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Old 11-30-05, 12:26 PM   #11
CB..
Ace of the Deep
 
Join Date: Apr 2002
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just to make clear i'm not actually going to be making any mod at all so i'm in no way in competition with the concept/aims/work of the thread

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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