Right guys
Here is a setting you can try and may enjoy. :rotfl: :rotfl: :rotfl:
Open up your hedgehog sim and set the following:-
Detonate_depth = 300
Depth_precision = 300
Result = random dud & premature exploding hedgehogs.
This is something I always wanted. Some detonate early and some make it to your depth. It looks and feels cool whether it is realistic or not.
The setting of DC depth precision at
50 may in fact be a little too extreme, I would set it to
35 for more stable results.
Now the question is, "should I make it
400 & 400 to ensure it can go beyond 300mtres depth?”
Although having sensitivity would give us more to work with, I think it may not be essential but stand to be corrected on this.
CB
You raise a very good theory concerning the hydro.
It would be cool to know the exact figure the DD does it attack runs on and then set the speed factor 1 or 2 digits below. I am guessing that
15 is in fact a better number though I am awaiting your test results on the extreme low number.
Guys, do we think the enemy spotting is too good or too bad? It may be ok but your thoughts are welcome.
I
think I am getting a feel for all this now. (sits there and prays nothing goes wrong)
I still have not resorted to effecting the turns of all DD but this option is open should the uber pin point return in my game which by the way it seems to have gone and the 200mtre nerf seems to be working.
I am wondering if DD rudder changes will in fact make them behave slightly better.
What exactly is the historic facts concerning the DD turns?. Are they as sharp as they are shown in game or was they supposed to be less able to make such sharp turns. I thought I heard that sub should turn faster than DD but this may be wrong.
I may just have to slightly down size the late war sonar arc as I am now finding it a tad too difficult to evade late war DD's. I may not go as steep as 60 but rather a 75-80.
We still can also tweak the decoys to either last longer or make more noise if in fact the hydro works better.
All these options.