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Old 08-28-05, 10:24 AM   #9
oRGy
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Join Date: Apr 2005
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A sort of fix maybe would be to make crewefficency=true instead of false. When darkness arrives, you could take a couple of guys off of watch, the green bar goes down to halb and they would spot half as much. Maybe? I should try it.

Anyway my experiences:

First, don't install kriller2's landscape mod on top of it, it ****s it all up.

After having it installed, on top of RuB, it seemed fine except for the fact that the crew spots everything out to 19km even at night. Now, even with the UZO I couldn't see anything out at that range. It was about 15-16km before they became visible during the day. So the crew viewing range should probably be set to 15km max as first orders.

Anyway, completed a patrol with that. The side effect of vampire-vision is to make the sonarman less useful, basically.

The glowing skies irritated me but I got rid of them through repacking the rub tga's.

So, I put in gammels values with one exception (fog factor left at 1.0 rather than what he set it to) and at night, in the Scapa Flow mission, crew didn't spot a destroyer till 2600m. That's more like it...

Unfortunately, trying it during dawn was a bit of the flop. In the custom mission "Ice Ice Baby", which is light fog (12km) with icebergs and a convoy, I was jumped by a plane which could be clearly seen miles away due to an utter lack of concern on the part of the crew. I was only aware of it after my boat got shot at.

Thats it so far.

Id experiment with values but, what the different settings in the actual sensors.cfg file do is rather ambiguous to my eyes. Can someone explain what exactly it is they do, i.e. what does each line in the visual section mean and what happens when you change it? And sensors.dat needs to be edited too? How, hex editor?

-Jungman: Your idea of writing a program sounds like a good one. As I've mentioned before on these forums, the program "Tes Optimiser" did this for the RPG Morrowind that enabled a load of features and fixed fog problems.
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