View Full Version : Mini Tweaker Sensor Settings
demowhc
01-14-07, 01:21 AM
I was just wondering if anyone that has experience with mini-tweaker can tell me what options to change in the AI_Sensors.dat file, it has the obvious first few being AI_radar, AI_sonar, AI_visual, and AI_hydrophone, but what are all the rest??
things like type123a and ASVmarkIV and so on, are these airplanes?? or ships? or sensor equipment??
do you have to set the sensor settings for every single type of ship?
or do you have to set the settings of each different type and model of sensor equipment??
do all the ships stay within the AI_ series of settings?? iv edited these AI_ settings and am wondering if that applies to all ships
im confused >.< :p
also can someone clarify what the sensitivity value means, looks like it goes from 0 to 1, which is more sensitive, 0 or 1?
Corsair
01-14-07, 06:53 AM
I find there are very talented modders who did the job for me and I prefer spending my time on patrol than playing around with these files and testing the results...:D
Jimbuna
01-14-07, 08:35 AM
I find there are very talented modders who did the job for me and I prefer spending my time on patrol than playing around with these files and testing the results...:D
DITTO :arrgh!:
Vikinger
01-14-07, 09:02 AM
Remember guys that a new modder can one day be the talanted modder that give you the ultimate modpack :)
So give him a break and help him instead :)
I dont know exactly what all thos are for kind of equipment but i assume they are different types of radar, sonar etc that different ship are equiped whit.
The values. When it says about range and height it means its measured in Metric.
If a value is - (minus) it means its below the surface.
If a value says bearing its measured in degrees.
Elevation is the value where 0 is at the surface and 90 right up and 180 behind you, measured in degrees as well
Think about it as a 3d enviroment where bearing is on the horizontal plane and elevation is on the vertical plane.
Minsurface factor. Iam not sure about this but i think its a value how easier a target is to detect if they are on the surface. Dont know what measurment it haves.
Sensitivity. I guess this is about how effective the equipemnt are in different weather and/or the crew if they are novis or elite. (not sure altough about this)
But i guess thos two values work toghter whit the SIM.Cfg file.
Hope i helped you some way here.
And if i have wrong at some statment here please feel free to correct me :)
Corsair
01-14-07, 09:26 AM
I was just stating that I have no idea how it works, and therefore cannot be of any help.:D
It's just we are reading everyday tons of post of people wanting to change things in the mods because they don't like this or that. I feel these teams have done a hell of a lot of research and have spent a lot of man hours on these mods, which are by the way freeware. There are tons of mini mods available for download that you can add on top if you do a little research.
And in the end, if you're not happy with the way a mod works, you can always de-install it and try something else. I can't believe that with all the available stuff for this sim you don't find what will make you happy and why we read so many complaints all the time.
If people find they cannot meet the challenge against DDs in GWX, they should rather try to improve their playing skills (and getting their *ss handed to them like we all did to gain experience) rather than spending time trying to mess around with the files. Or alternatively go back to other "easier" mods or stock game to gain experience there before trying their hands at GWX.
I tell you, if I was on the modding team, after spending so much time trying to bring the best experience to people for free and reading all these complaints since the mod came out, I would start using my free time doing something else.;)
Vikinger
01-14-07, 10:47 AM
I searched a bit and found following things:
US Sonar:
US Sonar QGAA.QC1A,QCeA,QGAP,QC1P,QCeP No more info.
British Sonar:
British sonar Type147A. Type144A, Type128A, Type123A, Type147P, Type144P, Type128P, Type123P. No more info.
( I assume thos letter markings A and P stands for what type of ships its fitted on and its an ingame marking and has nothing to do whit the historical Type.)
US Radar:
No info on Type SS
US Radar Type SP, In service 1943-jun-01, surface search/air tracking. Fitted on Battleships.
US radar Type SG. In service 1942-feb-01, Surface search. Fittd on destoyers/fletcher, Battleship, cruisers.
No info onType SF.
US Radar Type SC. Air search.
Airplanes: (allies)
ASW Mark I--IVV Is radar that is used by different airplanes
British radar used by ships:
British radar Type 268, In service 1944-jan-01, Used for Navigation. Fitted on HunterI-III and destroyers.
No info found for Type 277
British radar Type 276. In service 1944-jan-01, used for surface search. Fitted on all destroyers.
British radar Type 273. in service 1941-jan-01, used for surface search. Fitted on Battleship.cruisers.
