Cdre Gibs
10-07-05, 07:23 AM
For those of you who have experianced the shock of your deckgun targeting Friendly units plus neutrals and indeed even your Flack guns shooting down Friendly Aircraft - or even worse shooting other players online.
Well stress no more. The BUG is in the AI_sensor.dat file. Its the VISUAL RANGE setting that does this. Why I have no bloody idea.
Ok, the default range is 6000m, now a few ppl wanted the AI (mostly warships) to open fire at a longer range. Easy they thought, just up the visual range and presto, long range Naval Gun Fire. So they upped it to something like 8000-10000m.........Wrong !!!
I played with this today and well the resaults were interesting to say the least.
With a range setting of 8000m, my DG & Flack did indeed shoot friendly units. At 10000m my Radio Op would treat Any friendly Taskforce as an Enemy Taskforce BUT said Friendly Taskforce AND a Enemy Taskforce completely ignored each other at 200m - yes you read it right 200M. They both happily sailed 1 fleet right threw the other. And to top it all off even when I surfaced in the middle of all this my Sub was totaly ignored. I even Sunk the KGV and the Nelson but not 1's was I shot at or even approuched by any enemy ship.
Now why the hell the AI_sensor.dat has this effect I can't say. Why it would make your very own DG/Flack Target friendlys is completely beyond me. See all your own boats sensor suit is contained inside the sensor.dat file and NOT the AI_sensor.dat file, so by rights any changes that are made to the AI_sensor.dat should have NO effect upon your very own sub and its crew.
So the fix is this, for all those who have modded the visual range in their AI_sensor.dat file to a value greater than 6000m, guess what, you have to put it back to 6000m. Sorry but its something that seems to be hard coded into the game. Now IF on the other hand you dont mind the odd friendly TK or the odd neutral sunk, by all means leave your AI_sensor.dat files visual range as is.
Well stress no more. The BUG is in the AI_sensor.dat file. Its the VISUAL RANGE setting that does this. Why I have no bloody idea.
Ok, the default range is 6000m, now a few ppl wanted the AI (mostly warships) to open fire at a longer range. Easy they thought, just up the visual range and presto, long range Naval Gun Fire. So they upped it to something like 8000-10000m.........Wrong !!!
I played with this today and well the resaults were interesting to say the least.
With a range setting of 8000m, my DG & Flack did indeed shoot friendly units. At 10000m my Radio Op would treat Any friendly Taskforce as an Enemy Taskforce BUT said Friendly Taskforce AND a Enemy Taskforce completely ignored each other at 200m - yes you read it right 200M. They both happily sailed 1 fleet right threw the other. And to top it all off even when I surfaced in the middle of all this my Sub was totaly ignored. I even Sunk the KGV and the Nelson but not 1's was I shot at or even approuched by any enemy ship.
Now why the hell the AI_sensor.dat has this effect I can't say. Why it would make your very own DG/Flack Target friendlys is completely beyond me. See all your own boats sensor suit is contained inside the sensor.dat file and NOT the AI_sensor.dat file, so by rights any changes that are made to the AI_sensor.dat should have NO effect upon your very own sub and its crew.
So the fix is this, for all those who have modded the visual range in their AI_sensor.dat file to a value greater than 6000m, guess what, you have to put it back to 6000m. Sorry but its something that seems to be hard coded into the game. Now IF on the other hand you dont mind the odd friendly TK or the odd neutral sunk, by all means leave your AI_sensor.dat files visual range as is.