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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
Uploads: 0
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I'm just so confused.
Yes, I've tried Ducimus' mod and without it. Both patches.. same thing. I even had a destroyer pass directly over me twice in a row while circling my position and nothing... no pings, no DCs. When I upgraded to 1.2, I did from a fresh install and had removed all the previous files including mods. It's kinda frustrating hearing of other people getting attacked much less DC'd. I thought I'd never say that. ![]() I'll experiment with the sensor settings as Kakemann has suggested and let you guys know.
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"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#2 |
Samurai Navy
![]() Join Date: Feb 2007
Location: Pretty close to the big german cruiser Blücher in Norway
Posts: 568
Downloads: 29
Uploads: 0
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Ok, let us know.
These are my settings. Haven't changed anything else in this file. This worked for me ![]() [Hydrophone] Detection time=1 ;[s] Sensitivity=0.07 ;(0..1) Height factor=0 ;[m] Waves factor=0.9 ;[>=0] Speed factor=15 ;[kt] Noise factor=1.0 ;[>=0] Thermal Layer Signal Attenuation=2.0 ;[>0], 1 means no signal reduction, 3 equals signal reduction to 33% [Sonar] Detection time=20 ;[s] Sensitivity=0.05 ;(0..1) Waves factor=0.5 ;[>=0] Speed factor=20 ;[kt] Enemy surface factor=200 ;[m2] Lose time=30 ;[s] Thermal Layer Signal Attenuation=5.0 ;[>0], 1 means no signal reduction, 5 equals signal reduction to 20%
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![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 |
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#3 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
Uploads: 0
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Yes, that did the trick Kakemann!
I heard pings.. got DC'd to the surface. I used a 0.09 setting and the escort came right after me. ![]() Thanks for posting your setup, I was gonna ask you about what you used but you read my mind. ![]() Much joy will soon be had.
__________________
"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#4 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
Uploads: 0
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I'll post a JSGME ready version in the Mods section for you Kakemann, if you haven't already.
And Thanks!
__________________
"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#5 |
Rear Admiral
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:hmm: Sounding like i was wrong about hydrophone senstivity effecting ping frequency.
I can only guess its all about signal strength. |
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#6 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
Uploads: 0
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I'm thinking the value can only be read in hundredths of one or maybe tenths but.. at 0.09 it was pretty d@mn rough.
![]() It came charging at me while at visual sighting distance and it's DC's were dead on even on the second run. I posted his mod in the mods section (forgot to put [REL] in there due to my hurry) as JSGME ready if you wanna test it out.
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"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#7 |
Rear Admiral
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The hard part about reworking the AI, is making it challenging, but yet still leaving the player a chance to get away (IE, surviveable if player uses his head). It really is a tightrope act.
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