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Old 11-18-05, 10:04 AM   #5
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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Stiebler

Very well done on taking the time to tackle such an issue.

Are there any other sensor tweaks that you plan to tackle i.e. I am in the midst of getting rid of the pin point lock of DD without making them too dumb.

I could really do with someone else to look at the sensor.dat with Timetravellers tool so as to be able to identify each piece of equipment vi time period.

Any suggested tweaks will then be developed based on a group finding.

At the moment I have been altering the Hydrophone min range as well as some sonar min ranges. This is proving quite successfull but that is for my game style. Others may not feels so hense it is best to be in a team rather than alone.

What we need is a group effort on all the sensors,

1. Establishing each sensor and what it does in what timeframe, limitation in game and possible exploits.

2. Tweaking the faulty and generic sensors ensuring that it is still quite hard to evade locks and deaths can still occurr.

3. Tweaking DC to be more realsistic based i.e. not blowing you up but rather tapping you down.

4. Ensuring that player does not feel that DD have been too dumb (maybe do what IUB does and rid the rookies but not the elites.

5. Making sure a ramming incident kills Uboat.

6. Blending in th best features of the air mod and other mods i.e. yours all into one big pack.

7. Testing all

8. Releasing a super sensor fix.

You seem quite logical in your work and thus may be of benefit to the community to look at other issues.

Have a look at just slightly upping the Hydrophone settings via time travellers tool. I set it to min = 150 and DD no longer turns with me while overhead yet he still gets very close

Very early days but I am sure this can be done in a group effort.

Anybody else who wants to join should shout now.
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Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630
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