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Bubblehead1980
06-20-17, 07:24 PM
Looking to increase deck watch's visual range, as it's a bit short. Which file for TMO RSRD controls this? I see a suvvisual sensor as well a visual sensors in library/ussubparts

Also, which file and settings do I need to adjust so hydrophones do not work when surfaced. I know they did due to hull mounted but were not effective when sub was moving.

Bleiente
06-22-17, 09:01 AM
Looking to increase deck watch's visual range, as it's a bit short. Which file for TMO RSRD controls this? I see a suvvisual sensor as well a visual sensors in library/ussubparts
This can be very efficient and easy to manipulate via the Sensors.Cfg.
As a comparison here my settings:

;Visual.
Visual range factor=0.5
Visual fog factor=0.5
Visual light factor=0.5
Visual waves factor=0.8
However, since you certainly use a different environment, you have to fine-tune your game by testing it.

Also, which file and settings do I need to adjust so hydrophones do not work when surfaced. I know they did due to hull mounted but were not effective when sub was moving.
It would be better and more realistic to limit the range of these sensors as I did in my ModPack.
It can be found under ... Data / Library / Sensors_USSubparts.

:salute:

Bubblehead1980
06-22-17, 04:40 PM
This can be very efficient and easy to manipulate via the Sensors.Cfg.
As a comparison here my settings:
However, since you certainly use a different environment, you have to fine-tune your game by testing it.


It would be better and more realistic to limit the range of these sensors as I did in my ModPack.
It can be found under ... Data / Library / Sensors_USSubparts.

:salute:



I run TMO 2.5 and RSRD. So whatever enviroment TMO uses.

Could you explain a little more how the sensors.cfg works?