i think Wiking is right about the weather effecting the DD's sonar/hydrophones etc--
this may in help balance out the lack of "dead" time after Dc drops (dunno about the baffles blind spot-i can't make up my mind wether it's there or not )
anyhuw here's some entrys from the sim.cfg file which show perhaps how the height of the waves (ie weather) may influence the effetiveness of the DD's detection gubbins--
[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.03 ;(0..1)
Height factor=0 ;[m]
Waves factor=0.4 ;[>=0]
Speed factor=15 ;[kt]
Noise factor=0.8 ;[>=0]
[Sonar]
Detection time=20 ;[s]
Sensitivity=0.03 ;(0..1)
Waves factor=0.5 ;[>=0]
Speed factor=20 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=30
these show a small mod by me to try to wake them up a bit--prior to 1943 they are allmost a waste of space in anything other than dead calm--
i lowered the waves factor and the noise (background noise?--baffles?--general masking effect/sound of the sea? etc)
for the hydrophones
if your having the opposite problem i recommend decreasing the speed factor for both sensors --as this should mean that the sensor become "dead" at anything above that speed (in knots)
which makes the DDs work a lot harder to keep tabs on you (in theory)
quite a lot to experiment with there-- detection time (the amont of time needed for a contact to be confirmed--very effective way to affect DD perfromance)
allso means you can effect the passive sonar and the active sonar seperately make one uber and the other crap for interesting results--
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