![]() ![]() This works similarly to SelfNoisePerKnot except that it really only effects the display itself, potentially making it easier for players to manually identify targets when traveling at speeds greater than five knots.Įxisting sonar sensors already have this value in their configuration sections if you want to see less "noise" on the scope as your submarine travels faster, you can change that value to be lower than 1. I've added code to make use of this value when drawing your target's signature on the sonar display. That's the intention behind the change to SonarNoisePerKnot, which is a pre-existing config item for sonar sensors that was not, as far as I can tell, ever used in the base game. ![]() Imagine a modern sonar with some kind of learning AI to help filter out pointless noise on your sonar scope. Acoustics config of the theoretical "Improved Virginia" from PBS This primarily affects the detection chances of enemy ships, but it will also affect your ability to detect them, because self noise degrades your sonar data. I'm still ignoring that value (called TargetNoisePerKnot), but I've introduced a vessel-specific noise per knot setting called SelfNoisePerKnot.Īs the default for this modifier was 1.0, making this number larger than 1.0 will make your sub louder as it moves faster through the water. This value already existed in-game, but it was a global modifier found in the config.txt and not used for anything (the value was always set to 1 regardless of the setting in config.txt). Anyway, to support this concept, I have added a noise-per-knot modifier. Perhaps it has holes in funny places, or maybe the hull starts rattling as the water flows over it. I am not a submariner, but I feel it is possible that, given two different hull shapes, one of these shapes may become louder at speed than the other. Good luck pulling that off in the China campaign. "My boat may survive going down to 1800 feet, but that UGST might not!" I think this adds a fun gameplay element where you play chicken with a torpedo. Anyway, feel free to fudge the numbers to your liking. The United States, for example, will only admit that the latest Mk48 has a maximum depth "greater than 1200 feet." How very helpful. Obviously, world navies do NOT publish these numbers. WeaponSprite=hud/default/uk_sf_sprite.png This should appear before the "Model" section for the weapon, as in the following example (which is for the UK's Spearfish, taken from PBS). To change the max depth (most modern torpedoes have a maximum depth of at least 500 meters, or about 1600 feet), add a line like this to the torpedo's configuration in weapons.txt: MaxDepth=1640. MaxDepth for all weapons is set, by default, to 1000 feet. ![]() I heard somewhere that the original Mk48 torpedo (not the ADCAP found in-game) wasn't able to dive deep enough to engage boats of the Alfa-class, but I can't find a source. The main inspiration here is the reality that some submarines can dive deeper than some weapons can function. This feature adds a single config item to all weapons (but it is only checked for torpedoes and decoys, so.) which can be used to trigger the destruction of the weapon if it descends below a certain depth. USN AN/BQQ-10 sonar with wide aperture array config: These do NOT exist on any of the default sensors, so you'll need to edit them in yourself if you want to use them (or else use overrides created by someone else). Skwabie's wide aperture array feature adds three optional parameters to sonar. This mod determines "advanced" torpedoes the same way the original Skwabie mod did: anything with a sensor cone greater than or equal to 55 degrees. I mean, just because the warranty is void doesn't mean it stops working immediately, right? :) The torpedo depth thing is a (very) little more lax here in CWE than in Epic Mod I guess I wanted to cut the manufacturers some slack.
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