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MRV
12-19-06, 12:55 PM
Please help me understanding what the GWX Team has done on the AI Ships.

Trying to solve the issue with the infinite hydrophone detection I opened the Sim.cfg and compared these settings to an old Sim.cfg....

I noticed that several lines from the old Sim.Cfg were missing in GWX. For example the "Already tracking modifier" and "use crew efficiency"...

What does this mean? Does this mean that the AI passive sonar in GWX ignores the Crew experience?

raduz
12-19-06, 01:51 PM
why? i suppose you opened a wrong file. actually, you should have a look at sensors.cfg. hydrophone DOES use the crew efficiency. what do you mean by "infinite hydrophone detection"?

MRV
12-19-06, 01:58 PM
Trust me, the values for the AI detection are in the sim.cfg ;)

I mean that issue that in GWX AI's hydrophones can hear you regardless of what you do to be silent. I noticed this on my first patrol and tested it in DC pursuits once in shallow water and another time at a depth of 70 - 100 meters.

I'm now trying to understand why the "use crew efficency" on the hydrophones was removed, GWX dev's are experts, and so I think there must be a reason for this.

joea
12-19-06, 02:38 PM
Hmmm I've noticed something like this also. :hmm:

Kpt. Lehmann
12-19-06, 05:00 PM
In GWX ALL "uses crew efficiency" values are set to "true."

If these are different on your installation, you are either using another mod that changes those values... or you have a corrupt installation.

Proper sensor function in GWX requires that those values are set to "true."

KL

MRV
12-19-06, 05:09 PM
Does this mean that this uber-Hydrophones are not something that comes with GWX????

Thats strange, I only installed SH3, 1.4b Patch, GWX and Sh3 Cmdr and GWX SH3 Cmdr CFG's.......nothing else.......

but I also have read people praising that advanced f1-info in GWX, which isn't present in my version. When I press f1, all I get is the normal Keyboard Commands.

I also noticed people around here who have the same problems. So I suspect Sh3 Cmdr doing something unhealthy to a GWX installation maybe.

Is there a specific order to follow during the installations?

Well, to make it easy to tell, is THIS the GWX Sim.CFG?

[Mech]
Waves amplitude=0.70 ;[0,1]
Waves attenuation=0.06 ;>=0

[AI Cannons]
Max error angle=3 ;[deg]
Max fire range=31000 ;[m]
Max fire wait=6 ;[s]

[AI AA guns]
Max error angle=5 ;[deg]
Max fire range=3500 ;[m]
Max fire wait=6 ;[s]

[AI detection]
Lost contact time=30 ;[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=1.25 ;[>=0]
Light factor=2.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=350 ;[m2]
Enemy speed factor=15 ;[kt]

[Radar]
Detection time=1 ;[s]
Sensitivity=0.01 ;(0..1)
Waves factor=0.9 ;[>=0]
Enemy surface factor=5.0 ;[m2]

[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.04 ;(0..1)
Height factor=0 ;[m]
Waves factor=0.75 ;[>=0]
Speed factor=20 ;[kt]
Noise factor=0.5 ;[>=0]

[Sonar]
Detection time=10 ;[s]
Sensitivity=0.01 ;(0..1)
Waves factor=0.6 ;[>=0]
Speed factor=15 ;[kt]
Enemy surface factor=100 ;[m2]
Lose time=30 ;[s]

MRV
12-19-06, 06:01 PM
This is REALLY interesting now!

re-installed SH3, 1,4b and GWX WITHOUT Sh3Cmdr, started that courageous-single mission, got the DD's attention......and managed to get away at 70 meters :doh:

Someone told here that Sh3Cmdr randomizes detection time, is it possible that this causes some DDs to be the newest british super-weapon?

bigboywooly
12-19-06, 06:09 PM
I have a feeling that a lot of ppl didnt rollback sh3 commander before installing GWX
Then when SH3commander is activated it is loading previous files from the last instal

Sh3Commander does randomise a lot of things
Pretty sure the random files can be removed but I would wait for Jaeson to confirm this as its his baby

After rolling back of course

MRV
12-19-06, 06:10 PM
I reinstalled SH3Cmdr completely, thats the weird thing here....

but well, I'll test that now, after removing everything that even smells like Sh3cmdr, then installing it again and calling a DD commanders mother a ")R$%" in-game to get him to chase me.....


UPDATE: problem solved, it works now, finally I stand a chance against them, its not easy though.

Alright then, starting a new campaign now......LET'S GGGGGGGGGOOOOOOOOOOOOOOOOOOOO :rock:

JScones
12-20-06, 01:03 AM
I have a feeling that a lot of ppl didnt rollback sh3 commander before installing GWX
Then when SH3commander is activated it is loading previous files from the last instal

Sh3Commander does randomise a lot of things
Pretty sure the random files can be removed but I would wait for Jaeson to confirm this as its his baby

After rolling back of course
From reading other comments of MRV's in another thread I would hazard a guess that he indeed did not rollback prior to uninstalling SH3Cmdr. He may have removed SH3Cmdr and reinstalled it again, but the very first time it was subsequently run, it simply rolled back the pre-GWX files which still existed.

Anyway, insofar as what changes SH3Cmdr makes to SIM.cfg - only one. And that is:

[AI detection]
Lost contact time=<randomised between 15 and 45 minutes>

No other changes are made to this file. And no, this change won't make DD's uber or anything. It just means they'll look for you longer, at worst 15 minutes more than stock GWX.

But the problem experienced would be linked back to not rolling back SH3Cmdr.

MRV
12-20-06, 10:36 AM
It was me installing SH3Cmdr prior to GWX, now its fixed.

Man this is great, those DD's really have worse contact on ASDIC if they pass by in front or behind you because of the smaller reflecting area......

Kpt. Lehmann
12-20-06, 11:45 AM
It was me installing SH3Cmdr prior to GWX, now its fixed.

Man this is great, those DD's really have worse contact on ASDIC if they pass by in front or behind you because of the smaller reflecting area......

Exactly.

Corsair
12-20-06, 04:26 PM
Just checking if something is normal...
When I am submerged I am used to place the extra crew in the non used diesel engine compartment (which is considered as "neutral" zone in NYGM) I understand this is no longer true in GWX, but I noticed that the guys in there get twice as much fatigue as their colleagues at work in the electric engine room. Is it how it is intended ?

Kpt. Lehmann
12-20-06, 06:33 PM
Just checking if something is normal...
When I am submerged I am used to place the extra crew in the non used diesel engine compartment (which is considered as "neutral" zone in NYGM) I understand this is no longer true in GWX, but I noticed that the guys in there get twice as much fatigue as their colleagues at work in the electric engine room. Is it how it is intended ?

Overflow crewmen can be placed in the electric motor room when surfaced... less stress there when surfaced.

When submerged, you can place overflow crewmen in the diesel room... less stress there when submerged.

There will still be a progression of fatigue in whichever engine compartment is NOT in use... but far less than an engine room compartment that is IN use.

Corsair
12-21-06, 05:09 AM
Thks for your reply.
This is how I thought it should work... and why I was surprised that in fact while submerged the extra guys in the diesel room got more fatigue than the ones at work in the electric engines.
Anyway after first trials I decided I would play GWX with no fatigue, as I noticed that if I play with 3Drender max = max TC (I don't see why the guys would stop being stressed because of high TC), I have to rotate crew too often.
In a way problem solved for me.;)