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Old 09-12-05, 05:12 PM   #234
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
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Quote:
Originally Posted by compressioncut
Quote:
Originally Posted by Amizaur
Also the reduction of DICASS active range from always max vs everything to lower values vs at least some small targets is big difference I think, VERY big for Kilo drivers :-) now we stand a chance sometimes. Also FFGs active doesn't show every target on max range anymore. Unfortunately the "blip" ping return can still be heard even when tgt should not be detected and there is nothing on the screen (really nothing, no contrast/gamma/brightness settings can separate anything).

Maybe it would be good idea to remove the ping return sound from the FFGs and Subs active sonar stations ? An idea for sound modders - give a null sample instead of the "blip". I think there is nothing like that in reality and operator have to find the target on the screen, am I right ?
Nononono; very often you are listening for the echo rather than looking for it. Removing the "ghost" return echo would make the FFG (at least) active sonar screen much less realistic. It's one of the things that I like a lot, and protest strongly against removing it.
It is a nice touch to have the sound, but the problem is that the audio feedback allows a player to click randomly at that range even if a return isn't visible. It's like the Kilo cheat only for active sonar. It would be one thing if the audio return came back garbled or degraded for weak echoes, but the way DW is right now it comes back full strength for a contact that should not have been detectable.

Losing the audio gives a big boost to realism and balance at the cost of only a minor hit to emersion. Easily a net gain.
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