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Old 05-31-06, 06:38 PM   #23
Wulfmann
Ace of the Deep
 
Join Date: May 2005
Location: Florida
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CB, I don't find the escort location a big problem. I have added many escorts and if anything the way SH3 does it works better with more than less.
It is rather predictable.
The hierarchy is DD, DE, Frigate, Corvette and armed trawler.
Higher rated of those will lead and starboard convoy flank gets next, then rear and port convoy flank gets the lowest on the totem pole of the social order.
The only thing I feel it could improve on is the lead DD. This is always one in the middle where as in real life there would be 3 sweeping. Also there would be sweepers farther ahead and of course a hunter group behind the convoy half way to the next convoy following.
The order is one in front 2 each side and 2 to the rear. if you go beyond 7.
The flanks first add one even further out if more than 7 escorts making a side approach much more tricky as you must cut across two forward looking escorts. That is realistic, IMO.
I want to have 12-20 escorts but reduce their effectiveness to represent the real threat not the uber threat. SH3 uses 2-6 escorts at most so makes them each a group in effect and that just does not play to history.

“If you have timetravellor editing tools you can open the ai_sensors.dat and edit all the sensors thru there--giving the sensors larger blind spots at the rear can help avoid the uber long encounters as will increasing the minimum range so you enter their blind spot as they begin their high speed DC run-“

Ok, I have looked at this and all I see is a jumbled hex file. Which tool do I use and what am I looking for specifically? Sorry, It might be I just overlooked it but I really have missed this as to what to do.

Wulfmann
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