British radar Type 272, In service 1941-jan-01, Used for surfae search. Fitted on Cruisers.Hunters and minesweapers/escort.
British radar Type 271. In service 1941-may-01, Surface search. Used on nearly all types of armed ships.
British radar Type 290. In service 1941-jan-01, Air search. Fitted on Cruisers.
British radar Type 286. In service 1941-jan-01. Surface search. Fitted on cruisers.
Germany radar types:
No info on FuG200.
Germany radar type FuM023. Surface search/range finder. Fitted on Battleships and heavy cruisers.
Germany radar type FuM021. Surface search, fitted on destroyers.
This findings is historical and have nothing to do on what type of ships different sensors will occour ingame. But it gives you a clue on what kind of sensor you dealing whit when you try to mod.
Oddly i found that the sensors ingame is way of the accuracy what they actually performed in reality. The range for an example of most of the radar ingame is not accurate what they actually had in real.
I used this site as reference:
http://navalhistory.flixco.info/
Vikinger
01-14-07, 11:01 AM
I was just stating that I have no idea how it works, and therefore cannot be of any help.:D
It's just we are reading everyday tons of post of people wanting to change things in the mods because they don't like this or that. I feel these teams have done a hell of a lot of research and have spent a lot of man hours on these mods, which are by the way freeware. There are tons of mini mods available for download that you can add on top if you do a little research.
And in the end, if you're not happy with the way a mod works, you can always de-install it and try something else. I can't believe that with all the available stuff for this sim you don't find what will make you happy and why we read so many complaints all the time.
If people find they cannot meet the challenge against DDs in GWX, they should rather try to improve their playing skills (and getting their *ss handed to them like we all did to gain experience) rather than spending time trying to mess around with the files. Or alternatively go back to other "easier" mods or stock game to gain experience there before trying their hands at GWX.
I tell you, if I was on the modding team, after spending so much time trying to bring the best experience to people for free and reading all these complaints since the mod came out, I would start using my free time doing something else.;)
Well i dont think the thread started complained about the mods he might be using.
He simply just asked for some help to try and understand the values and what they means.
Its not that i think he is unhappy whit any mods and i think he have full respect for thos that have done mods to the community.
But that shouldnt "scare" him away from trying to do something for him self.
Modding is darn fun and i do many tweaks and other stuff as well. but i keep it for my self so its nothing that goes public.
And this is a far most friendly community ive been on and if someone ask for help i sure help if i can. If i cant. then i dont post in the thread.
Corsair
01-14-07, 11:56 AM
OK I didn't mean a personal rant against this guy specially. I'm sorry if it sounded like it, but there are so many unjustified complaints around about something that is available for free and that nobody is forced to use...
He posted the same thing on the Mods Workshop forum :
"Iv only had sh3 a few days and am still very green so when i installed GWX (which is great btw) im finding the difficulty a bit hard when it comes to the enemy detecting me...
so i grabbed a little app called mini tweaker in which u can tweak the game files. after some reading i see that the AI_Sensor.dat file is the one that needs to be tweaked"
When you have SH3 for a few days, imho you don't start playing around with the files, you spend your time learning how the thing works... This why I was advising to start with the stock game first to get used to the basic mechanics and then later try his hands at GWX without needing to alter anything.
Vikinger
01-14-07, 12:08 PM
OK I didn't mean a personal rant against this guy specially. I'm sorry if it sounded like it, but there are so many unjustified complaints around about something that is available for free and that nobody is forced to use...
He posted the same thing on the Mods Workshop forum :
"Iv only had sh3 a few days and am still very green so when i installed GWX (which is great btw) im finding the difficulty a bit hard when it comes to the enemy detecting me...
so i grabbed a little app called mini tweaker in which u can tweak the game files. after some reading i see that the AI_Sensor.dat file is the one that needs to be tweaked"
When you have SH3 for a few days, imho you don't start playing around with the files, you spend your time learning how the thing works... This why I was advising to start with the stock game first to get used to the basic mechanics and then later try his hands at GWX without needing to alter anything.
yeah you are right i fully agree whit you :) I must have missed that post.
I started to tweak and do other things after nearly 7-8 months of game play :)
And in GWX there isnt any tweaks that actually need to be done. Its good as it is.
