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Old 12-20-05, 02:47 PM   #6
CB..
Ace of the Deep
 
Join Date: Apr 2002
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Quote:
Originally Posted by CCIP
Just wondering by the way, under what conditions do the hydrophones 'hear' you? Is it anytime you go to faster speeds, anywhere?

Just curious, actually, since I'm wondering whether Jungman's min range cutoff for sonar would be good to include or not. He had the sonars cut off at 200m, to simulate the ASDIC arc, but actually - from playing with it for a while, I'd decided that what this resulted in was constantly inaccurate drops. Because the sonar cut off at 200m, while you could easily make a dash at flank and dive deeper, which resulted in drops that were about 30m too shallow and a good distance further behind your position (which would not be a bad thing in itself, if it didn't happen EVERY time).

We'll see. So far I've only had a couple of encounters in campaign, and both resulted in the ship picking me up on radar from around 4km, giving me a chase, making a single albeit inaccurate pass (they couldn't get sonar contact), then going back to their usual duty.

What I DID like very much, is that they dropped closer and deeper than usual despite that - before, they would lose contact with you as soon as you went under the surface, dropping too shallow and often blowing themselves up ( ). Now, it seems that until you go silent, they have an idea how deep you would be. Which makes sense to me, because no real DD captain would be dumb enough to assume you only dove to Periscope Depth when he showed up

"uber" hydrophones are the way to go, I think
the DD's can only hear you on hydrophones whilst they are either stationary or moving very very slowly (max speed is half a knot) this is to balance out the ubered effect (which if not cut back by other factors is 100% uber all the time ) AND to create good dynamics ---DD's need to talk to each other in order to find you--one stays still whilst another will come over to investigate---making the best out of the co-operative AI routines--

you will find that if you persist in any attack agressively the DC drops begin to slowly increase in accuracy as more DD's begin to join in the attack i assume providing better contact on your position--this is fairly dynamic and dependant on how close to the merchants you are and how noisy you are---try to resist the temptation to "test" this in specific situations---looking for patterns that might need alteration ---again this sort of testing only provides red herrings in my experience easily misintepreted as concrete never changing behaviour-( i can't emphasise this enough --it just doesn't help)--play thru a normal campaign career---- forget about the mod and see what the over-all effect is--if the DD's are protecting the convoys effectively and the gameplay is good then forget about the minute details of the thing and look at the over-all "feel" and "playability" ---over time other modification will naturally suggest them selves---such as perhaps consideration regarding the radar---i too find the radar a b~tch late war ---and would like to calm it down ever so slightly-but i haven't done this as yet as i want to make sure that i'm not just suffering from "test-mono-mania" finding problems that actually are simply elements of the gameplay and really just inconvient when testing other things rather than a direct issue--

the question is--in normal gameplay would this actually be a genuine problem--or am i just pissed that it's making the tests bl**dy inconvienent?
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