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-   -   [TEC] Modifying the watch crew's spotting range (https://www.subsim.com/radioroom/showthread.php?t=117368)

Hitman 06-28-07 07:43 AM

Quote:

Sir I have RFB 1.28 installed...If its going to be a lot of work please dont bother and I can do without....
Whatever you prefer. If you want it, drop me a PM :up:

Quote:

Got it. So, the only sensor values needed to be adjusted for AI units come from AI_Visual, correct? Is the horizon tweak the zmax value that has to be added to scene.dat?
Yes and no. Subs AI_Visual will determine how far your crew can see. Yet the quality of their spotting inside that radius will be highly affected by the parameters in Sensors.cfg, which control spotting ability in night, fog, distance, etc.

Horizon is the zmax value, thatĄs correct. Stock value of "1000" means 8000 metres. Thus a Zmax of 2000 means Horizon at 16000 metres, and 3000 means Horizon at 24000 metres (x2 and x3 respectvely). You can also set any value you want, f.e. 1500 would be 12000 metres :smug:

Alky 06-28-07 10:55 AM

Hmmm... so where would one find the "mini-tweaker"? or if it's not too much trouble, the modified scene.dat?
My SH4 only has a sound pack added and is ver. 1.2

EDIT: never mind, I found most everything in the sticky at the top of the page :)


nomad_delta 07-08-07 11:10 PM

Did anyone ever actually make a modified scene.dat file with the extended crew spotting ranges? I'm about to try hacking it together myself w/ the mini-tweaker otherwise, but if someone else has already done it I'll just use that maybe? :)

nomad_delta

LukeFF 07-12-07 09:08 PM

Getting back to this subject, because I was using the stock spotting ranges tonight for the sub's watch crew, and sure enough, I became aware of the enemy's presence only when they started firing at me, on a moonlight night, under 10,000 yards. :roll:

Anyways, in the tweak file, I see settings for "Visual 1," "Visual 2" and "Visual 3." Within each setting I see two settings, one for "Precise Range' and one for "Max Range." What value should I set for each one, if I want to have my watch crew have a spotting range out to 20,000 meters?

mookiemookie 07-12-07 09:58 PM

Quote:

Originally Posted by LukeFF
Getting back to this subject, because I was using the stock spotting ranges tonight for the sub's watch crew, and sure enough, I became aware of the enemy's presence only when they started firing at me, on a moonlight night, under 10,000 yards. :roll:

Anyways, in the tweak file, I see settings for "Visual 1," "Visual 2" and "Visual 3." Within each setting I see two settings, one for "Precise Range' and one for "Max Range." What value should I set for each one, if I want to have my watch crew have a spotting range out to 20,000 meters?

Very interested in this myself!

LukeFF 08-04-07 02:31 AM

Getting back to this subject. I have my lowest value, Visual 1, set to 17000 meters, yet it still takes the watch crew wayyyyyyy too long to spot surface ships than I can see easily, in calm seas and clear skies. Is there another file/parameter I should be looking at? How did the big SH3 mods get around this problem?

Ducimus 08-04-07 03:35 AM

Jebus.

And here i thought this was a simple fix. M'kay, your looking at two things. Sensors.dat and sensors.cfg, but primarly the sensors.dat

If anyones played Tmaru, you've probably noticed the watchcrew is pretty good at spotting stuff.

All i did was change the visual in the sensor.dat

Precise range stock is 5,000. I increased it to 6,500
Surface factor in stock is 150, i lowered it to 100

The surface factor is acutally a VERY important variable. I could have probably just adjusted the surface factor alone and not even touched the percise range.

Now heres the stock sensors.cfg visual section:
Code:

;Visual.
Visual range factor=0.5                                ;[>=0]
Visual fog factor=1                                ;[>=0]
Visual light factor=0.8                        ;[>=0]
Visual waves factor=0.8                        ;[>=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]

Heres the sensors.cfg im using in TMaru, note, im using probex 9KM visual distance scene.dat, and the visuals are adjusted for such:

Code:


;Visual.
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]

Thats it guys, thats all there is to it.

LukeFF 08-04-07 06:16 PM

Quote:

Originally Posted by Ducimus
Jebus.

And here i thought this was a simple fix. M'kay, your looking at two things. Sensors.dat and sensors.cfg, but primarly the sensors.dat

If anyones played Tmaru, you've probably noticed the watchcrew is pretty good at spotting stuff.

All i did was change the visual in the sensor.dat

Precise range stock is 5,000. I increased it to 6,500
Surface factor in stock is 150, i lowered it to 100

The surface factor is acutally a VERY important variable. I could have probably just adjusted the surface factor alone and not even touched the percise range.