I mostley do tweaks now to try and undrstand what a change will do. :) Its just my own curiosity :D
Steppenwolf
01-15-07, 12:11 AM
@demowhc
As Vikinger has already replied in detail above, the other entries in the ai_sensor file represent specific pieces of equipment within the sonar, hydrophone and radar etc. categories. You can see what ship uses what equipment (and what dates it gets it) by going into the subfolder for that ship type under the \sea folder and looking in the .sns file for that ship. The A and P designations following the name indicate whether the equipment is P for passive sonar (ie hydrophones) or A for Active sonar. The higher sensitivity settings are better than lower ones. Unfortunately, I do not know what the relationship is between the settings for a specific piece of equipment like the Type144P and the more generic AI_Hydrophone settings, nor am I particularly familiar with what most of the parameters actually do ingame. Sorry not to be of more help
@Vikinger
Thanks for your help with mini-tweaker in the flak reload thread. Thought you might be interested that I found out why the "1.4b tweak files" seem to work with GWX. They provide an absolute hex address within the file where a specific bit of information like "reload time" can be found. As long as GWX only changed the values of the various parameters in the file, the tweak file works perfectly with GWX (Fortunately this seems to be the case for most files, so the mini-tweaker works with most GWX files). If, however, GWX ADDED data to the files (as in the Sensor.dat file), then the address the tweak file points to is no longer correct ( if 500 bytes of data were added before that parameter in the file, mini-tweaker is now pointing to a place 500 bytes BEFORE where the data it should be pointing to resides ). So it doesn't work with files like Sensor.dat.
Fortunately, which files it will work with is usually fairly obvious, as the data that shows up in mini-tweaker will look a little peculiar when looking at those files. Only way around this is to write a new tweak file pointing to the correct new addresses for each parameter (Like those new config files the GWX team provided for SH3 Commander, so it would make its changes to the correct addresses in the modified GWX files.).
Madox58
01-15-07, 03:12 AM
Vikinger,
Are the specs you listed above in game specs and references?
If so, I'll have to add those to my notes and are they here in the threads?
Don't bother linking to a thread if they are. I'll find them and save you time
to sink some ships!:rock:
Vikinger
01-15-07, 11:06 AM
Vikinger,
Are the specs you listed above in game specs and references?
If so, I'll have to add those to my notes and are they here in the threads?
Don't bother linking to a thread if they are. I'll find them and save you time
to sink some ships!:rock:
The list i made is more to tell what the sensors are for kind of type.
So the thread started know if its a radar, sonar etc.
Then when i found the info i added the historical value like when they are aviable and on what ship they where are fitted. But i dont think thos values reflect the avilability ingame although. (Ingame an US armed trawler could be fitted whit a sonar that only historical was fitted on british cruisers for an example but this is just my guess) So dont take the dates and on what ship the equipment are fitted, serious ingame
I wonder my self how accurate/ well it reflect ingame the avilability and equipment type for correct ship. I dont know how deep GWX did go in this matter. (Or the stock sh3)
But i found for an example that the range for a radar is not historical correct. A radar had much longer range than it is ingame. But it can also be that they have scaled down the range or it might been to hard to play the game.
Another thing i noticed was that the british had a lot more cruisers than it reflect ingame. Most of the time cruisers was used as escort ship in convoys as the "leader ship".
Also a ship that doesnt even is in the game. Minesweaper. Thos was often used as escorts also.
Maybe a talanted modder can build a minesweaper :)
Vikinger
01-15-07, 11:14 AM
@demowhc
As Vikinger has already replied in detail above, the other entries in the ai_sensor file represent specific pieces of equipment within the sonar, hydrophone and radar etc. categories. You can see what ship uses what equipment (and what dates it gets it) by going into the subfolder for that ship type under the \sea folder and looking in the .sns file for that ship. The A and P designations following the name indicate whether the equipment is P for passive sonar (ie hydrophones) or A for Active sonar. The higher sensitivity settings are better than lower ones. Unfortunately, I do not know what the relationship is between the settings for a specific piece of equipment like the Type144P and the more generic AI_Hydrophone settings, nor am I particularly familiar with what most of the parameters actually do ingame. Sorry not to be of more help
@Vikinger
Thanks for your help with mini-tweaker in the flak reload thread. Thought you might be interested that I found out why the "1.4b tweak files" seem to work with GWX. They provide an absolute hex address within the file where a specific bit of information like "reload time" can be found. As long as GWX only changed the values of the various parameters in the file, the tweak file works perfectly with GWX (Fortunately this seems to be the case for most files, so the mini-tweaker works with most GWX files). If, however, GWX ADDED data to the files (as in the Sensor.dat file), then the address the tweak file points to is no longer correct ( if 500 bytes of data were added before that parameter in the file, mini-tweaker is now pointing to a place 500 bytes BEFORE where the data it should be pointing to resides ). So it doesn't work with files like Sensor.dat.
