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Old 12-09-05, 07:25 AM   #1
CB..
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Quote:
Originally Posted by P_Funk
Can I ask for a summary of the major developments in this thread. I hope its not too lazy of me to not want to read all 25 pages
yup if your suffering from uber DD's --stop playing the single missions and start playing the campaign--that's is really about it---if your suffering from useless DD's do this


just start with a stock AI_sensors.dat

and make two alterations--

one-
REDUCE all the hydrophones max distances by 4000 metres--so if it's 6500 as stock reduce it to 2500 metres--do this for all the hydrophones--

two-
INCREASE the minimum distances for all the hydrophones to 1000 metres--

three-
use these sim.cfg entrys

[Mech]
Waves amplitude=0.4 ;[0,1]
Waves attenuation=0.02 ;>=0

[AI Cannons]
Max error angle=20 ;[deg]
Max fire range=5000 ;[m]
Max fire wait=22 ;[s]

[AI AA guns]
Max error angle=5 ;[deg]
Max fire range=1000 ;[m]
Max fire wait=7 ;[s]

[AI detection]
Lost contact time=6 ;[min]

[Visual]
Detection time=0.5 ;[s] min detection time.
Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time.
Fog factor=0.3 ;[>=0]
Light factor=1.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=400 ;[m2]
Enemy speed factor=15 ;[kt]

[Radar]
Detection time=1 ;[s]
Sensitivity=0.03 ;(0..1)
Height factor=0 ;[m]
Waves factor=1.0 ;[>=0]
Enemy surface factor=3.0 ;[m2]

[Hydrophone]
range factor=1 ;[>=0]
fog factor=0 ;[>=0]
light factor=0 ;[>=0]
waves factor=0.2 ;[>=0]
speed factor=0.5 ;[>=0]
enemy speed=0 ;[>=0]
aspect=0 ;[>=0]
noise factor=1.0 ;[>=0]
sensor height factor=0 ;[>=0]
already tracking modifier=20 ;[detection probability modifier]
decay time=150 ;[>0] already tracking bonus decay, in seconds
uses crew efficiency=true ;[true or false]

[Sonar]
Detection time=5 ;[s]
Sensitivity=0.03 ;(0..1)
Waves factor=0.50 ;[>=0]
Speed factor=10 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=2



four--
reduce the maximum revs for the electric engines using the mini tweaker by 30 to 50 revs per minutes--i reduced mine to 250 rpm max--

and that's it--
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Old 12-09-05, 07:31 AM   #2
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Quote:
Originally Posted by HEMISENT
CB
Thanks for reply. Bad snowstorm here sat connection in and out.
Anyway my test campaign mission was sept 1943. Moot point now as a single DD was hounding me for 6 hours game time. With 1000m min distance stealth meter would stay completely green allowing me to attempt escape then when DD was approx 1000m distance the meter would go instantly red, DD would come charging back to my area inside the safe 1000m zone he lost me and would meander around searching w/o using active sonar(SR, any speed/any depth made no difference he could not detect me). I would attempt to get away but as soon as he got to the magic 1000m line he would start all over. This went on for 6 hours. I finally got fed up and took the boat too deep in an attempt to evade.
Starting again same time frame but this time I'll reset the crew ratings and noise as you recommended.
that sounds familiar--- had the same scenario last patrol--- late 1942 but the lone hunter killer DD gave up after around half an hour--

my next patrol should be in 1943 so i will be keeping an eye out for any problems--

this is another reason why testing in single missions is a complete waste of time--
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Old 12-09-05, 08:24 AM   #3
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Quote:
Originally Posted by CB..
Quote:
Originally Posted by timetraveller
It's definitely worth a try. I believe the devs originally wanted the dive planes to work, but maybe cut it short at the end to get the game out. Everything is in there dive plane -drag, effect, etc. Even the dive plane bubble in the control room.

Changing the FR center of gravity might work. Yes, I think you understand it. Two kinds of c-o-g in game, FR (front to rear), and gc_height (height above bottom of boat). Also, great idea on setting the All Stop to .2!

Try setting fr_ratio (SH3 Inspector can do it) to a smidgen under .5, maybe .45).

Good luck.

TT
Cheers TT-- it was see-ing the gc_height (gravity centre height) in the mini tweaker that prompted the idea--
i'll give it a try

UP_DATE//////////////////


worth a try sadly the hold depth button (A) is semi pernament so it cancels it out---the boat did gradualy go deeper tho at around 1 knot all stop--but not the A key really does hold depth no matter what so it doesn't really work out gameplay wise--(had forgotton about the hold depth)

had some perculiar side effects as i saw it tho- the corvettes were running at decks awash --i had loaded an in game saved career tho to test it so that's probably what caused that--

worth a try as you never know untill you do as they say---this isn't the way tho--
Nice work, CB. Are you saying the hold depth button (A), once pressed stays forever? Wow, that's not good. We need an "unhold depth" button.

TT
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Old 12-09-05, 08:46 AM   #4
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Quote:
Originally Posted by timetraveller
Nice work, CB. Are you saying the hold depth button (A), once pressed stays forever? Wow, that's not good. We need an "unhold depth" button.

TT
Cheers TT --yup once pressed the hold depth command overides any other factors--(i suppose it makes sense- it does exactly what it says on the tin etc etc) UNTILL you select a new depth that is--

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Old 12-09-05, 08:51 AM   #5
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Quote:
Originally Posted by CB..
Quote:
Originally Posted by timetraveller
Nice work, CB. Are you saying the hold depth button (A), once pressed stays forever? Wow, that's not good. We need an "unhold depth" button.