Is that the "Visual 1" section in the Tweak file?

Ducimus 08-04-07 07:36 PM

Well, its whatever visual you want to call it in a tweak file. I made a dynamic tweak file one day when the hex addresses changed.

duplicate this 20 times in proper sequence
Code:

[4]
DropDownName=unknown
search,SensorType,4,byte,>2,SensorType
search,PreciseRange,4,single,>2,PreciseRange
search,MaxRange,4,single,>2,MaxRange
search,MinHeight,4,single,>2,MinHeight
search,MaxHeight,4,single,>2,MaxHeight
search,MinSensorHeight,4,single,>2,MinSensorHeight
search,MaxSensorHeight,4,single,>2,MaxSensorHeight
search,Surface,4,single,>2,Surface
search,RPMDetLevel,4,single,>2,RPMDetLevel
search,SweepPeriod,4,single,>2,SweepPeriod
search,SweepArc,4,single,>2,SweepArc
search,ProbInsideArc,4,single,>2,ProbInsideArc
search,Revolving,4,byte,>2,Revolving
search,SkipSweep,4,byte,>2,SkipSweep
search,BearingMin,4,single,>2,BearingMin
search,BearingMax,4,single,>2,BearingMax
search,ElevationMin,4,single,>2,ElevationMin
search,ElevationMax,4,single,>2,ElevationMax

And it will be the 16th item/instance of that block.

LukeFF 08-05-07 12:17 AM

Ducimus, might you upload your sensors.dat file? I think it might just be easier for me to go off the work you've done, since I've probably already borked up my DAT file. :D

(I'm not a TM user).

corleonedk 08-05-07 08:02 AM

I second that would appreciate it :D

Ducimus 08-05-07 11:10 AM

Here, i reduced the surface factor to 90 (default is 150 i beleive)
http://www.ducimus.net/sh4/Sensors.zip

Remember, when the watch crew spots spomething between its max range, and precise range is variable. (on primarly the waves and surface factor.)

Bando 08-05-07 12:44 PM

Thanks man, this really helped. You must have had another tweak file. It took me hours and finally I gave up. Reading this thread almost made me pull my hair out (which i did not, for there are no more hairs on my head anyway:smug: ).
This file is differently tweaked, I can puzzle a little further now....
Thanks Ducimus....:up:

Warden 08-05-07 01:38 PM

Thank you, your instructions and explanations were very helpful.

LukeFF 08-05-07 05:04 PM

Thanks, Duce. :)

Bluesub 6 08-06-07 01:41 AM

I moded manually like @Ducimus describe (#27).
It works fine.
Thanks:up:

LukeFF 08-14-07 02:58 AM

Quote:

Originally Posted by Ducimus
Well, its whatever visual you want to call it in a tweak file. I made a dynamic tweak file one day when the hex addresses changed.

duplicate this 20 times in proper sequence
Code:

[4]
DropDownName=unknown
search,SensorType,4,byte,>2,SensorType
search,PreciseRange,4,single,>2,PreciseRange
search,MaxRange,4,single,>2,MaxRange
search,MinHeight,4,single,>2,MinHeight
search,MaxHeight,4,single,>2,MaxHeight
search,MinSensorHeight,4,single,>2,MinSensorHeight
search,MaxSensorHeight,4,single,>2,MaxSensorHeight
search,Surface,4,single,>2,Surface
search,RPMDetLevel,4,single,>2,RPMDetLevel
search,SweepPeriod,4,single,>2,SweepPeriod
search,SweepArc,4,single,>2,SweepArc
search,ProbInsideArc,4,single,>2,ProbInsideArc
search,Revolving,4,byte,>2,Revolving
search,SkipSweep,4,byte,>2,SkipSweep
search,BearingMin,4,single,>2,BearingMin
search,BearingMax,4,single,>2,BearingMax
search,ElevationMin,4,single,>2,ElevationMin
search,ElevationMax,4,single,>2,ElevationMax

And it will be the 16th item/instance of that block.

Okay, time to go back to the drawing board on this one. My watch crew is still utterly incompetent when it comes to sighting surface contacts. Do you mind putting up your tweak file for download so I can take a look at it myself?

LukeFF 08-14-07 03:33 PM

Bump

CaptainCox 08-14-07 03:41 PM

Did you try running this with S3D...might do the trick.

Ducimus 08-14-07 04:07 PM

I'll try and remember to post it when i get home from work several hours hence.


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