Quote:
Originally Posted by gap
Did you manage getting the two sensors to work together? I remember silly things were happening during our first tests. In real life the sonarman could switch at wish the two of them, but in game he couldn't decide which one to use, even after the KDB was destroyed. 
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Hey Gap, I'm glad you're still with us!

I'm testing your idea since or first talk and since I released this megamod...Back then I didn't quite understand what is going on but now I'm pretty much sure that concept with two hydrophones can work really great, even better then with just one...
AI sonarmen handles it really good and his detection zone looks just like on the picture, if contact is at bering 000 ~50km away it cant be heard, but if you move to something like 35 km then KDB controllers will kick in and contact will be reported...If you stay 50 km away and turn your boat so that contact is now at bearing 340 , contact will be reported again but this time by GHG controllers...
Why do I think that two hydrophones are actually better then stock one hydro?
You are aware of game issue when player can hear audio contacts in all directions, even at bearing 000/180, right? Now, using two hydrophones will actually justify this bug to some extent because rotating KDB device should be usable in almost all directions. Knowing that player's ability to hear contacts is limited to something like 40 km, it matches almost perfectly...
The only glitch is notable with type VIIB and C/41 where, if KDB is destroyed hydrophone needle will stay frozen for player's use but only until the game is saved/reloaded. Still AI sonarmen will continue to operate just right with operating hydrophone.