Hi Redwine
I recall this was discussed in the pinpoint drops thread awhile back-nothing ever came of it. I do have the Sim.Cfg edited to death and it"s working ok-still be nice to have the DC explosions nullify the hydrophones as in real life. I read they were useless for anywhere from 5 to 15 minutes afterward.
There was talk of attaching or inserting one of the decoy noisemakers as one of the DC's but I guess that didn't work out.
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Nuke 'em till they glow!
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