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Old 06-20-17, 07:24 PM   #1
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
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Default Player sub sensors

Looking to increase deck watch's visual range, as it's a bit short. Which file for TMO RSRD controls this? I see a suvvisual sensor as well a visual sensors in library/ussubparts

Also, which file and settings do I need to adjust so hydrophones do not work when surfaced. I know they did due to hull mounted but were not effective when sub was moving.
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Old 06-22-17, 09:01 AM   #2
Bleiente
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Quote:
Originally Posted by Bubblehead1980
Looking to increase deck watch's visual range, as it's a bit short. Which file for TMO RSRD controls this? I see a suvvisual sensor as well a visual sensors in library/ussubparts
This can be very efficient and easy to manipulate via the Sensors.Cfg.
As a comparison here my settings:
Quote:
;Visual.
Visual range factor=0.5
Visual fog factor=0.5
Visual light factor=0.5
Visual waves factor=0.8
However, since you certainly use a different environment, you have to fine-tune your game by testing it.

Quote:
Originally Posted by Bubblehead1980
Also, which file and settings do I need to adjust so hydrophones do not work when surfaced. I know they did due to hull mounted but were not effective when sub was moving.
It would be better and more realistic to limit the range of these sensors as I did in my ModPack.
It can be found under ... Data / Library / Sensors_USSubparts.

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Old 06-22-17, 04:40 PM   #3
Bubblehead1980
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Quote:
Originally Posted by Bleiente View Post
This can be very efficient and easy to manipulate via the Sensors.Cfg.
As a comparison here my settings:
However, since you certainly use a different environment, you have to fine-tune your game by testing it.


It would be better and more realistic to limit the range of these sensors as I did in my ModPack.
It can be found under ... Data / Library / Sensors_USSubparts.



I run TMO 2.5 and RSRD. So whatever enviroment TMO uses.

Could you explain a little more how the sensors.cfg works?
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