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Old 11-26-05, 07:24 AM   #131
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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Quote:
Originally Posted by caspofungin
well, i'm stuck.

try as i might, i can't get escorts to pick me up at any significant range w/ their hydrophones, >1.4k w/ asdic, and i can't get them to use asdic abaft of 90 degrees.

noise factor -- lowering it allows the escorts to pick you up farther away, but then silent running has no benefits, as they can still hear you relatively far away. still haven't found a way for dc explosions to "deafen" escorts, either.

anyone making any progress?
Same problem here, if i adjust at a aceptable level a mission, they has a reduced active range. Any way it is not important, we dont need a real setting, we need a real behavior.

When i adjust good values to make mission playable, they never use the active beyond as much 1.5km, many times below this vlue as a 1 km, wich was real for most part of the war....... active sensor effective use was from 800m at early times up to as much 1500/1800m at later times of war.

May be DC has into their files a way to adjust their noside level, may be due a bubble level or some thing.

Gouldjg discoverd where are the Decoys codified, i ask him above but not response.

Why it is important ?

When i adjust the files to have a "hard but not imposible" U-505 mission, the early DDs become easy to evade.

If i adjust files so early DDs a little bit hard....... U-505 become a nightmare.

The addition of noisy decoys at later war time may be a help to balance it.

Gouldjg ! .... where are you man ! Plese help ! :rotfl:

The other way may be, to determine wich sensors are used at later war times and reduce only its capabilities .......

Here there is some problems, we have a specified setting for each sensor, but we need to know wich one is mounted on Ubber DDs.

Another problem is, we have a specified setting for each sensor....but we have a generic setting too.

Wich is the function of this generic settings as Hydrophones and Sonar ?

We have each specified type below, why are they there then ?



As commented above, rising up the noise factor up to 1.5 i am sure to launch 4 or 5 decoys at same time helps you to move away of 5 Ubber DDs in u-505 mission.

The problem is with this value they become a little bit deaf in other situations. :hmm:





Quote:
Originally Posted by Txema
I am not worried about the active sonar having a Maximun possible Bearing of 90 degrees.... it seems that irl they only sweeped the sonar around the frontal area... you have to take into account that an active sonar sweep took quite a lot of time.

Regarding the hydrophones, as it is well known they were much more effective in the submarines than in the ships. The effectiveness of the hydrophones increase dramatically if you operate them at an appropriate depth. Since the ships could only operate on the surface, the hydrophones were only a secondary detection system for them.

So, from my point of view, the main problem we have is that the DC explosions don“t make the ships loose contact with your submarine... Any ideas on how to solve this problem?

Txema
Dont worry about the 90* degree active beam.......

I have set now an active beam of only 4* , 2* left, 2* right.......
Plus i made a deaf zone into pasive sensor...... i set

Min Bearing =15

it is a 30* deaf zone at front of the bow....

They catch me and kill me

Those extrange settings make them a little bit unprecise when they attack from the sides, but when attack from the back or front they still lethal :hmm:

With a only 4* active beam only !!!


Plus i note as mentioned before.... i run a determined mission, like Barham, Happy Times, U-505, Royal Flush....... and it looks so good, i says "done", then i run the same mission another time, and it become so easy, and then run the same mission another time, with same file settings and it become extremelly lethal.........


I ask a new time .....

May be posible there is something in the game introducing a random factor ?
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