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Old 08-15-05, 08:38 PM   #4
NZ_Wanderer
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Join Date: Apr 2005
Location: Christchurch, New Zealand
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Hmmm dunno where you got that info from.. here is the actual readme:

=============================================
This is a first trial of fixing the AI super sonar detection especially for DD that have Elite crew. Plus fix for the Real DC blast radius and simulations effects included.
Silent Hunter III patched 1.3
The minimum Sonar Range was changed from default zero to 200 meters.
The maximum Sonar Bearing angle was reduced from -+ 90 degrees bow, to 60 degrees.
I left the sensitivity alone and Maximum Range alone for this version.
The biggest problem I could see was trying to escape the death lock the DD has on you and can never escape. The DD can out turn you in a circle and maintain a lock with the 90 degree sonar pointing right at you in the center. Since you cannot go any faster than 2 to 3 knots without being heard by the late year hydrophones of the DD, you cannot get enough distance to sneak away without being picked up again. Also the Minimum Range of 200m helps to break the accuracy of the DC or HH by moving quickly before the over run.
If this does not help enough, then the sensitivity can be toned down, and max range decreased to allow for escape. The minimum sonar range of 200 m seems to help hide the sub at depth better so you can sneak away slowly without being detected by the UberSeer sonar.
There are 7 sonar active types, and 7 hydrophone passive.
Place the DepthCharge.zon Mod for the radius 15m blast, and the AI_Sensors.dat files into your DATA/Library folder.....and always backup your original files.

Update:
Place the optional DepthCharge.sim file into your DATA/Library folder in order to decrease the 'rock and roll' range effect more in line with the damage radius due to a near miss. The sub shaking/roll effect range was reduced from default 40m to 30m.
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