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Old 04-24-07, 09:34 PM   #1
NefariousKoel
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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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Old 04-24-07, 09:42 PM   #2
kakemann
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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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Old 04-24-07, 10:02 PM   #3
NefariousKoel
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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.
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Old 04-24-07, 10:20 PM   #4
NefariousKoel
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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!
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Old 04-24-07, 10:25 PM   #5
Ducimus
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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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Old 04-24-07, 10:29 PM   #6
NefariousKoel
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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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Old 04-24-07, 10:42 PM   #7
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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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