Fortunately, which files it will work with is usually fairly obvious, as the data that shows up in mini-tweaker will look a little peculiar when looking at those files. Only way around this is to write a new tweak file pointing to the correct new addresses for each parameter (Like those new config files the GWX team provided for SH3 Commander, so it would make its changes to the correct addresses in the modified GWX files.).
Ahh yes thx for the headsup That A is active and P is passive :D
And darn you are right, i never thought of that if something is added it will not show up correct. Thanks for the info mate. Gona take a look at it :)
demowhc
01-15-07, 08:14 PM
I find there are very talented modders who did the job for me and I prefer spending my time on patrol than playing around with these files and testing the results...:D
thanks for ur help corsair.. wd champ.. ;) if you dont know then dont spam up my thread k thnx..
and big thanks to viking that was a real help and im glad there is actually a sensible person willing to help around here :up: i have had a play around with the settings and am starting to achieve what i was looking for thnx again. and viking you are correct, i am very happy with the mods im using (GWX plus a few other small add-ons) and just wanted to play with the detection settings as i find some of them to be a bit unrealistic.. and hard for a simple man like myself! :rotfl:
and thnx to you aswell steppinwolf :)
demowhc
01-15-07, 08:18 PM
OK I didn't mean a personal rant against this guy specially. I'm sorry if it sounded like it, but there are so many unjustified complaints around about something that is available for free and that nobody is forced to use...
He posted the same thing on the Mods Workshop forum :
"Iv only had sh3 a few days and am still very green so when i installed GWX (which is great btw) im finding the difficulty a bit hard when it comes to the enemy detecting me...
so i grabbed a little app called mini tweaker in which u can tweak the game files. after some reading i see that the AI_Sensor.dat file is the one that needs to be tweaked"
When you have SH3 for a few days, imho you don't start playing around with the files, you spend your time learning how the thing works... This why I was advising to start with the stock game first to get used to the basic mechanics and then later try his hands at GWX without needing to alter anything.
Iv modded many games and have a good understanding the process, SH3 wasnt really my cup of tea untill i installed the GWX mod and that has got me interested in the game, so if u pls i will skip stock SH3 and go straight to GWX if i like and ask for help modding the files to my tastes if i like, to be honest im more interested in modding sh3 than going on patrols, k thnx again buddy
Vikinger
01-15-07, 11:53 PM
I find there are very talented modders who did the job for me and I prefer spending my time on patrol than playing around with these files and testing the results...:D
thanks for ur help corsair.. wd champ.. ;) if you dont know then dont spam up my thread k thnx..
and big thanks to viking that was a real help and im glad there is actually a sensible person willing to help around here :up: i have had a play around with the settings and am starting to achieve what i was looking for thnx again. and viking you are correct, i am very happy with the mods im using (GWX plus a few other small add-ons) and just wanted to play with the detection settings as i find some of them to be a bit unrealistic.. and hard for a simple man like myself! :rotfl:
and thnx to you aswell steppinwolf :)
Np at all mate :)
Modding is real fun even if we do it for our self. :)
demowhc
01-16-07, 03:10 AM
Oddly i found that the sensors ingame is way of the accuracy what they actually performed in reality. The range for an example of most of the radar ingame is not accurate what they actually had in real.
just out of curiosity- did you find find , on average, most ingame equipment was much above thier real specs or far below? im guessing far below purely for gameplay reasons?
Vikinger
01-16-07, 09:11 AM
Oddly i found that the sensors ingame is way of the accuracy what they actually performed in reality. The range for an example of most of the radar ingame is not accurate what they actually had in real.
just out of curiosity- did you find find , on average, most ingame equipment was much above thier real specs or far below? im guessing far below purely for gameplay reasons?
Well i didnt check them all but one example is the british radar Type273.
It had a range of 25 nautical mile.
1 nautic mile in metric system is 1852meter.
1852x25=46300meters or 46.3km
The overall range ingame is 25km for radar
and if i look specific at the Type273 it have only a range of 8.5 km so its more than 4 times weaker than the real one.
Maybe all sensors are scaled down from begining so it can fit the game.
But i wonder how difficult this game would be if the sensor had their actually value. :D
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