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View Full Version : RE: AI Visual Sighting changes in 1.3


NefariousKoel
08-22-07, 03:35 AM
Well, I've played around with the values quite a bit in the sim.cfg file to realize that whatever changes were made by the dev team for 1.3 relegate the visual adjustments in this file to practically nil.

I've double, tripled, halved, etc. many values in it under [visual] and it seems to have had almost no effect. I even raised the surface area to 1000 and nothing changed. :down:


This needs to be resolved. It's a major issue IMO.

Ducimus
08-22-07, 04:27 AM
Personnaly i think the AI visual is ok, but my shennanigans aside, have you tried messing with the light, fog, and wave factors?

NefariousKoel
08-22-07, 09:17 AM
Yes, I've moved them both ways.

The problem is... it seems to affect enemy aircraft and likely the merchants but the AI destroyers spot me at practically the same time I spot them no matter what I change.

The shortened crew sighting of your boat only makes things worse. Nighttime, fog, mid-day - it seems I'm spotted within 5 seconds of my crew calling it out if I'm lucky enough to not be spotted first.

Example.. 3 Jap gunboats heading towards me. I have them on sonar (on surface). I turn up TC to x8 to see when my crew spots them. Yeah, they spotted them. They spotted them after the gunboats had already seen me. They're already doing evasive maneuvers when I go check them out in the binos. This is with surface area set at 900 and 2/2/4 light/fog/wave!

Same thing happens with Destroyers except their bow wake is already kicked up from them heading straight at me when I get to the bridge. I can just barely manage to see them turning straight at me going balls to the wall. I can't even make it to an escorted convoy because I'm spotted before I spot them and I spend all my time dodging destroyers while the convoy traipses on by.

I thought Visual sighting was just fine in 1.2 and the sonar was just fine too after pumping it up some. And, yes, I even had my periscope spotted a couple times in 1.2 when too close. I'll save my complaining about how the DD's active sonar works for another time. I don't think the sonar and definitely not the visual spotting should've been changed in the latest patch. :roll:

Seaman_Hornsby
08-22-07, 10:49 AM
Pre-1.3, Japanese warships were using their Type 13 air-search radar to detect your sub on the surface. In 1.2, I successfully zeroed the range on the Type 13 with the mini-tweaker and was able to surface within 2,000 yards of a destroyer at night and he didn't spot me. It all seems to have been altered in 1.3, but perhaps they are still using radar to spot you.

NefariousKoel
08-22-07, 02:00 PM
It's been mentioned that the radar might be the case. Either way it's a serious issue for me.

tater
08-22-07, 02:08 PM
Radar thread:

http://www.subsim.com/radioroom/showthread.php?t=120618

a quick and dirty mod I made. This doesn't change the type13 radar, it removes the type 13 from DDs. At the date they get type 21, they get it, which is a surface and air search radar.

http://mpgtext.net/subshare/251IJN%20Type13%20%20radar%20fix.rar

^^^ so all that does is to NULL the type 13s in the sns files for each DD. I didn't do the gunboats. so right now they'll get radar before the others, lol (in sept, 1943).

Test with DDs vs your other tests and if it's true that the radar is the problem I'll update this with the gunboats.

tater

Seaman_Hornsby
08-22-07, 02:16 PM
Thanks for that, Tater. I had missed that radar thread. Now I have some testing to do tonight! :arrgh!:

NefariousKoel
08-22-07, 05:59 PM
I'll give it a shot tater, thanks. I also missed your file elsewhere. :doh:

tater
08-22-07, 06:09 PM
I figured nulling the 13 until they get surface radar is fine. It's not like the radar makes a difference vs aircraft, or if it does... the aircraft modeling is poor enough the radar is the least of the problems with it, lol.

NefariousKoel
08-22-07, 06:41 PM
My initial tests says that did the trick!!:rock:

I'll keep playing with it to be sure, but it looks like that was the problem. After testing it out with my sky-high visual settings, a DD still didn't see me at dusk from under 4000 yds in mid '43. I could've drove almost right up next to him. So I'm lowering the visual settings down to a more realistic level.

Thanks Tater! I'd say it's a go on the gunboats if you got the time. :|\\

NefariousKoel
08-22-07, 07:10 PM
Yep, confirmed.

The radar is the issue.

Seaman_Hornsby
08-22-07, 09:22 PM
I used that new tweak file to set the Type 13 range to 1, effectively making it useless for the Japanese. Works like a charm! Thanks again, Tater! :up:

tater
08-22-07, 11:50 PM
I'll update the file in a bit to have the gunboats. I had checked the subchaser and minesweeper, but simply forgot the gunboats.

The reason I did this was I figured other mods might mess with the tweaked file, and so the NULL solution would be the least likely to interfere with any other mod.

tater

NefariousKoel
08-23-07, 12:31 AM
Thanks Tater. Let us know when you have it ready. It's an essential fix for me.

tater
08-23-07, 12:49 AM
http://mpgtext.net/subshare/424IJN%20Type13%20%20radar%20fix.rar

gunboats added, and the fishing boats had radar, too.

tater

Seadogs
08-23-07, 01:47 AM
...and the fishing boats had radar, too.

tater

:damn:

tater
08-23-07, 02:08 AM
Hehe. Always wondered why they started constant helming all the time.

tater

tater
08-23-07, 02:09 AM
Crap, I didn't check the sampans.

They all have "FUMO23" radar from day one. WTF.

Looks like a new version might be needed if FUMO also works that way.

Looks like it's german BATTLESHIP radar. LOL

tater

NefariousKoel
08-23-07, 12:35 PM
You might want to post the finished version in the Mods section too when you've got all the radars fixed Tater.

I don't see how anyone can play without it and feel like nothing's wrong.

tater
08-23-07, 12:52 PM
Released:

http://www.subsim.com/radioroom/showthread.php?t=120873

tater

tater
08-24-07, 01:35 PM
The thread I linked above is updated for a 2.0 release with help of LukeFF (it's mostly his footwork) I added more ship sns files. The 1.0 version solves the critical problems, while 2.0 messes with the dates that mostly larger ships get their Type21 and Type22 sets. Some later than stock, some considerably earlier.

tater