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gutted
03-14-19, 11:11 AM
How/Where do i tone their visual range down?

I'm really getting tired of this:
https://www.youtube.com/watch?v=5OYCOKCRbjY

This incident was AFTER getting attacked whilst trying to shadow a convoy until nightfall from extreme visual range (early 1940).

Don't even get me started on trying to get away during night surface attacks. Damn escorts are blind as a bat before they know im there, but once torpedoes start going off they have night vision.

I would understand if this was mid/late war, but this is right out of the gate with no radar. Ridiculous.

bstanko6
03-14-19, 11:20 AM
@gutted...
I get the frustration but... I mean you are fully surfaced in the middle of the day. You have a low to the water U-Boat and your watch can see the destroyers right?

But the destroyers have guys in elevated platforms and are trained sailors whose mission is to find and sink u-boats!

My question is why would you surface with them so close by?

I’m not trying to insult but You have to weigh the risk here.

gutted
03-14-19, 11:28 AM
My question is why would you surface with them so close by?

I’m not trying to insult but You have to weigh the risk here.

To prove the point. I wouldn't normally do that.

But I wouldn't call over 10km close. Their superstructures were barely visible.

vdr1981
03-14-19, 11:33 AM
How/Where do i tone their visual range down?



Experiment with visual parameters in "data/Cfg/Sim.cfg" file.

Read "Silent Hunter 5\TDW_GenericPatcher_v_1_0_168_0\MODS\Units_visual _sensor_available_light.txt" . You should try to revert the +0x4 value to default which is 1.0.

And no...You won't find single unified parameter for AI visual range, it is not that simple at all.

Good luck! :salute:

gutted
03-14-19, 11:41 AM
Experiment with visual parameters in "data/Cfg/Sim.cfg" file.


Thx. Comparing it to the stock file i can see where to start. Any additional info for each paramater that you've gleaned from your own tweaking would help greatly.

vdr1981
03-14-19, 11:52 AM
Thx. Comparing it to the stock file i can see where to start. Any additional info for each paramater that you've gleaned from your own tweaking would help greatly.

My recommendation would be to first set this value (0.5) in \Patches\SH5\TDW_SHSim_Patch.S5P file and re-enable the snapshot...Then continue campaign and see how units behave...

; +0x0 = the start of nighttime value for other units - 0.5
; +0x4 is the nighttime multiplier addition for other units - 1.0 ;set to 0 - lower is better for dusk?
Code4=0x48,0000003F0000003F

It could be that AI in current configuration is getting to much "bust" from available light indeed ...This should lower it a bit.

gutted
03-14-19, 12:03 PM
It could be that AI in current configuration is getting to much "bust" from available light indeed ...This should lower it a bit.

Will try that tweak out before i start messing with the cfg file.

Is it ok to save my current snapshot and reload that instead of using the default one? Because i'd hate to have to go and re-do all my colors for plotting tools.

vdr1981
03-14-19, 06:31 PM
Will try that tweak out before i start messing with the cfg file.

Is it ok to save my current snapshot and reload that instead of using the default one? Because i'd hate to have to go and re-do all my colors for plotting tools.

You can simply manually disable/enable required Units available light patch.

If you are not satisfied with 0.5 value (0000003F), I'm pretty much sure that you will be with stock TDW settings 1.0 (0000803F) but in this case , units will be "too blind" during the dusk (at least for my taste).

vdr1981
03-16-19, 06:03 PM
If you are not satisfied with 0.5 value (0000003F), I'm pretty much sure that you will be with stock TDW settings 1.0 (0000803F) but in this case , units will be "too blind" during the dusk (at least for my taste).

Any news ? :hmm2:

gap
03-16-19, 08:10 PM
You can simply manually disable/enable required Units available light patch.

If you are not satisfied with 0.5 value (0000003F), I'm pretty much sure that you will be with stock TDW settings 1.0 (0000803F) but in this case , units will be "too blind" during the dusk (at least for my taste).

If a nighttime multiplier of 0.5 makes AI lookouts too sharp-eyed at night, and a value of 1.0 makes them too blind, with not trying an intermediate setting?

Else, I think one can play with the "start of nighttime value". If memory serves me well, that value is a threshold. When the ambient luminosity is bigger or equal to it, visual sensors have their maximum power (according to fog conditions, crew veterancy level, etc.); below it, sensor's effectiveness start decreasing proportionally to the decrease of ambient luminosity.

The following article and other similar studies might guide us into setting some (roughly) realistic values:

https://www.ecse.rpi.edu/~schubert/Light-Emitting-Diodes-dot-org/Sample-Chapter.pdf

gutted
03-17-19, 04:16 PM
Any news ? :hmm2:

sorry, i made the change. but with the release of wolfpack i've been busy :)