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#11 |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
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![]() ![]() ![]() i'm just hoping to get some better gameplay for my-self -- this lone DD thing- is a puzzle--happens every time i play---(again with the cfg deletions) every thing actually is brilliant sometimes as in the one i have just tried the DD's detect me on the way into the convoy and somtimes only after i torp a vessell --- good gameplay-- but every time i get stuck with one DD that is impossible to shake even after it runs out of DC's to throw-- strangely i noticed that as each time the DD was not the same one (if i hit the same convoy as last time) so there's not much to gather from the sensors on this one--- BUT it dropped on me that the final un shakeable lone DD i end up with is in fact the first DD to detect me--all the others have a very natural pattern to their abilitys and can be shaken-- the depth edit didn't help either-- there's a kind of general flow coming about the cfg stuff and the sensor.cfg entrys (normally associated with the u-boat crew) as G has said--and following on from waht you were saying eailier-- if we can remove entrys from the sim.cfg --can we add new ones? how about changing the normal sim.cfg entrys for the sensors to the same as the sensors.cfg ie so the sim.cfg hydrophone section looks like this [Hydrophone] Hydrophone range factor=1 ;[>=0] Hydrophone fog factor=0 ;[>=0] Hydrophone light factor=0 ;[>=0] Hydrophone waves factor=0.2 ;[>=0] Hydrophone speed factor=0.5 ;[>=0] Hydrophone enemy speed=0 ;[>=0] Hydrophone aspect=0 ;[>=0] Hydrophone noise factor=0.5 ;[>=0] Hydrophone sensor height factor=0 ;[>=0] Hydrophone already tracking modifier=20 ;[detection probability modifier] Hydrophone decay time=150 ;[>0] already tracking bonus decay, in seconds Hydrophone uses crew efficiency=true ;[true or false] same as the sensors.cfg maybe waht is happenning with the lone DD ( and perhaps others depending on the circumstances) is that it gets a sensor boost a "tracking bonus" and it just simply never decays so it becomes uber where-as all those DD's that join in the attack don't get any "tracking bonus" so behave normally--- this would explain why things seem out of whack very often and not following the rules-- it must be follwing some sort of rules it's a computer game! what do you say G'? as the tracking bonus would give the DD a significant boost to it's sensors it may start detecting and behaving in ways that exceed the normal sensor settings--? i can 't think of any other logical reason why one DD should prove impossible to shake whereas all the others behave normally-- this may apply to some of the uber DD abilites aswell sense-ing your turns when it logically can't do so- i'm going to try a run thru using the edit and see if it affects anything at all thinking on it might need to be edited to read this if i follow the logic of the language-- [Hydrophone] range factor=1 ;[>=0] fog factor=0 ;[>=0] light factor=0 ;[>=0] waves factor=0.2 ;[>=0] speed factor=0.5 ;[>=0] enemy speed=0 ;[>=0] aspect=0 ;[>=0] noise factor=0.5 ;[>=0] sensor height factor=0 ;[>=0] already tracking modifier=20 ;[detection probability modifier] decay time=150 ;[>0] already tracking bonus decay, in seconds uses crew efficiency=true ;[true or false] as the sensors.cfg doesnt have section headers for each sensor and the sim.cfg does--
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