cheers again red

(tho i don't really merit such praise!+

)
i used the sim.cfg entrys a lot in the original un-patched game and they were very effective in controling the DD sensors-
sadly in the patched game things seem to be working differently--and the sim.cfg entrys seem to be less effective than before--i don't know if this is just my experience tho-- prior to the patch you could use the noise and waves factors to precisely control at what point the DD's detected you
these were the settings i used pre patch
[Hydrophone]
Detection time=2 ;[s]
Sensitivity=0.03 ;(0..1)
Height factor=0 ;[m]
Waves factor=0.5 ;[>=0]
Speed factor=15 ;[kt]
Noise factor=0.6 ;[>=0]
[Sonar]
Detection time=5 ;[s]
Sensitivity=0.03 ;(0..1)
Waves factor=0.5 ;[>=0]
Speed factor=20 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=20
these are the settings i'm trying at the moment (with the 1.4b patch)
[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.01 ;(0..1)
Height factor=0 ;[m]
Waves factor=0.5 ;[>=0]
Speed factor=15 ;[kt]
Noise factor=1.0 ;[>=0]
[Sonar]
Detection time=5 ;[s]
Sensitivity=0.03 ;(0..1)
Waves factor=0.5 ;[>=0]
Speed factor=15 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=20
tho i'm not sure if they are really having any major effect
what is the hydrophone line height factor?
how do you add it to the entrys?
sounds interesting
i still don't know why the DD's are dropping their main dc's at the wrong moment (they do all their damage with the k-guns so far)
i'm allso wondering if giving the active sonar and extended detection time of even 15 seconds might give you time to evade the pin point drops your having it would take the sonar operator at least 15 seconds to pan the sonar head round lsitening for echoes (it probably would have taken him at least a minute !) so that might be the key?