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Old 02-20-19, 09:31 PM   #1
Skwabie
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Default Wirebreak Mod + North Atlantic 2000

-WirebreakSpeedThreshold in weapons.txt now works. Wire break chance only affected by speed.

-Angled tube jams at ~10% chance (speed / 300) above 30.5 knots.

-Snake search pattern changed to much narrower. Default is 10deg/sec for 9 seconds turns. Changed to 2 deg/sec turn for 20 seconds.

-Torpedo vertical homing algorithm changed to pure pursuit. - By default it was only altitude difference based and has nothing to do with slant range. Torpedoes thus are mostly immune to large height difference/maneuver when homing.

-Torpedo run deep depth set to 200ft above sea floor, or 1000ft, whichever is shallower.

-“Advanced” torpedoes (sensor angle >=55 deg) reject wrecks, whales and oilrigs, and have a routine to evade if the target it locks on to is destroyed by another torpedo: stop homing - dive to run deep depth – snake search. Exception: countermeasure homing when target destroyed or evaded, upon which it will only circle search.

-AI launched torpedoes with sensor range above 2700yards will use drive through on jam. Below 2700 – drive around jam. By default AI torp drivethrough/drive around is based on chance. Player launched torpedoes: drive through jam on passive homing, drive around jam on active homing.

-AI launched torpedoes: sensor angles < 45 deg – snake; sensor angles between 45 and 55 deg – chance for either snake or straight; sensor angles > 55 deg – straight search.

-Player ASW missile torpedo will dive to depth of closest enemy at drop point and trigger AI reaction, and can also target surface ships.

-Sonar ping lines fade much slower so can get a solid bearing out of it.

-Max number of helos increased to 8 and min number ~ half of TF total. More chance for 8 if total helo count above 8. Initial patrol radius increased.

-Fixed wing aircraft is much less sticky.

-Enemy torpedoes can hit surface ships again.

-Mission start spawn range increased, by decreasing sonar contact strength requirement.

-AI detection range against player missile is largest at missile launch. Missiles have size factor 0.4 within launch +7 sec (booster is bright and lotta smoke), 0.2 outside launch +7 sec, 0.25 beyond waypoint. – Don Kay search radar range 50k yards, so launch detection 20kyds, missile detection 10k, active missile 15k. AI will only counter fire if launch detection. Largely decreased radar detection points on player by detecting player missiles.

Small tweaks against other AI... simplifications.


update:

-Fixed player ASW missile bug.
-Restored helicopter navigation.
-Player Mast radar returns reduced.
-Player visual range bumped.
-Periscope max zoom factor set to x64.


update2:


-Fixed torpedo deep run depth bug under surface ice.

-Ping lines fade a little faster.

-New entry in config.txt:
HeloMADMultiplier
Gives helicopters a MAD detection range multiplier so they are not completely useless - or not, default is 1... In config.txt it would look like (7.5 my own setting)
Code:
...
MADDetectionRangeInYards=400
HeloMADMultiplier=7.5
-Simulates wide aperture flank array. New entries in sensors.txt:

SonarWAARange -- range of the WAA, ala 15000 yds for the Seawolf.
SonarWAATMARate -- Sol increase rate due to angle rate while in WAA range.
SonarWAATMABaseSol -- absolute Sol increase rate while in WAA range.

In sensors.txt it would look like
Code:
SonarModel=usn_an_bqq_10
SonarType=ACTIVE/PASSIVE
SonarFrequencies=L,L
SonarActiveSensitivity=32
SonarPassiveSensitivity=46
SonarBaffle=150
SonarNoisePerKnot=1
SonarOutput=235
SonarWAATMARate=10
SonarWAARange=15000
SonarWAABaseSol=5
With above settings perfect Sol can be achieved in 5-10 time units once within 15000 yds.

On the target data page, once target is in WAA range the RNG readout turns cyan:


If the WAA cannont get a reading but the estimated range is within WAA range, the RNG readout turns yellow, indicating the estimate is false.



update3:

-New entry in \ColdWaters_Data\StreamingAssets\override\hud\defa ult.txt
PingLineFadeRate=
Changes tactical map ping line fade rate.
Game default is 0.5.

-New keystrokes:
-Stop Time Compression; Start Time Compression. Original “Set Time Compression” key renamed to “Toggle Time Compression”.
-Previous Tube.
-Previous Contact.
-Increase depth; Decrease depth. Changes depth control on helm panels by 50ft, works just like mouse clicking dive controls in the default game. Mouse control now changes depth on helm by 10ft intervals.
-Signature List Forward 5; Signature List Backward 5. Cycles through targeting list on the signature panel by 5 on each key press.

-MaxPitchAngle for missiles in weapons.txt all changed to 7.


update4:

description in post

Link



Install:

1. Extract.

2. Backup all.

3. Extract and overwrite.

4. Keybinding in game options no longer works with expanded keylist. Better manually edit options.txt for new key assignments.


How?