TT
Cheers TT --yup once pressed the hold depth command overides any other factors--(i suppose it makes sense- it does exactly what it says on the tin etc etc) UNTILL you select a new depth that is--

Ahhh, I see. Good, at least it cancels out when selecting a new depth. I was afraid it was a game bug. Hopefully one day we'll find a good way to do a little "downward drift".

TT
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Old 12-09-05, 11:19 AM   #6
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hopefully TT that would be a nice touch---

tell you what tho i decided to keep the all stop rpm setting in the subs cfg


but i reduced it to

AllStop=0.01

this keeps the props turning over very slowly with minimal forward motion---it just feels better than sitting completely still with no propulsion at all--
it's a tricky one to lose depth tho--setting the dive plane zero angles to a slight allmost imperceptible dive (any more and the sub would keep diving when surfaced etc?) might be one way?
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Old 12-09-05, 12:11 PM   #7
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Quote:
Originally Posted by CB..
hopefully TT that would be a nice touch---

tell you what tho i decided to keep the all stop rpm setting in the subs cfg


but i reduced it to

AllStop=0.01

this keeps the props turning over very slowly with minimal forward motion---it just feels better than sitting completely still with no propulsion at all--
it's a tricky one to lose depth tho--setting the dive plane zero angles to a slight allmost imperceptible dive (any more and the sub would keep diving when surfaced etc?) might be one way?
Yeah, I think the AllStop=0.01 is generally a good plan (just happened to think - what happens if we rest on the bottom?). And yes, if we could find a way to tweak those dive planes a little off level, we might have some downward drift.

Gotta run off for awhile. I shall return....

TT
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Old 12-09-05, 02:31 PM   #8
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Just wondering, would AllStop=0.01 apply to both engines or just electrics?

Anyway, I guess that's fine. If we wanted to shut the engines, we could just get the crew out of the compartment.

Sounds like a very good idea, anyway. Much more realistic than a hoverboat
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Old 12-09-05, 05:55 PM   #9
CB..
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Quote:
Originally Posted by CCIP
Just wondering, would AllStop=0.01 apply to both engines or just electrics?

Anyway, I guess that's fine. If we wanted to shut the engines, we could just get the crew out of the compartment.

Sounds like a very good idea, anyway. Much more realistic than a hoverboat
yes it affects both engines ---at allstop=0.01 the actual forward speed is almost nil---it would take you half an hour to move one boats length so it's not a huge problem either way--

TT
on the resting on the sea bed thing is the crash speed significant for adjusting the ability to "soft land" on the sea bed without taking any damage? gotta crank that up a bit if thats' what it does? what do you think?
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Old 12-09-05, 07:22 PM   #10
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Quote:
Originally Posted by CB..
TT
on the resting on the sea bed thing is the crash speed significant for adjusting the ability to "soft land" on the sea bed without taking any damage? gotta crank that up a bit if thats' what it does? what do you think?
Yes, that's the way I take it to be. I've never played with it though. I always assumed if you exceeded CrashSpeed when you collided with an object, you were dead.

TT
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Old 12-10-05, 04:40 PM   #11
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from the .act file, it seems crash speed is how quickly damage accumulates when you're below crush depth.

anyway...
any idea why sensors turn uber when they're deleted from the sim.cfg file, yet no values you input into sim.cfg can end up having the same effect?
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Old 12-10-05, 04:40 PM   #12
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from the .act file, it seems crash speed is how quickly damage accumulates when you're below crush depth.

anyway...
any idea why sensors turn uber when they're deleted from the sim.cfg file, yet no values you input into sim.cfg can end up having the same effect?
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Old 12-10-05, 04:58 PM   #13
timetraveller
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Quote:
Originally Posted by caspofungin
from the .act file, it seems crash speed is how quickly damage accumulates when you're below crush depth.

anyway...
any idea why sensors turn uber when they're deleted from the sim.cfg file, yet no values you input into sim.cfg can end up having the same effect?
Ah, nice pickup on the crash speed, caspofungin.

Don't know about the uber sensors. Interesting. It would be interesting to check some of those values in the .sim files.

TT
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Old 12-10-05, 05:06 PM   #14
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Quote:
Originally Posted by caspofungin
from the .act file, it seems crash speed is how quickly damage accumulates when you're below crush depth.
Correct, it also is associated with "Crash Depth=" in the zones.cfg.
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Old 12-10-05, 06:18 PM   #15
CB..
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Quote:
Originally Posted by caspofungin
from the .act file, it seems crash speed is how quickly damage accumulates when you're below crush depth.

anyway...
any idea why sensors turn uber when they're deleted from the sim.cfg file, yet no values you input into sim.cfg can end up having the same effect?
thats was to be my next question !!

my theory on why the sensor goes uber when the appropiate section is removed from the sim.cfg is that it then defaults to some setting some where--kinda the reverse of setting the sensitivity to zero in the AI_sensors.dat to reference the sensitivity entry in the sim.cfg

my guess is that the default setting is not the setting stored in the AI_sensors.dat--

tell you what tho we did notice that if you edited the A_sensors.dat and left the back up copy of the file in the folder the game didn't read the altered entrys==may be that ther's some sort of connection--?
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