Quote:
Originally Posted by gouldjg
@CB
Hi mate
Glad to hear your having a ball and getting your results.
Can I just ask,
Did you do a standard extension of max ranges for every passive sensor and then the main passive at the top named hydrophone?.
If so can you describe in more detail as to each change with regards to the max. I am aware you changed the min to get blind spots?.
Have you made big changes to waves or noise or have you left this standard?.
I want to start comparing soon, to see which is the main direction to go. I am blinkered into thinking max range changes are my key but also min range blind spots.
The main of this is being done in the ai_sensor_dat file.
Thanks
Jason
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here's the thing i've left the maximum ranges for all the hydrophones (and all the other sensors too) as stock --no increase in maximum range--
tho i DID sneak the generic AI_Hydrophone sensor max to 8000 as a side experiment- this is why i THINK? the sub meter goes orange before it goes red --see previous post for the theory)
what i did was to increase the minimum range to 1000 metres
and use col's trick on the sim.cfg--
i get detected at exactly the defined maximum distance in the AI_sensors.dat -- spot on usually--
i'm not sure this is going to be usefull to you as it is now (due to the sim.cfg entrys being entirely non stock) but the feel of the concept is to avoid thinking about the facts and figures and to exploit the natural DD behaviuor in a way that makes them as interesting an opponent as possible in game--
making them co-operate in ways that normally they wouldn't have to do--
a slow moving DD at 1000 metres wouldn't normally have to "ask" a DD at 4000 plus metres to check on your location so it can make it's attack run--
the trick being that un-less you know that this is what's going on - it appears in gameplay terms to be realistic behaviuor--
this was the entire thrust of my work on the SH2 DD's
make the gameplay "feel" realistic and it doesn't matter exactly what's going on in terms of sensor information-- it allso makes things un-predictable and presents the player with a bit of a puzzle--makes you feel like your going up against something more human than the normal sim type AI--that's my main ai any way-- this is a fair start!
but it will not satisfy the die hards--