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Old 11-30-05, 03:08 PM   #308
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
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All sounds very promising really to me.

I think we are all doing a good job in our own rights here because we are all trying different things and have now come to the agreement to try and prove or dispell our results with a language we all seem to be understanding. i can see where you are comming from etc blah blah blah.

I looked at the commander settings in the campaign files and all I could find was a reference to the subs when commander = 1. All the rest =0.

Anyway, I sometimes too get the feeling that one attacking DD gets priority over the rest. I suppose there is some form of group rules that they play by.

I like both stories about the decoys and possible methods to implement a blind zone during DC attack. Cool stuff going on there.

Anyway guys, some news from my side,

Please be patient with me as am just nipping into a different direction at this moment in time so I can prove or disprove somethings that keep tinkering in my mind.

At the moment, I have all crewratings=4 on everything that moves on the sea :rotfl: :rotfl: :rotfl: a bloody iceburg will probably attack me at somepoint knowing my luc.

I have left everything in the sim.cfg alone and am doing my changes in the ai sensors.dat which may look like I am taking a step backwards.

I have run a couple of missions on the Happy times mission as i stated before.

Test 1 = detection at flank/30mtres at approx only 1800 -2000mtre max with default sensors, and default cfg apart from detection time for hydro being 0.5.


My first tweak at AI sensors is as follows due to the fact that the DD detection is on third short, I have decided to add 3000 mtres to all passives.

Test 2 = Detection at flank/30mtres = 3500-3800 mtres

results = further tests needed to be conclusive but improvements noticed.


Hopes and desires

Like you guys, My main motive is my own satisfaction with the game and a possible new look at damage should things go to plan.

Also like you guys, I am not really interested in gaining Kudos in this area, because quite frankly, I feel that whoever does the mod, will have to keep on backing himself up against critics etc a bit like Beery with the fatigue mod and deck gun.


I am not bothered about losing other crewratings for the use of just one as long as that one works to my own plaaybility.

I am not being thrown off by the figures in the ai sensors dat file. To me, if I decide that I have to set all passives to 3x as much as their historical values to get my version of sensible ranges in game then so be it. That is of course If my plan is correct .

At the moment I am working to this line of thought before looking at uber DD's, decoys etc. I am just preying that such changes do not make them start detecting me in silent mode, which is of course a risk I must make and hours I must spend proving this.


If this line of thought fails for any particular reason, I am quickly going to catch up to you guys and start to really get involved with your lines of thought i.e. cfg changes. I do think I may need to do some CFG chages at one point anyway.

Please bear with me while I just either prove or disprove something.
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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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