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Old 04-16-06, 04:22 PM   #11
Deathblow
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I may be mistaken, but it seems like the game engine may be determing cavitation speed vs depth as a function of "percentage of maxspeed" of the object rather than the actual speed itself, but I'm not sure. I've not found a "cavitation depth" value box (or its equivalent) in the DWEdit. :hmm: Perhaps the solution is to set the uuv maxspeed to something high, like 30-40 knots and then use the doctrine to assign the uuv speed (which has always been determined by the doctrine, not the user input) to "SetSpd MaxSpd/6" to achieve the desired 5knot speed without the cavitation profile... no clue to whether this will work.

I think tuning down the uuv sensitivity would probably be good for multiplayer as well. From, what I hear (I'm not a MP myself) uuv's are pretty much abused as serrogate sensors to keep contacts updated, while the player is manuevering and evading, probably not a 100% realistic tatic, or something an actually uuv is capable of... tuning down its sensitivity (by increasing the detection frequencies to high frequency noise) may make things a bit more interesting. What do people think about this?

EDIT: Here's a good UUV link from UnderSea Warfare Magazine
http://www.chinfo.navy.mil/navpalib/...e_15/wave.html

EDIT: Hey I tried the method above, setting the uuv top speed to 30 and then changing the doctrine to setspd = 5 (instead of maxspd) and it worked, the uuv is no longer cavitating at shallow depth. . Guess the engine really is using percent topspeed to determine cavitation
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