Log in

View Full Version : How does scope detection logic work?


Pappy55
02-08-11, 12:28 PM
Apart from the obvious logic how does detection work?

Is the scope automaticaly spoted under a certain range weather depending?
Or does it work on a time base? e.g I leave the scope up for too long past a game coded logic timer..l

BigRich
02-08-11, 12:41 PM
In my experience, during daylight and especially good weather, your scope is likely to be spotted if you are close to an enemy ship. The higher out the water your scope is then the more likely it is to get seen and fired on.
At night, provided you don't alert the enemy escorts by making too much noise, or attacking something, you can sail around with your scope up and you should be okay.
However, once you have launched an attack and the enemy knows roughly where you are then they will play their searchlights around you and if your scope is spotted, shot at again. Even in rough weather at night with the waves breaking over your scope, it's still visible if they lock their searchlights onto your position.

frau kaleun
02-08-11, 03:39 PM
I'm not sure but I think the movement/speed of your boat would also be a factor because of the 'scope's wake, especially in calmer waters where there's no chop to provide even a little "camo" for it. It would be a concern in RL, obviously, but I'm not sure if the game models this.

In RL a u-boat would be limiting its speed with the 'scope up anyway, because anything above 3-4 knots (IIRC) would make using the 'scope at all a dicey proposition; but the game doesn't reflect that, so it is possible to go full/flank speed submerged with the 'scope up and in theory this would increase the wake. But again I don't know if the game's AI is going to pick up on that or not. :hmmm:

Madox58
02-08-11, 03:48 PM
Detection is solely based on what the AI Visual can spot.

From GWX:
Enemy surface factor=350 ;[m2]

That's meters squared.
350 meters is quit a lot but there are Game Engine factors involved.
We can not tell the Engine that some objects are outside this factor.
A scope should be harder to spot as it nowhere nears the 350 meters mark.

But We can not change that effect without very serious side effects.

As an example:
Working on self-diving Subs for SH3 I edited this value to solve some issues with the test Sub.
That fixed the problem but introduced many other problems.
Those problems broke the Game.

danexpat
02-08-11, 04:07 PM
I just fitted my scope with a little rubber Loch Ness Monster head. The enemy ship crews just point and take pictures now but don't open fire.

:yeah:

frau kaleun
02-08-11, 04:17 PM
I just fitted my scope with a little rubber Loch Ness Monster head. The enemy ship crews just point and take pictures now but don't open fire.

:yeah:

:rotfl2:

Interesting, but I'm holding out for one of these:

http://images2.wikia.nocookie.net/__cb20100311011142/headhuntersholosuite/images/thumb/1/12/Dianoga_001.jpg/225px-Dianoga_001.jpg

Brag
02-08-11, 05:11 PM
When Bernard hangs his longjohns to dry on the scope, keen eyed RN ratings spot it immediately. :D

Missing Name
02-08-11, 05:43 PM
I'm pretty sure that periscope wakes are a factor in detection.

sharkbit
02-08-11, 07:14 PM
Detection is solely based on what the AI Visual can spot.



Does it matter how high out of the water the scope is? :hmmm:

I always put of the minimum amount of scope above the surface. Once the scope gets far enough out of the water to make my observations, I stop the scope, make my observations..quickly, and drop it back down.

It is rare for me to fully extend my scope. No sense in leaving a telephone pole waving around out there.

:)