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leovampire said:
HTML Code:
[SensorParameters] Have people who have tried this found that they are now able to make realistic night surface attacks? I'm thinking of trying it and curious about what others have experienced. |
v 1.3 values:
Visual range factor=0.3 ;[>=0] Visual fog factor=0.95 ;[>=0] Visual light factor=0.6 ;[>=0] Visual waves factor=0.6 ;[>=0] Visual speed factor=0 ;[>=0] Visual aspect=0.9 ;[>=0] Visual enemy speed=0.2 ;[>=0] Visual noise factor=0 ;[>=0] Visual sensor height factor=0.5 ;[>=0] Visual already tracking modifier=600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard Visual decay time=200 ;[>0] already tracking bonus decay, in seconds Visual uses crew efficiency=false ;[true or false] Patch 1.4 values that have changed: Visual range factor=0.5 ;[>=0] Visual fog factor=1 ;[>=0] Visual light factor=1 ;[>=0] Visual waves factor=0.8 ;[>=0] Visual decay time=250 ;[>0] |
That looks like the sensors.cfg - which deals with your sensors.
The one that effects the AI is the sim.cfg |
Using deck awash, low speed, low aspect. Night surface attacks have always been possible. I do it. You just can't get too close and how close you can get depends on the type and quality of the closest vessel.
-Pv- |
They can probably hear your props cavitating if you are going faster than 2 or 3 knots . Thats why you have to approach from the front/side slowly .
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