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View Full Version : [REQ] tone down on the Visual spotting sistance at night in TM.


WilhelmSchulz.
08-28-07, 12:31 AM
I use Trigger Maru and I found it strange that merchands are spotting me at 6,000 yds. can somone help me tone down the visual distance. Because I think you would be able to get ALOT closer in real life.

chopped50ford
08-28-07, 12:36 AM
I agree, except if there is a full moon out.

I run w/ filters, and at night w/ no moon...it blacker than hell. You cant see squat.

Ducimus
08-28-07, 12:49 AM
AI visuals are stock, i didnt touch them... err well i take that back, i acutally slightly nerfed their ability to see at night, but not by much. You are approaching bows on and not going balls to the wall creating a big wake though, right? of course, that only applies to night time. I didnt touch it much because i was afraid of inadvetnatly "fixing" it so they couldnt spot a periscope anymore.

WilhelmSchulz.
08-28-07, 01:36 AM
AI visuals are stock, i didnt touch them... err well i take that back, i acutally slightly nerfed their ability to see at night, but not by much. You are approaching bows on and not going balls to the wall creating a big wake though, right? of course, that only applies to night time. I didnt touch it much because i was afraid of inadvetnatly "fixing" it so they couldnt spot a periscope anymore.
Ahead standerd 45 deg Aob to them.

Ducimus
08-28-07, 04:51 PM
Try adjusthing the light factor in the visuals section of the sim.cfg from 2.0 to say, 2.5, 3.0, or even 4.0.

Just be warned, low light conditions to the AI apply at dawn, dusk, and nightime equally. And the game has a very loose interppretation of when dawn and dusk are.

edit:

And even then, dispite all that, your still dealing with a surface factor of 50. Which greatly increases what the AI is able to visually detect. Increase that variable will make night attacks ALOT eaiser, but it will also screw with the AI's ability to spot a periscope, and even concievavly, aircrafts ability to spot you. Its a very tighly wound ball of string, which i opted to not pull on, less the whole thing unravels.

Sailor Steve
08-28-07, 05:21 PM
Ahead standerd 45 deg Aob to them.
Ahead Standard? How fast is that? 15 knots? That's a BIG wake. You should stay at a good distance and get ahead of them, then approach at 1/3.

You do know that in a lot of places the water is phosphorescent, don't you?:dead:

Ducimus
08-28-07, 05:25 PM
>>Ahead Standard? How fast is that? 15 knots?

12.

Personnaly i go no faster then 8 kts. Doing so, with bows on, i dont get detected until i close in at about 3000 yards or less, which could be argued as "not close enough".

pythos
08-29-07, 08:04 AM
3000 yards really is not close enough considering american skippers were not considered "daring" enough if they shot from long range (introducing more of a failure rate with torps).

Something that is not being included in this discussion about AI sight ranges is the missing "smoke on the horizon" effect. That being the ability of a sub to sight the smoke of a convoy, and stay outside of visual range of the enemy by themselves getting no closer to the enemy to see just the top of their masts.

SH4 and SH3 lack the effect of seeing smoke on the horizon. Our spotters spot hulls, and with the way the AI visual range is set, that means the AI see our hull as if we are a full fledged surface vessle instead of a relatively tiny submarine.

I wrote a post concerning "shells out of the fog", where my boat got beaned from a destroyer that I could not see, due to fog, but somehow he could land shells onto my boat, and eventually sunk it. This needs to stop cause it is historically inaccurate. No sub, not one, German, English, not even Japanese were sunk in this manner.

In short, the visual ranges need some serious working over.

I would help, but I don't know how mini tweaker works, and I have no idea how to edit hex.