Thread: [REL] AI_Active_Sonar_Mod
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Old 08-01-20, 09:44 AM   #7
Eastwa
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Join Date: Jan 2012
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Quote:
Originally Posted by Grumpy Pete View Post
Thanks for posting guys! I'm interested in what people think about this mod. I can sure tweak it and am willing to put a couple other versions of it out as well.


Eastwa--This mod does not change anything at all with visual detection. In fact, I only change 2 values in the sensors file (mainly range). What you say about the escorts still pounding the wrong area is completely believable. They ain't the sharpest tools in the shed! Sea state also will be a huge factor in detection abilities. Rough seas and you may not notice much difference from the way things played out before the mod. Calm seas and you'll at least be getting pinged a lot more.


I also didn't touch the AI passive sonars. They seem to be ok imo. The biggest change I made to the sonar is simply their ranges. They were set to 1200 and I extended those ranges. Historical range would be ~2500 but I think that's too much of a gift to the escorts because other factors limiting their effectiveness are not modeled in the game.


If anyone would like me to tweak this a bit let me know. I'd be happy to attempt to offer a couple more versions. Keep in mind that testing mods like this is typically quite time consuming...


Thanks again for the posts!





Edit: Also keep in mind the "unknown" of the escorts crew quality. I haven't looked into the crew ratings of the escorts in GWX but know from long-ago experience that there is a huge difference even between Veteran and Elite crews. Also don't be shy about giving negative feedback about this mod. Sometimes that is the most helpful information.
Hi Mate

If its okay just as an experiment tweak it to 2500 and repost it and I'll have another crack at it see what its like then.

Yeah okay in regards to the visual sensors maybe it was just me but found it a bit odd.

I'm running GWX gold and the career was in Sep 41 which I thought would be a good mid war time,

Cheers
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