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Old 10-07-05, 12:58 PM   #31
oRGy
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Quote:
Originally Posted by Jungman
That does bug me and thought about changing SonarDC to reflect true active sonar depth detection.

For it being 1941, Maybe the DD active sonars should be neutered to only go so deep? They are all set for -10m to -300m heightSensor.

I read the early war the sonar and ASW never thought the Uboat could go below 150; despite 180 meters.

So maybe 1939 to 1941 set the active sonar to only -150m.

1942-43 set for -200m. Still gives a Uboat a chance to get under the active sonars risking hull pressure death if damaged.

1944-45 Full -300m to reflect the Sword and Q sonars being employed to see deep and stay lock on. I would like to make a new version of SonarDC to include these changes.

In 1941, you should be able to get under the active sonar at 150 to 180 meters for sure. The DD get thier active sonar upgrades at different dates, and with 7 active sonar models you would never really know what is above you giving that random variable.
Does that/those DD have the newer sonar? You may wonder. Plus the passive hydrophones will still pick you up if you move too fast anyway.

Ironic, but thats exactly what I did in Improved U-Boat! Seems to work fine for me.
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Old 10-07-05, 01:25 PM   #32
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ORGy,

Does your sensors change in IUB also include the snorkel fix by Jungman? (reduced radar cross-section)
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Old 10-07-05, 01:27 PM   #33
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I assume not, but the sensors.dat I use is based on RuB 1.43 with some modifications.

I assume the fix you mention is where Jungman increased the visual MinHeight in AI_Sensors.dat to 1m, to help hide it? I didn't include this fix because I am concerned as to the effect on the enemy noticing your periscopes.
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Old 10-07-05, 01:32 PM   #34
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Roger that ORGy,

Does reducing the virtual size of the snorkel also by default change the virtual size of periscope heads?

Or is that something that remains a question mark?
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Old 10-07-05, 01:34 PM   #35
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Something of a question mark. Hopefully Jungman will know the answer.
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Old 10-08-05, 03:25 PM   #36
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The periscope is seen just fine. It does help hide the snorkel from more than 4 km away. The game doubles the detection to 2 meters far away. It does not destroy the gameplay at all.

Go try it in the game. You're periscope will be spotted if you get up with 2 km of a ship as normal.

I wonder what sonar maximum depth values you used?

No use in repeating something. The Allies did not know the subs could dive that deep, it would seem the sonar should be able to get under it if deep enough, plus it makes it more fun.

Thas is a nice idea you got there. I would like to integrate your idea into SonarDC.
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Old 10-08-05, 03:40 PM   #37
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Quote:
Originally Posted by Jungman
The periscope is seen just fine. It does help hide the snorkel from more than 4 km away. The game doubles the detection to 2 meters far away. It does not destroy the gameplay at all.

Go try it in the game. You're periscope will be spotted if you get up with 2 km of a ship as normal.

I wonder what sonar maximum depth values you used?

No use in repeating something. The Allies did not know the subs could dive that deep, it would seem the sonar should be able to get under it if deep enough, plus it makes it more fun.

Thas is a nice idea you got there. I would like to integrate your idea into SonarDC.
SOUNDS PERFECT!!!! How soon will you have it available? If I may be so bold...
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Old 10-08-05, 04:55 PM   #38
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Quote:
Originally Posted by Kpt. Lehmann
Three thumbs up for Jungman!
I agree to that
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Old 10-10-05, 11:35 AM   #39
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Lol, It's wierd how this thread turned into a sensor / snorkel thread....

Ummm... we were talkin' about new flooding and damage modelling compartmental stuff right?

I hope work is continuing in that vein. I haven't seen a working version download anywhere.

Jungman, you rock!
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Old 10-10-05, 01:09 PM   #40
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Hi all

I have just returned to this game after some time and have been reading this thread and trying to catch up with current events i.e. RUB etc.

Many good things have happened and it is great to still see people like Jungman and others still working away to improve the game for us.

I played quite a lot with the Hollywood mods but just as I was getting to grips with it, I had no choice but to dump the game for a while and leave it to others to continue tweaking.

I will be playing the latest version of RUB over the next couple of nights and I want to test the damage model since its tweaks.


I feel there is a number of ways to prolong death screens from flooding but it is a matter of choosing the most intense style imho. Lets look at what we can and cannot tweak.

Zones.cfg lets you change flooding chance, time to fill and in some respect, it lets you decide how soon your sub should start sinking when flooding starts. After some time away from the game, one gets a new perspective/inspiration and that is happening to me now.

One Idea, I would maybe try first is to up the amount of time a compartment takes to flood but dramatically increase that compartments floatability. This may let us sink to crush depths or rest on bottom but it has the benefit of maybe being able to get the boat back under control. I think I could maybe find a balance here but like you guys I want more.

What I need to know before working on this issue is as follows: -

1. Have we discovered any control of hull integrity yet or is it very hardcoded?

2. Has anyone discovered anything about manipulating repairs i.e. being able to reduce repair squad numbers and increase times.

3. Do we actually need a repair squad because I know compartments repair themselves when crew are in them only at a lower rate. I just do not know what would happen if we could remove this feature and what possibilities it could give us.

Overall, I believe that if we get together on this, we may be able to get many more improvements in the game i.e. near death experiences.

Anyway, I had better play the game a bit more and hope some more replies/suggestions flow with this subject.
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Old 10-10-05, 03:47 PM   #41
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My two cents... Welcome back and thanks for picking this up gouldjg!

Quote:
Originally Posted by gouldjg
Do we actually need a repair squad because I know compartments repair themselves when crew are in them only at a lower rate. I just do not know what would happen if we could remove this feature and what possibilities it could give us.
I would say that it is necessary to retain a damage control team for the sake of realism or at least a representation of realism. If we were to get rid of damage control teams, wouldn't it negate the usefulness of the repair skill?
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Old 10-29-05, 05:40 AM   #42
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Bump!

Any update on this?
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Old 10-29-05, 05:56 AM   #43
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Yes it has gone to another thread.

Seek Jungmanns Die Hard project.

He Sussed out the Hull integrity out and now is just alpha testing a new damage model that will not dissapoint
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