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Old 07-14-05, 09:45 PM   #16
sdcruz
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no it is 1941 and I cannot escape - what values should I look for and change to in the AI_Sensor.dat file to make the distance 2000 metres Jungman - I can do that if you let me know what I need to change.

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Old 07-14-05, 09:46 PM   #17
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jasonb885

Actually SonarDC_fix since it contains the fix for the Super Lock On Type 144A bug.
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Old 07-14-05, 09:49 PM   #18
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sdcruz

Oh man, that alot of work to type out. It would be faster for me to make a 'quicky' personal fix for yeh.

Your problem is not 2000 meter range -that long range is for passive sonar.

It is the ACTIVE sonar lock you need to reduce. It ranges from 1200 to 2200 meters. So does the sensitivity.

If you are within a few hundred meters, you will never get away. Like in real life, RuB is hard realism and you die.

Quick fix cheat is too just zero out the max range values and mininmum range values. Then you just stopped the active sonar. Next you would need to zero the hydrophones so they cannot hear you.

Here is a No active sonar hack...you willl hear pinging but they cannot see you witrh regular active sonar. They still can pick you up on hydrophones passive sonar though if you are noisy....go slow.

NoActiveSonarCheat just rename it to AI_Sensors.dat and replace your file. Back up original.

http://rapidshare.de/files/3067725/H...nsors.dat.html

Sdcruz, if that doesn't work, then let me know, I will zero out the passive sonar too, making the DD totally blind while you are under water to escape.

Heck, don't be shy, I am sure other people would like to get out of a bad situation through a 'hack'.
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Old 07-14-05, 10:30 PM   #19
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Jungman,

I found a somewhat authoritative information on UK sonars at the HMCS Haida site and at an affiliated research paper. HMCS Haida was a Tribal-class destroyer commissioned in 1943.

Based on what I found here, a minimum active sonar range of 200m (or even 150m) seems awfully generous - you would have to be pretty deep (>400m) to have a minimum detection distance of 150m once the Allies start deploying "Q" class sonars, with the ability to ping 70 degrees from horizontal, starting in 1942; starting in 1943, the minimum detection distance would be "0" once "Sword" (type 147B) sonars were deployed, since they apparently could look behind and beneath the escort.

Do you know if the minimum detection distance a fixed value, or does it change with sonar type and range as in real life?

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Old 07-14-05, 10:48 PM   #20
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OK thanks - i am in the middle of a patrol (being trying to evade) Can i install it now or do i need to go back t base?

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Old 07-14-05, 10:56 PM   #21
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Quote:
Originally Posted by Jungman
jasonb885

Actually SonarDC_fix since it contains the fix for the Super Lock On Type 144A bug.
Ah, okay. So you don't need to appy the fix to the old version, but rather the fix includes the whole deal?

Thanks!

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Old 07-15-05, 02:38 AM   #22
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Jungman

What does the max range mean for the sonars? Does that mean they can still pick you up at 4000 metres?

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Old 07-15-05, 02:59 AM   #23
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Quote:
Maybe the Main max passive range of 6000 m sets the AI for your Sub crew to 6 km.....and active sonar to 4 km...
Jungman

I dont think thats the case since this is the AI Sensors file - but you have brought up a very valid point - it just does not make sense. :hmm:

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Old 07-15-05, 03:05 AM   #24
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Pablo:

Type 123 - min range = 200 metres
Type 147A - min rng = 200 metres
Type 144A - min range=200 metres

so it looks like they dont change!
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Old 07-15-05, 04:38 AM   #25
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very good !!! super asdic sound !!!
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Old 07-15-05, 04:47 AM   #26
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Jungman

Thanks so much for the data above about the ranges on the sonars - I have changed the max active sonar range from 4000 to 2000 and I seemed to have escaped - I didnt change anything else.

Let you know later with more infor.

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Old 07-15-05, 08:21 AM   #27
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Thx Jungman!
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Old 07-15-05, 01:51 PM   #28
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Question: Shouldn't early war sonar have a longer range, but a much longer minimum range as well because of the shallow angle of the beam? From what I understand, later war ASDIC sacrificed range for "look-down" capability against deep diving subs.
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Old 07-15-05, 06:57 PM   #29
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Thanks!
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Old 07-15-05, 07:00 PM   #30
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The in game model of the sonar is completely wrong. I am trying to simulate real life action with a torus model. I read a lot of struff on sonar, I am stuck with this simple sonar model.

More later.
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