@makman: I've found the code dealing with crew sensors. Different from my first statements, crew sensors do not use the same code as ememy sensors - they use completely different code! Not understood until now how it works.
If still desired, I'll try to add an ability to manually scale up/down the detection probability during gameplay. And I could also try to bypass the influence of random-numbers on detection in order to make influences more visible.
Don't know what is possible. Not very optimistic.
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