Reflector (eating ramens this spring..) + Reflexil
dnspy (awesome)
MS Visual Studio
A guide on steam





Last edited by Skwabie; 10-13-20 at 03:25 PM.
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Old 02-20-19, 09:37 PM   #2
Skwabie
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Sonar ping lines:


Torpedo snake pattern:


Torpedo vertical homing:
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Old 02-21-19, 12:09 PM   #3
Skwabie
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update

Fixed player ASW missile bug.
Restored helicopter navigation.

Player Mast radar returns reduced.
Player visual range bumped.
Periscope max zoom factor set to x64.

Last edited by Skwabie; 02-21-19 at 02:35 PM.
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Old 02-22-19, 01:17 PM   #4
jack33
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Default thank´s

Nobody thanks you for your work? I give you thanks
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Old 02-23-19, 09:30 AM   #5
CDR DPH
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Thx, will give this a try.
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Old 02-23-19, 07:08 PM   #6
Skwabie
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update2:
-Fixed torpedo deep run depth bug under surface ice.
-New entry in config.txt: HeloMADMultiplier
-Simulates wide aperture flank array.

Details in OP.
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Old 03-07-19, 03:43 PM   #7
JhonSilver
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Great job !! Very interesting results.
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Old 03-08-19, 04:59 AM   #8
jack33
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No news
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Old 03-08-19, 08:16 AM   #9
CDR DPH
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I've used the modified dll for while now and kind of like some of the changes.

The longer display period for sonar lines is both useful and cluttering. The reduced torp snaking arcs, I'm on the fence.

I do like that enemy torps can sink enemy vessels again. That's only fair if my own torps can sink me.

Me thinks that many of these changes should have been adjustable from within the options screen from the outset.
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Old 04-26-20, 03:24 PM   #10
partycat
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I really liked this mod. However there is a problem I would like to mention.

When I install this mod, hostile torpedoes seems to ignore both MOSS and Noisemakers. If I launch the MOSS and if the torpedo acquires on MOSS, it doesn't ignore the MOSS (mostly) and homes onto it, however if the torpedo acquires on my sub first, there is nothing I am being able to do afterwards. It's just ignoring everything, MOSS, Noisemaker, Knuckles and keep homing at me. and since this mod also changes their pitch angles, it is impossible to evade by doing manuevers.

I'm not exactly sure but this issue might be occuring because of the torpedoes ignoring destroyed vessels and whales. So maybe there needs to be a tweak to the file.

I would very much appreciated if you could look into it. Thanks in advance :3
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Old 04-26-20, 07:37 PM   #11
Aktungbby
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Default welcome aboard!

partycat!
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Old 04-27-20, 06:57 AM   #12
M134
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Quote:
Originally Posted by partycat View Post
I really liked this mod. However there is a problem I would like to mention.

When I install this mod, hostile torpedoes seems to ignore both MOSS and Noisemakers. If I launch the MOSS and if the torpedo acquires on MOSS, it doesn't ignore the MOSS (mostly) and homes onto it, however if the torpedo acquires on my sub first, there is nothing I am being able to do afterwards. It's just ignoring everything, MOSS, Noisemaker, Knuckles and keep homing at me. and since this mod also changes their pitch angles, it is impossible to evade by doing manuevers.

I'm not exactly sure but this issue might be occuring because of the torpedoes ignoring destroyed vessels and whales. So maybe there needs to be a tweak to the file.

I would very much appreciated if you could look into it. Thanks in advance :3
Is this happens with all torpedoes, or wire-guided only?
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Old 04-27-20, 02:00 PM   #13
partycat
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Quote:
Originally Posted by M134 View Post
Is this happens with all torpedoes, or wire-guided only?
I just made a test, it's with wire-guideds only. Although my torpedoes skill being blinded by hostile noisemakers eventhough they are still connected with wire.
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Old 04-27-20, 03:16 PM   #14
M134
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Quote:
Originally Posted by partycat View Post
I just made a test, it's with wire-guideds only. Although my torpedoes skill being blinded by hostile noisemakers eventhough they are still connected with wire.
That happens when AI had identified your decoy as a decoy and/or have a steady 10+ contact with your sub. Obviously it will not chase anything else when he sees your sub.
Decoys helps only when AI is not sure where your sub is.

To counter wire guided torpedo you better make it not wire guided.
In case of US subs it is quite simple: You send mk48 in direction of an enemy, acitvate it right after it finishes its turn - this will give you speed (and range, since game code doesn't know that range should decreace when speed is increaced).
After that stop snake searching manually and switch torpedo to active sonar, so it start shouting "I'm looking for you") Usually enemy start evasive maneuvers at full speed and looses a wire.
- Wlii not help if enemy sub can't reach wire break speed (diesel subs for example).
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Old 03-22-19, 01:49 AM   #15
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Why do we need the Assembly-CSharp DLL file? Or for that matter, why do we need the dictionary and weapons file?

Wouldn't it be easier to simply post the changes you made in the text files instead of gathering up other files?

I have my own dictionary and weapons file and I don't want them disturbed.
In fact, every single file in the game has my fingerprint stamped on them now.
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