Thread: MK48 ADCAP
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Old 12-19-05, 04:39 AM   #6
Amizaur
Sonar Guy
 
Join Date: Nov 2002
Location: Poland
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Now we have also torpedo speed-up after enable bug removed, so my ADCAP torpedo mod with realistic range and speed should work much better, so I'm thinking about reviewing it and offering for 3.0 or 3.01 mod, of course will make versions for all playable torpedos like UGST or 65-76 torpedo - range will depend on speed and depth of run, and max speed will be reduced at depth. I have only to rework doctrine for mod and include in it other mods from general torpedo doctrine.

Just lately realised that new shadow zone modeling in sonar model have big influence not only on detection but on torpedo attacks too - not sure if it's possible to avoid torpedo's sonar by crossing the layer (it may be too close) but definitely it's possible to send torpedo on the other side of the layer than the target and it will not hear it untill quite close :-)

I'm also thinking about implementing some way of depth changing in the torpedo doctrine, but I'm not yet sure how sophiscated should it be - options are changing above/under the layer by simple clicking like in SCX mods, or even changing depth to any wanted value but this would be very complicated in use... :-/ Maybe for the start only basic speed/range mod :-).
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