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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Electrician's Mate
![]() Join Date: Apr 2006
Posts: 135
Downloads: 166
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CW players
Is there a way of changing the 25k encounter distance with 50k or more? The current distance seems too low considering the sonar advancements of the last decade and how quiet the latest submarines have become. Any help with this is greatly appreciated, just point me to it. Thanking you in advance. silentwayIII |
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#2 |
Chief
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Sorry, no there isn't. The problem isn't the sonar range, it's
the weapon range. Especially on the Russian side. If you're finding it a little easy, even on elite, then I'd suggest you try the Epic Mod which makes things a lot more challenging. ![]()
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#3 |
XO
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i have all ready changed this on my game to :
20 KYD , 30 KYD , 40 KYD , 50 KYD Increments on the close too option : you need DN SPY tho to edit it err see edit pics 1 / 2 / 3 for Edit location ill try make a quick mod and put it up but im off again soon only just got back but we only talking 10 mins to tho to edit and post possibly less you basically make it 500ft not 1000ft so instead of 5000 KYD increments we get 10000 KYD so you get 20 KYD TO 50 KYD so basically we doubled it from 10 to 25 KYD because as you say having more time to id targets and plan attack vector is desirable & possibly changing tube loads too to mach targets better i came to the same conclusion a while back so changed it. ill put up a 20 to 50 KYD & 200ft depth arrow key increments mod up before i leave tonight k as thats what im currently running on mine. you will need Epic Mod 2.22 & my ver 2.22 Tweaked files Ver 2 and the new mod err ill call it 200 FEET Helm Depth Mod + 20 to 50 KYD Mod unless you can dn spy edit of course then use the edit pictures to get the job Done Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 10-18-20 at 12:05 PM. |
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#4 |
XO
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k mods up enjoy
i put it in the Downloads Coldwaters GamePlay Section its a WIP (Work In Progress) tho as ive not fully tested ranges out yet as the aim to get distance Engagement detection accuracy improved so its not a bazillion miles out and add more random ranges to the mix important REMEMBER with random placement numbers you wont get straight 40 KYD ECT OR Stright 50 KYD think the closest i got to 50 KYD was 41 ish one time but more distance then Vanilla well i hope... its not fully tested as was said & stay safe Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 08-28-20 at 12:05 PM. |
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#5 |
Electrician's Mate
![]() Join Date: Apr 2006
Posts: 135
Downloads: 166
Uploads: 0
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Hi Steel Shark
I downloaded and tried your encounter range download. I have followed your install directions, but I still get only 25k yards, no more. I know it is a WIP, just hoping it will work because it really makes game-play so much more realistic. silentwayIII |
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#6 |
XO
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got a mate to test the file for U and it works
so epic mod 2.22 install then my version 2 tweaks install then replace the C sharp file in the ver 2 tweak file with the mod depth 200 20 to 50 kyd one then remove the version 2 tweaks file and re add it im not on my edit laptop so i cant be more specific in a few hours ill lose wifi my friend said it showed 20 to 50 kyd & was 200 feet helm arrow keys ONCE you replace c sharp file remove tweaks version 2 then re add it
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"History is Written by the Victors." |
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#7 | |
Watch
![]() Join Date: May 2020
Posts: 26
Downloads: 14
Uploads: 0
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//Flat distance in kiloyards that will be added upon entering combat by pressing "All hands man Battlestations". "Close to" button is not affected. //Making it negative works, but is't tested, so use it on your own risk CombatStartDistanceIncreace=1 to CombatStartDistanceIncreace=5 (for instance, 30 kyrds (25+5) totally). Then patch the EM to vanilla game. |
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#8 |
Samurai Navy
![]() Join Date: Jul 2006
Location: The Netherlands
Posts: 556
Downloads: 113
Uploads: 1
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I tried the config file tweak, but it doesnt work
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#9 |
Watch
![]() Join Date: May 2020
Posts: 26
Downloads: 14
Uploads: 0
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//Flat distance in kiloyards that will be added upon entering combat by pressing "All hands man Battlestations". "Close to" button is not affected.
//Making it negative works, but is't tested, so use it on your own risk CombatStartDistanceIncreace=20 //Flat distance in kiloyards that will be added over CombatStartDistanceIncreace upon entering combat by pressing "All hands man Battlestations" for player's surface vessel. "Close to" button is not affected. //Making it negative works, but is't tested, so use it on your own risk CombatStartDistanceIncreaceSurface=30 If put 20 or more, you will find significant difference. BTW, when testing, use mission editor to generate a scenario, not use existing single missions. Last edited by SKIPPER80; 09-01-20 at 02:32 AM. |
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#10 |
Samurai Navy
![]() Join Date: Jul 2006
Location: The Netherlands
Posts: 556
Downloads: 113
Uploads: 1
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aha, ok, for existing scenarios the tweak in the download section works well
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#11 |
Electrician's Mate
![]() Join Date: Apr 2006
Posts: 135
Downloads: 166
Uploads: 0
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Skipper80,
It seems to work with the new numbers. Will experiment with it. Distances vary, but can be longer than 25yds which gives you time to change your load out. Thanks SilentwayIII |
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#12 |
Watch
![]() Join Date: May 2020
Posts: 26
Downloads: 14
Uploads: 0
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Have tried put 50 for surface vessel and the only thing I got when the battle started is "contact faded". With all sensors (a-sonar, radar, ems) on, it was confirmed that the whole enemy fleet literally and physically faded, LOL. The reason might be that they were out of the RED battle field border.
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#13 |
Bilge Rat
![]() Join Date: Sep 2020
Posts: 1
Downloads: 0
Uploads: 0
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I have followed your install directions, but I still get only 25k yards, no more. I know it is a WIP
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#14 |
Gefallen Engel U-666
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pinkieking!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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