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#1 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I've read several accounts of real fleet boats being attacked by aircraft while cruising underwater (not just after diving). The USN thought it was enough of a threat from prewar exercises that deep, sound bearing attacks were actually the official attack doctrine at the start of the war.
So while I think you could argue the way the game allows it to be modded quantitatively, I think qualitatively it's on the right track. Regarding all kinds of disassembly instructions, it's frankly a ton of work, I can understand why he stays away from it anymore. Even with explicit FAQs in the past, people still ask "how do I turn off X?" when the answer is "See FAQ answer number 2." Gotta be frustrating as hell, lol. He answered this question in the link he pointed at in the other thread I think. Here it is: Quote:
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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BTW, all I can say about his visual node is that when I get cracking on the new visuals mod, I will use TM's aircraft node, and try adjusting it down some (to my taste, which is probably slightly more forgiving in this respect than ducimus' take
![]() When I do, like ducimus' thread about the spotting underwater stuff, I will "show my work" so y'all know what I set the value to. tater |
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#3 |
Rear Admiral
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All one has to do, is remove the SNS files in the data/air/*.* directory path. Removing the air directory entirely would probably cause a CTD. (P38 lighting that was added and is in the campaign.cfg would be missing)
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Doh! of course. I was thinking that your patch might not alter the other files (I mean only dumping them from a patch. I honestly haven't looked.
tater |
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#5 |
Frogman
![]() Join Date: Jan 2007
Location: Near Paris
Posts: 303
Downloads: 113
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Hi,
I know this would be again some work for you but : In the time of FTT, there was a read-me in which we could saw which files was doing this, and other files doing that. It was easy for us ( to me, at last) to remove something we didn't want, or a part to replace with another approch from someone else. FTT was more simple, tough. If you don't bother with this, not a real big problem. For exemple, I had tried to remove Tater Campaign Files for trying other things in TM, but i gave up ![]() I know we ask a lot, so don't shoot ![]() |
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#6 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
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Will this still work allowing SD contacts,& enemy fly overs?
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#7 |
Rear Admiral
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As an aside, if one was to experiment with the Minsurface value of the AirS_visual node, id say take whatever i have there, and divide it by half, and experiment with that. I think its currently at -4.35 or somewhere there abouts.
Yes, thats a decimal, and i acutally experimented it so much, that through trial and error testing, i got it down to a freaking decimal, and it still wasn't perfect, but it was close nough. Thats how much time and work this involves. I didnt just stick any random number in there. Where i left it at, a plane was able to visually see you if within 5,000 to 6,000 meters if you were above 160 feet and presenting a favorable aspect, in calm to moderate seas. |
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#8 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I'd add (for anyone who wasn't keeping up with your other thread) that while 5-6000m seems like a lot of horizontal separation for this kind of spotting, don't take it literally.
The game has an arbitrary time limit for detection to occur. Meaning that a target has to be within a set of parameters for some arbitrary amount of time to be detected. If the sensor in question is on a plane, it moves so quickly that it's very easy for the plane to miss the target. More simply put, the plane needs to fly a certain path length within a given range for there to be a detection chance, otherwise it's not overhead long enough to spot. BTW, in those strategic bombing survey interviews, the ASW pilot said that they'd try and maintain contact on a sub for a couple DAYS. Imagine if being spotted yesterday resulted in an increased airstrike probability within a circle = 15 knots * nighttime hours. tater |
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#9 |
Rear Admiral
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The problem i had was that put too high a number in the minsurface, and youd get uber detection. Put too low, and youd get no detection (submerged) at all. The range is what it is, and is strictly coincidental to the depth of detection i was aiming for. You really don't have much control over how far away a detection at X depth occurs.
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#10 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
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Can the bees only attack at PD ?
If this could be node linked to extended periscope up in comands.cfg ? More believable solution
![]() Last edited by donut; 12-10-07 at 07:29 PM. |
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#11 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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My idea for scope up detection was to add a very short ranged radar to substitute for lack of visual control. The problem there is that it will see in bad weather (or night).
Really, some visual solution would be ideal for that reason. tater |
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