Thread: Sensors
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Old 11-20-11, 01:38 PM   #1
makman94
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Join Date: Jul 2008
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Quote:
Originally Posted by h.sie View Post
@makman: I'll give you the fix as soon as it is done, maybe 1-7 days.

The randomization works as follows (with some simplifications to make my description easier):

On a regulary basis, let's say every second, the detection probability p for a (currently undetected) object (in sensor range) is calcutated, based on the distance and environment parameters. Lets assume, it's dark and the distance is 15km and thus we get something like p = 0.000005.

Now, every second, a random number r between 0.0 and 1.0 is created. If r is smaller than p = 0.000005, then the ship is detected (and p is automatically set to a very high value, because detection probability for an already detected object is very high, of course).

According to the randomness, the moment when r < p occurs (detection), can happen at a distance of 15km, but it can also happen at 3km. But it is very unlikely at 15km and becomes more likely, the smaller the distance is.

I agree with you that the influence of the random numbers on detection is unrealistically strong. I would expect a smaller distribution of detection ranges than the game simulates.

I offer to work on an hardcode fix that does the following:

1) reduce influence of randomness on detection

2) make crew visual sensors (also periscops?) more blind at night
just make something 'clear' for me H.Sie,
is the tool we are talking about(for the tests) TOTALLY ELIMINATE the propability ?
if not....can you make one that TOTALLY eliminate the propability ? this is the best (outopic) for checking adjusting values . we need a tool that our crew will spot ALWAYS at SAME distance the target if we change nothing at parameters.
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