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Old 02-12-06, 07:40 AM   #3
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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There is an amazing topic about Dds pinpoit attack with 32 pages, , use the forum search...

That topic join people who had two main problems, Dummy DDs/DEs and Uber DDs/DEs.

Many diferent mods result from that topic solving the main cases.

I made my own, i was experimenting Uber DDs/DEs problem like as you.

Finally i obtain a very good silent running protection against pasive hydrophones, it not give protection against active sonar pings, we need thermal layers, but saddly they are not modelled into the game.

Plus i introduced a new setting taked from another file where it works, Aspect factor.... it is suposed to reduce the detection according the aspect of the sub, you will be less detected from front and back..... not sure if works fine, but i note i am able to shake them when i maintain the red lines in the map always at my back when scaping.

If you want to try my settings, here you have :

http://rapidshare.de/files/13095320/...Stage.zip.html

I dont made the changes aiming historical values, instead i was aiming historical behaviour and survability provabilities.

Be sure you had not modified the sub speed for ahead slow setting, into uboat .cfg file. When you hit foe silent running be sure your sub go to slow speed under 3 knots. If not go to the sub folder and change the percent value for ahead slow, 0.40 for all subs and 0.15 fot type XXI.

CB discovered a line wich changes the DDs behaviour, this line control the time that DDs was looking for you after losse contact on you.

As long is the setting as long the time they stay looking for you, as short is the setting, as quickly they abandon the hunt on you and return to the escort position.

Look into Sim.cfg file :


[AI detection]
Lost contact time=15 ;[min] Long makes DDs and DEs stay on hunt

If you set the time to 5, they back to escorto position after 5 minutes they losse contac with you.

Be ware, some masive mods introduce a random behaviour in this time rising it up to 45 min, then you will have a nightmare and a neverending hunt on you if you dont reach to stay undetected by 45 min.

If at 40min you are detected, the time is reset to zero and you will have another 45 min.

I used 15 min...... works fine.

Sadly we can not discover how to make DDs and DEs have a diferent behaviour, in example, DEs must to prey on you about few minutes, enforce you to submerge and back quickly to escort position.

DDs must to prey on you, and maintain serach for you a complete day or more.

Sadly we have only one choice.





>>>>>>>>>>>>>>>>>>>>>

Mod is not finished, i need to take hands over some points, in example i was thinking in to reduce ramdom factor on depth charges explosions, i was in the game but is unreal, the matter is i don want to fall into make the game so easy.

Plus i am thinking into introduce a some kind of thermal layer protection, if you make deaf one sensor under determined depth, you will be protected, the matter is, the protection is absolute, you will be no detected at all, and thermal layer diminiushed the detection but not at all.

Another posibility is to make deaf only one sensor, in example active one, in example under 200m, then you can be detected by pasive one but not by the active one.

But all these are only future posible changes, the mod as it is now V13b, works fine, and give you a good silent running protection, off course, you can hunt anything submerged depth and at silent running speed, if you want to hunt some thing, you must to take risks...........

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