sorry, been away from the thread for a few days -- work stuff
anyway, i feel that further extensive testing of sensitivity in sim.cfg is probably a waste of time. Why? I've run many, many tests w/ various values in both a set-up test mission and in campaign -- and noticed no significant difference in detection ranges w/ any sensor -- asdic or hydrophones.
detection time has an effect -- reducing it to 0 increases the range you're detected at -- but not beyond a certain maximum. decreasing ambient noise increases the range you're heard at -- but not beyond a certain maximum. decreasing wave effect also increases the range you're heard at -- but not beyond a certain maximum.
what determines that maximum range? i don't know. i've played w/ the ai_sensors setting, like cb, setting them up as high as 40000m, with no appreciable difference.
is there another file or setting somewhere that trumps or has a significant effect on the values in sim.cfg or ai_sensors? most likely. finding it is the issue.
i agree w/ cb's comment that any pinp[oint drop by escorts is down to bad luck on my side -- missing the point at which to turn for various reasons, or not moving quickly enough once i'm in the asdic dead zone (that i've implemented by changing beam geometry rather than the min range -- gives a larger dead-zone the deeper you are).
my personal feeling is that dumb dd's has as much to do w/ poor sensor implementation as anything else. it would be interesting to hear what rangs people are getting picked up on hydrophones at or pinged by asdic. no matter what i do, the max i can get pinged at is about 1400-1800m -- much less than historical figures. hydrophone effect -- no more than 5000m, can't remember exact figure. refer to my earlier post for historical comparisons.
anyway, i think once we get greater range for escort sensor detection, the escorts would present more of a challenge w/out the playkilling uberness that we get by removing sin.cfg. any comments?
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