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Well, so far, in the AI_Sensors.dat file... after increasing Max Height & Max Range for AI_Visual and AI_Hydrophone.. I'm not seeing any benefits... another red herring?
Visual spotting range of aircraft has not improved and hydro detection range has not improved either... if anything, changing these values appears to have created more errors with bearing reports from the Sonarman... Good questions being raised about the difference between sim.cfg and senors.cfg files... which one controls Friendly behaviour (i.e my Sub crew) and which one controls Enemy behaviour (i.e. DD, Merchants & Aircraft)? Cordialement, Duke of Earl |
YEA i cant make head or tail from it either - oh well - i also think that the AI Sensors for sonar is too much on the very sensitive side - especially for elite, veteran and regular destroyers.
Regards Shelton. |
Sim.cfg seems to be completely for AI ship sensors
Yes. Did I say the other way around? Sorry. :oops: EDIT: The Sensors.cfg has to be for you own friendly crew (just look at it, Radar warning, crew effeciency usage), the Sim.cfg has to be for the Enemy AI just by looking at it (detect rate, etc). Though changing the fog factor in Sensor.cfg from 1 to 0 should let you WO see through fog. I have my visual max hieight at 25,000 and my WO well report the correct bearing at Long Range for an aircraft even though I cannot see it so high up in the air. He will ONLY report beyond visual range unless you ASK him. So if you have TC on, it will not stop the airplanes from getting too close. :hmm: I was on the deck and ask my WO nearest contact and he gave it to me correct, way before the airplanes become visible and in firing range. :shifty: Basically just making the Visual like RADAR settings. Something odd is going on here...I have aircraft warning set to drop me to 1x and I have enough time to engage....maybe if TC is too high then it stops too slow? I also notice if TC is set to go to 0x the airplanes tend to still over run your crew...strange. |
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I personally saw the airplane (which was by now very close) drop its bomb and watched the bomb explode near the boat. About 1 to 2 seconds after this, the dialog box appeared for "Aircraft Spotted"! So, even at TC of 1, there is a problem with the way the crew is alerting you of aircraft. |
I should say, I edited the Main.cfg in both places for DisableMessages. ;)
Without that, you will not get a frozen pop-up box that says "Aircraft, Warship, Merchant spotted" as a text box message and you can select either Engage, Maintain Orders, Dive to Periscope depth; and set this as default action. This is not available in the Option Screen. Mine was set by default to Yes. After I manually changed to No, I get the Text Message in time to man the Flak, plus my TC drops to 1x (since I edited it), and I have plenty of time to man the Flak guns. Your right, about the standard voice message is too late at anything other than 1x. Have you/ do you get this Text Message Black Box pop-up? I had to manually edited to get it to appear. Then I had the full well 8 mile or 10 mile (modded) as set by Ai_Sensors.dat to man the Flak Gun. [SETTINGS] LoadingMovie=No VoiceCommand=No DisableMessages=No ;Default=Yes EventCamera=Yes TextsLanguage=0 VoicesLanguage=0 [TIME COMPRESSION] TimeStop=0 RealTime=1 LandProximity=4 CriticalDamage=1 CrewEfficiency=1 AirEnemyDetected=1 SoundEffects=2 CharacterAnim=4 EnemyDetected=1 RadioReport=1 Particles=8 PrayState=8 HunterState=32 3DRender=32 Maximum=1024 |
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Jungman
Can you please tell us wht the max range is for the AI SONAR please!! Thanks Shelton. |
Lanzfeld
There is a black coloured pop up box that apears when a aircraft is spotted, a merchant is spotted, or a warship is spotted. The game will pause to your set TC which mine is 1x. It is a dialog box. It will ask you what to do about the event. Either 1) Engage target. 2) Maintain current orders. 3) Dive to periscope depth. This is NOT the normal call out, it will be heard later after you decide what to do. It gives you plenty of time to react. It also has a check box to make this the default action, then you will never see it again. The new patch removed this from the beginning openning Options Menu. Do you want "Messages On or Off". I though it was very useful for stopping the game in order to man the Flak guns. So I re-enabled the Messages On in the file Main.cfg. ------------------------------------------------ sdcruz Quote:
They also have a Sensitivity rating too. AI_Active_Sonar: type MAIN max range = 4000 meters. Type QGAA = 2000 Type QCIA = 1700 Type QCeA = 1300 Type 147A = 2200 Type 144A = 2000 Type 128A = 1500 Type 123A = 1200 AI_Passive_Sonar: type MAIN max range = 6000 meters Type QGAP = 8500 Type QCIP = 7500 Type QCEP = 6500 Type 144P = 9500 Type 138P = 8500 Type 128P = 7500 Typr 123P = 6500 Maybe the Main max passive range of 6000 m sets the AI for your Sub crew to 6 km.....and active sonar to 4 km... |
Jungman
Are these the Destroyers AI sonar ranges or the uboats? If its the destroyer can you reduce the max main sonar to 2500metres? Thanks Shelton. |
DD enemy AI Sonar ranges. For the named sonar (14 total).
Your own virtual submarine crew (active and passive sonar) uses, I think, is set by those other two 'unknown' types of sonar. One is the Main Active at 4000m and the other Main Passive is at 6000m. I think these are for your sub if you are not personally controlling the sonar station youself. You can hear out to 20 km personally, but the AI crew will only report out to 6000m for passive hydrophones? I think. I am only guessing at what these two 'no name' sonar entries do. Quote:
Or if you are having problems with the DD having this Super default Sonar (especially Elite and Veteran enemy crews), use the full SonarDC_fix Mod, or the less nerfed SonarDC_20 Mod. Are you talking about reducing the passive DD detection (DD hydrophones detecting your noise movement under water), or the active sonar detection (pinging close in active sonar)? |
nerfed???
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Lanzfeld
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I am not going to. In fact, I made the last version of SonarDC_20 tougher. SonarDC: original. Maintain Lock Distance 200m. DC blast radius 15 meters. SonarDC_fix: A minor bug fix to the type 144A sonar at zero distance. SonarDC_20:Maintain Lock Distance 150m. DC blast radius 20 meters. |
Jungman
I was talking about the active sonar - i think the passive is OK. Thanks Shelton. |
Jungman
I was talking about the active sonar - i think the passive is OK. Thanks Shelton. |
:P Hey, guess what I found while fixing the 180 Degree backward Radar?
The enemy AI sensors data is totally in the AI_Sensors.dat file. It is the silly Sensors.dat that contains your crew freindly AI setting! :doh: The radar has the MaxBearing as 360; but left the MaxElevation at only 180. Just make the Max Elevation 360 also, and viola...No more bearings from radar 180 out of phase. Bug fixed :hmm: I also changed MinSurface size to fix the stupid Snorkel detection problem.... :yep: But the main topic was Beyond seeing visual 8 km. Well, in that file Sensors.dat is where you can change alot of stuff. It was originally PreciseRange=6000m MaxRange=8000m PreciseHeight=15000 MaxHeight=20000, Sweep rate=15, sweep arc, probabiltyDetect, etc. Plus Surface area (so he can see those small airplanes better). I change MaxRange to 20,000m. Did you know periscope is limited to 5000 precise and 6000m maximum range? No wonder the WO can out see you at night if you are using the Binoculars, UZO, Periscope...not sure though... Anyway I am going to test UberWatch dude. Longer range to 20 km, but I may have to change the Surface (Area) detection from 40 to 20 like the radar so he can see the small airplanes. Or go into the Airplane.dat file and increase their surface 'area'. It looks like you can tweak almost anything to ge the Wo to call out a ship, probability to detect too so it is not 100% constantly at long range. |
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