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Old 02-07-06, 05:27 PM   #15
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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Quote:
Originally Posted by HEMISENT
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.
Hi Hemisent, i know it is not perfect, but is the onlysolution for the problem i can think.

I soupose in real life a DC explosion, not only can make deaf the pasive sonar of a DD, the bubble curtain can decoy the active sonar too.

To insert a Decoy into the DC explosion is fine for me....... sadly i dont know how to add effects.

If not i sure will make it, and plus i wll replace a debris floating box, those wich appears when shiks sinks, for the life boat from Sergbuto

Sadly ia have not those skills........
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