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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Rear Admiral
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Yeah sounds familiar, im thinking about lowering the surface factor to 175. My old adjustment was 150, default is 200, split the difference.
However, theres a big difference between 0.1 sensitivty, and 0.05. On one hand im afraid of not making them "smart" enough. On the otherhand, im afraid of making them too smart. |
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#17 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#18 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
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Ducimus: Well--I'm certainly not going to tell you what to do LOL. But--you can check out my latest creation and it might make your tweaking a little easier. I found that some of the things I tweaked for the 1st version didn't have as much effect as this time around. (at least that's how it seemed). I lowered surface factor quite a bit but it seems to be working, ie--I can get away from 1 elite SC in perfect weather without feeling like I should just fall on my sword and be done.
As many hours of tweaking it took me to try to balance things, I wouldn't wish that task on top of everything else you're doing ![]()
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#19 | ||
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
Uploads: 0
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#20 |
Rear Admiral
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Im that way with DC splash's.
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#21 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
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Well, at least I got to remember some trigonometry when I was tweaking the sensors...always handy to have a g/f whose sister is at high-school
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#22 |
Medic
![]() Join Date: Dec 2006
Location: Pearl Harbor, Hawaii
Posts: 161
Downloads: 6
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Just wanted to chime in here with this small note - I have no idea how the game treats it but speed is an absolute huge factor in Sonar. Why? The faster you move through the water the more your own noise adds (logarithmically) to your side of the noise equation and eventually you are moving to fast to hear the return of the echo or to passively hear the contact. So if you are going ANYTHING above 15 knots you are flying blind - particularly with WWII style active. Today’[s stuff a little different but in this time frame - you would only be seeing your own return from the sea noise if anything at all. The game has the skimmers screaming around at high speed going active and changing course - total . Passively this effect (becoming self noise limited) happens sooner. In high seas your sensors (Active and Passive) are useless for the most part. Le (ownship's component) (Powersum) + La (Ambient Limited) = LE (Total background noise). \ASW is a fairly prolong and time consuming process.
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