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Old 11-08-11, 09:00 PM   #1562
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
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I've been poking around more in the .exe and .act files trying to discover more about how all these parameters dealing with the sensors work. I've learned a little more about them so I've released an upgrade that will bring v0.0.30 to v0.0.31. This upgrade contains just one file - \data\Cfg\Sim.cfg. I've made changes to it based on what I have learned to date.

This upgrade is to be installed after v0.0.30. This is mainly for testing purposes to see if the changes made are doing what I think they are doing

What these changes will (should) do:
- give you more time to evade before being initially detected (just because you 'enter' into a colored shaded area of the enemy's sensor doesn't mean you are automatically detected)
- thermal layer will degrade enemy's sensors more
- you have to 'expose' more of your sub to the enemy's sonar before a ping will actually detect you (just because you are being pinged doesn't mean you are detected - it's all about what kind of aspect you are giving to the enemy's sensor)
- you have to 'expose' more of your sub to the enemy before they will visually spot you
- the total noise (the sum of all noises around the enemy's hydrophone sensor) is more of a factor now (more noise means harder to detect you) for the enemy's hydrophone
- the minimum signal strength has been increased a tad for all enemy's sensors to give player better chance to evade
- waves are less of a factor for the enemy's sonar
- speed is less of a factor for enemy's sonar and hydrophone
- the time before an enemy quits searching for you because their sonar has lost contact with you has been halved

Put the difficulty settings all back to default values.

Let me know what you think

I'm hoping that it proves to be a challenging experience but not easy (I'm hoping for a medium-hard to hard to evade experience with escorts/warships)
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