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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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Hi
Even if i go down to 120m and constantly turn, a mark I destroyer in 1941 will pinpoint me exactely, set charges to right depth and pretty much kill me in the first run more often then not. Which is annoying since if i stay closer to the surface its even harder to survive. 1. Can i tweak the efficiency of enemy sonar/pinging? 2. Can i increase the damage i can take before i die/everything is flooded? I know this might not be historically correct, plz help me anyway ![]() Erik |
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#2 | |
Old Gang
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You can find detail about that on here: http://www.subsim.com/radioroom/showthread.php?t=132583
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#3 |
Stowaway
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Thanks
Looks cool, ill try to tweak zones.cfg myself and increase some numbers until i got what i want. Any ideas on how to limit the extreme "finding the german sub" skills on enemy ships? E |
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#4 |
Stowaway
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So there is some setting for each sub that tells the game how much sound it makes? Do you know in which file and where to look?
I find "NSS_Uboat2A.cfg" and other files for each submarine but no data inside that appears to control sound/how easy it is to ping... E |
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#5 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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#6 |
Stowaway
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thanks
so lowering sensitivity makes them dumber/deafer i guess. Ill try that at least. |
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#7 | |
Ocean Warrior
![]() Join Date: May 2005
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Ai_sensors.dat in truth rules the geometry of the sensors: SweepArc, max/mindistances, angles. You then can leave the Ai_sensors.dat untouched and just play with Sim.cfg that is much more easy. But, like i said, only the uncertainty will be modified then. ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#8 |
Old Gang
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I think its all pretty good already, the way gwx made it...
A destroyer passed over me just yesterday, while I was approaching the convoy. I was all stop and silent running, had to lower my scope for the destroyer dont hit it, passed exactly on top of me. If you're not making any noise, they wont detect you. And they will only go to sonar IF they hear something and suspect a uboat are in the vicinity.
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#9 |
Watch
![]() Join Date: Sep 2001
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I used the AI tweak files to adjust sonar.
Hostorically, until late 1943 Allied depth charges were good only down to 300 ft. (About 100 meters) Apparently, the the firing mechanism would not operate due to the pressure. By the end of 1943, the Americans developed a better firing mechanism and a 600 lb depth charge, effective to 600 ft. Since SH3 does not allow the modification of the depth of the depth charge, I used the AI tweak to adjust sonar. I've limited sonar to 190 meteres ~ about 575 ft. This helps reflect the depth charge's limitations, and also simulates a thermal layer. Without a sonar fix, an escort (eventually) stops dropping depth charges and rejoins the convoy. So if I wish to escape sonar/depth charges, I go to silent running, and go deep, risking water pressue crushing my sub. In a previous thread, it was pointed out as to how many U-boat skippers actually knew of the limitations of depth charges? Probably not many, if any. But a common practice was to dive as deep as possible. Anyway... For me, it was a trade-off. Not quite historically accurate, but I do get to live. Unless I'm in shallow water. |
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#10 | |
Stowaway
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![]() ![]() Sorry for alternative point of view ![]() |
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