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Old 06-25-11, 02:51 AM   #4
vodkaphile
Torpedoman
 
Join Date: Mar 2005
Location: Louisiana, USA
Posts: 115
Downloads: 64
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Progress so far....

Edited hydrophone contact ranges based on historically accurate data.

Your SO will be able to detect targets out to the maximum range of the given hydrophone you have installed.

The ranges are estimates, eg short instead of being stock 1000m is random up to a distance, same with medium and long. This prevents the player from knowing exact range on first contact if they know the .cfg files.

WO is affected by the same visual impairments of player, eg fog, etc reduces their detection range. Also their range estimates are not precisely accurate, off up to 500m. (Fixes WO night vision)

Adjusted and randomized SO contact speed, slow - medium - fast, previously it was a set speed.

Slowed merchants top speed to historical values, this can only be done via class...so some merchants that could travel slightly faster wont be able to but it is an average... no more merchants @ 35kts.

Slightly sped up aircraft maximum speed against had to average it. Based the data on ASW aircraft. So say, aircraft based fighters with bombs will be slightly slower but they are rarer.

Slowed convoy speeds - they had a max speed of 35kts, I felt that was WAY to fast. Esp when most merchants cant get near that. Including the fact that convoys travelled slower historically to stay together and organized etc...

Randomized convoy speed more from waypoint to way point. Without giving away information it was almost a constant speed for all convoys, especially the early years of the war.

Reduced number of early escorts, increased number of mid-late war escorts and adjusted types slightly.

Added dynamic shadows.

Lowered chance of being attacked at night from the air.

Increased the probability of being attacked by air after being detected (slightly)

Reduced probability of being attacked by air after being detected at night.

Slightly increased the probability of friendly airstrike being called in upon reporting a contact depending on year.

Added the probability of being attacked by enemy air on reporting a contact.

Changed the airstrike logic slightly and increased the time between 'attack runs' from already attacking aircraft.

Added randomized events without use of SH3 Commander, early stages not near fully functioning.


This is what I have so far after a night of working on mostly the .cfg files.

FAR from done with even the .cfg files.



EDIT: These .cfgs alone are going to take ages haha.
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25.06.2011:

Heavily modifying Scene.dat to improve weather, randomize it a bit, make storms shorter, storm waves smaller in general, not a lot smaller but I've been in the Atlantic during a hurricane and didn't see waves like I sometimes see in SH3.

Also increased the random wind change frequency and speed variables. Consider it wind gusts. These are very short duration.

Increased rain drops slightly in intensity and made variable size, decreased overall rain intensity very slightly.

Editing lightning flashes, some will appear a fair amount closer now and some more distant, decreased to min time between lightning flashes but increased the maximum possible time between them as well to create a more variable and random looking effect.

Begun work on weather algorithms.
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Missing targets since 1990.

Last edited by vodkaphile; 06-25-11 at 02:16 PM.
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