Cmdr randomize certain DD sonar/equipment values. It could be everything that you guys want... RANDOM!!!

Or maybe TT could come up with a specific DD tool? :hmm:

CCIP 12-22-05 03:22 PM

It'd be great to have a randomizer, anyway.

Just imagine, you go out on patrol, and you don't know what's gonna hit you :know:

Put in about a dozen different variations of the AI Sensors and sim.cfg file combos, and you have a perfectly unstable DD behaviour where one patrol you might be harassed by enemies who can always hear you (but not too accurately) like in CBs sensor, another time you might be sneaking away from some guy who just won't let go of sonar lock :hmm:

Nedlam 12-22-05 06:45 PM

I read back a few pages and saw that CB's mod is not compatable with RuB? How so? I'm almost positive all the sensor files included in the mod overwrote the files in RuB (I use the Generic Mod Enabler). What else is there that CB's mod missed?

caspofungin 12-22-05 10:07 PM

shouldn't be an issue.

Kpt. Lehmann 12-22-05 10:14 PM

Quote:

Originally Posted by caspofungin
shouldn't be an issue.

Roger that.

Nedlam 12-22-05 10:39 PM

Well just to be sure I got rid of all the files from RuB that CB's tweaks messed with and hid them away. Then I loaded up CB's new AI_Sensors and Sim.cfg file.

The problem I was having was a lone DD was impossible to shake unless you used decoys. Even at 170 meters, silent running @ 2kts the DD would sail directly over me and drop its DC's no matter what kind of maneuvering I did. If was at all stop. The DC's would kill me outright.

CB, I know in a post earlier you said you where happy with this version because you got it to where you want it. I also remember reading you were more interested in convoy escorts working together over lone DD's attacking you. I'm just curious if you've experienced this behavior before from a lone warship with your mod.

BTW I still think this tweak is great. Frankly, I think I need to tone it down a bit. I'm just not that good! :)

gdogghenrikson 12-22-05 10:44 PM

Quote:

Originally Posted by Marhkimov
Maybe if you get JScones in on this, he might even be able to make SH3Cmdr randomize certain DD sonar/equipment values. It could be everything that you guys want... RANDOM!!!

:up:

Redwine 12-23-05 07:50 AM

Quote:

Originally Posted by Nedlam
The problem I was having was a lone DD was impossible to shake unless you used decoys. Even at 170 meters, silent running @ 2kts the DD would sail directly over me and drop its DC's no matter what kind of maneuvering I did. If was at all stop. The DC's would kill me outright.

I obtain a wonderful silent running behavior in my files.

It is very hard for them to detect me at 3 and 2 knots, and when i adjust silent runnin at those speeds i am near to undetectable, except if i have the bad luck to be pinged.

I am not sure, wich part of the settings made the silent running so effective, may be you can discover it and made a blend with CB files, to have CB behaviour and a effective silent running.

Here my actual files, i still working on them.

http://rapidshare.de/files/9687110/D...Stage.zip.html

CB.. 12-23-05 08:32 AM

Quote:

Originally Posted by Nedlam
CB, I know in a post earlier you said you where happy with this version because you got it to where you want it. I also remember reading you were more interested in convoy escorts working together over lone DD's attacking you. I'm just curious if you've experienced this behavior before from a lone warship with your mod.

i don't use RUB- so can't speak for what happens there--but i haven't experienced any problems with lone DD's during normal campaign gameplay--

//if you want to tone down the DD's a little--
open your sim.cfg and in the

[Hydrophone] section

and increase the noise factor to say this

noise factor=1.5


but again as it's not usefull at all to extrapolate an entire series of alterations based on a lone DD encounter--especailly as this behaviour is not consistent --- what is the problem in using your decoy for example-? that's what they're designed for--i can't see the problem!!

you have to allow the DD's to do their job - other wise there's no game-- :hmm:

Kpt-Wolf 12-23-05 12:50 PM

@CB..

Just one thing to say:
I tried yesterday your mod with an Hunt II Elite Destroyer in 1941 and he wasn´t able to find me when i was diving on 180 m with full speed !!!

Now I will test another Destroyer.


Wolf

Marhkimov 12-23-05 12:53 PM

Quote:

Originally Posted by Kpt-Wolf
@CB..

Just one thing to say:
I tried yesterday your mod with an Hunt II Destroyer in 1941 and he wasn´t able to find me when i was diving on 180 m with full speed !!!

Now I will test another Destroyer.


Wolf

Good idea. The Hunt II DD in 1941 isn't a very good measure of sonar effectiveness, if you get what I mean... ;)

Kpt-Wolf 12-23-05 02:09 PM

Tested it with an Evarts Destroyer in 1942 !
He wasnt able to ping me !!! Dropped Charges a few 100m away ! Couldnt find me when I was diving @50m with full speed !

Wolf


Edit:
I will trie now a Butler Destroyer in 1943.

CB.. 12-23-05 02:31 PM

Quote:

Originally Posted by Kpt-Wolf
Tested it with an Evarts Destroyer in 1942 !
He wasnt able to ping me !!! Dropped Charges a few 100m away ! Couldnt find me when I was diving @50m with full speed !

Wolf


Edit:
I will trie now a Butler Destroyer in 1943.

LOL do what you like -spend the next 150 pages i this thread testing on every destroyer in the game in every possible configuration date- and colour of underpants all it will prove is that testing against lone DD's is exactly as i've previously stated -- a complete waste of time-

i've no idea what your doing it for---if you get the results your after-- it will be boring-- if you don't you will complain that it isn't as you desire it to be--


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