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View Full Version : Help me making GWX a bit easier....(AI sensors)


Hitman
02-08-09, 01:05 PM
OK first of all I am definitively NOT willing to start a discussion about realism!!!

My problem is, I'm getting detected too easily with GWX 3.0. I'm in 1942, am careful enough to be able to maneuver well without being detected, and yet those damn destroyers keep hearing me. I do not question the realism in this, but I certainly want to make them less sensitive so I can play more comfortably :shifty:

If I'm correct, tweaking the SIM.cfg would solve my problems, but the thing is I don't want to spend many hours experimenting. Therefore I'm asking if someone can provide a set of parameters that tones down the AI abilities with sonar. I'm pretty satisfied with the visuals and radar, but I would like to have the sonar (specially the passive one) considerably detuned. Can someone help?

Thanks in advance :up:

bigboywooly
02-08-09, 01:12 PM
Kpt Lehman has expensive notes on the subject as was him that spent hours tweaking them
I know he is wiped out in RL at the mo but you could try a PM
You never know

Hitman
02-08-09, 03:01 PM
Thanks bbw, if I don't get responses here I'll PM him. Disturbing him now that he is busy with RL will be my last resort :yep:

NGT
02-08-09, 03:56 PM
Hello Mr. Hitman :salute:


«Easier», I must say, is not countable. How to evaluate that? 10%, 20% ?

But, with your permission, some suggestions.

With S3D by Skwas the Big

Open AI Sensors.dat

FOR SONAR

Go to: 14:Node - AI Sonar > 16: obj Sensor >17: obj Sensor

there you have:

MaxHeight= -10 . Enough if not IX Uboot, if not make it -11,5 This means if you are in depth until 11,5 meters, you are invisible for the sonar. You don't cheat so much, with wind above 5 m/s the tower will appear little bit in surface. If you like more, go for more than 11,5. It is up to you.

MaxBearing=45 To make a moral equilibrium make it 60 (degrees left and right), if you want. Or change for less. . .

Sensitivity=0 They left 0 and this means that you can tweak the sensitivity from Sim.cfg.

FOR THE HYDROPHONE

Go to: 10:Node - AI_Hydrophone > 11:AI_Hydrophone > 12: obj _Sensor > 13: obj _Sensor

MinRange=10, go for 100 like the sonar, if you want.
MaxHeight=0, go for -10 (or more) like sonar above.
MaxBearing=130, go for 90 (degrees left and right, total 180, not so bad...), or for less. . .

Sensitivity=0, go to Sim.cfg and change it, depending what you want.

This is an answer for you? Something else?

Sailor Steve
02-08-09, 04:00 PM
Kpt Lehman has expensive notes on the subject...
How expensive? Can I afford them? Are they for sale, or can I just rent them for a few days?
:rotfl:

tater
02-08-09, 06:32 PM
A very useful thread on the subject:
http://www.subsim.com/radioroom/showthread.php?t=111395

NGT
02-08-09, 06:56 PM
He, he, he . . .probably extensive. . .

Unfortunately, serious moders have no time to explain how and what about, because are very occupied with moding (or just they have enough...).

I wanted to see some reactions with my post above, somebody to tell us where is wrong. Because can't be 100% correct.

Inside AI Sensors, together with Sonar and Hydrophone nodes, are several other nodes, in fact, one for every type of sonar or radar or hydrophone. If everything is there in detail, why the first node, just with the name "sonar" or "hydrophone"?

Perhaps is better to tweak only the Type 123A sonar. This is inside the game the main sonar for the first 2 or 3 years for the big majority of destroyers and corvettes.

But if I can help Hitman or anybody, at least I will try ... :D

NGT
02-08-09, 07:24 PM
A very useful thread on the subject:
http://www.subsim.com/radioroom/showthread.php?t=111395
Very good, thank you. :up:
(I am very rarely in the SH4 forum, first time I see this post)

The only problem is the follow:

If we change the Sim.cfg, you change the "difficulty" of AI detection for the whole war. Hard in the beginning, hard in the end.

But if we change only the early sensors (sonars, hydrophones) the difficulty will remains for late war.

tater
02-08-09, 08:26 PM
The OP didn't say anything about changing over date ranges. He also didn't say he wanted to neuter early war (or any particular date). A slight change in sim.cfg stuff can slightly modify stuff globally. Gotta mess with it.

There are a few other threads I have bookmarked downstairs, that also go into spcific detail on what changing the different values does. Search the SH4 forum, with a few exceptions (like the time escorts will spend hunting you before returning to their charges) SH4 and SH3 AI settings are apparently pretty identical. There were a bunch of very detailed discussions, and a few nice overview posts as well.

Rubini
02-09-09, 07:50 AM
Not really necessary to go to Sh4 forum. This issue was extensively discussed here all the past years.
Here a good Sh3 thread on the matter, the mod on it was exactly a tweak on this issue:

http://www.subsim.com/radioroom/showthread.php?t=107989&highlight=workaround

Hopes that could help you to find your middle ground. If you wish, I can send to you my modded sensors/sim files to GWX2.1 or 3.0.

irish1958
02-09-09, 08:10 AM
Hi Rubini,
Could you post those sensor files? I assume they will work with GWX3.0. Do they work with the 16Km mod?
I also find the early war destroyer hydrophone sensors too strong. Lately, I almost never get to engage a convoy as the destroyers pick me up several Km away, no matter what I do, unless I stay at periscope depth. Even this is hard due to battery life. I understand after late 42 or 43, they were better, but the real killer later in the war was the air power. So if a side effect is to make the late war sensors less sensitive, that would be acceptable.

Rubini
02-09-09, 08:35 AM
Irish1958,

I run my GWX in a 9.5km environment. So, my files are from 8km ones.
Anyway to just tone down the sensors is easy, more or less like NGT said above.

In the Stay Alert crew mod above you will find a comprehensive readme tha explain all the settings on sim.cfg and on sensors files. With that guide is easy to adjust yours sensors to what you like. :up:

Hitman
02-09-09, 09:39 AM
NGT, thanks for the detailed explanation.

Tater, thanks for the link I had that post archived and have used it for reference, but was unsure if all worked the same in SH3

Rubini, thanks for the link and the offer of your files. At the moment I just want to reduce the efectiveness of the hydrophones, which is what seems to be catching me.

Many thanks for the answers, guys :up:

Jaeger
02-09-09, 01:16 PM
yeah, i also use the mod from rubini, old, nice files i think. another idea to make the destroyers more realistic and less uber came some weeks ago by PT: give the destroyers less horse power. by doing so they couldnt accelerate and brake as fast as they do in stock sh3...

p.s.: if you get any good results, please feel free to release them :up:

greetz, Jaeger

tater
02-09-09, 01:34 PM
Useful thread to read, bookmarked for reference. Thanks for the link.

The thread I pointed to in sh4 was useful 'cause of the "bullet list" nature of it, it's very information dense. I have done many searches, and managed to miss that one.

Rubini
02-09-09, 03:43 PM
Yes, that thread is really very good. Ducimus is a teacher on this matter. He goes very deep on the sensors issues since SH3 begginings.:up:

h.sie
02-25-10, 04:12 PM
Hello Hitman,

which changes did you finally do to your GWX sensors in order to make gamepay a bit easier?

Thanks,
h.sie