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Old 11-08-05, 07:06 PM   #13
Jungman
Samurai Navy
 
Join Date: Apr 2005
Location: Iowa, USA
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Totenkopf (DeadHead or Skull? ) cool nickname.

Quote:
In Sonar.cfg I am trying the current settings and have found a bit of success in that the hunter looses contact more quickly

;Sonar active.
Sonar range factor=1 ;[>=0]
Sonar fog factor=0 ;[>=0]
Sonar light factor=0 ;[>=0]
Sonar waves factor=0.5 ;was 0 ;[>=0]
Sonar speed factor=0.2 ;was 0 ;[>=0]
Sonar aspect=1 ;[>=0]
Sonar enemy speed=0 ;[>=0]
Sonar noise factor=0.5 ;was 0 ;[>=0]
Sonar sensor height factor=0 ;[>=0]
Sonar already tracking modifier=20 ;[detection probability modifier]
Sonar decay time=150 ;[>0] already tracking bonus decay, in seconds
Sonar uses crew efficiency=true ;[true or false]
Nope. This is the Sensors.cfg file, there is no Sonar.cfg file, except the part inside the file. This Sensors.cfg file applies to YOUR crew active sonar, not the hunter DD active sonar. So you crew will be more sloppy at detecting a ship, which may be fair enough. Heavy seas should make it harder for your crew to detect.

The decay time is how long the sonar guy will continue to track your contact before losing it after it was lost. Leads to the magic active sonar working on the surface for a minute or two.

Was you want to change is found within Sim.cfg. look for the Sonar entry. That is the Enemy active sonar of DD.
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