05-24-12, 02:35 PM
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#6
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XO 
Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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Quote:
Originally Posted by radcapricorn
Yeah, I thought about that. A perfectly valid technique, but just a little... extreme?  I was hoping there might be another solution.
AFAIK, crew detection range (by WO, hydrophone, etc.) is determined by sensors setup in files from Data\Objects\Sensors (should be editable with Silent 3ditor), while visual 'player' detection range is defined by Data\Cfg\Sensors.cfg (text file). Many mods (IRAI, UHS, etc...) tweak these files, but I can tell you for sure that it is very difficult to nail it so that both you and crew can detect a ship at the same time, especially when you use a lot of mods that change environment (fog, clouds, ...). While mods struggle to increase realism for crew detection (i.e. stock game, IIRC, defines WO detection range as 15km, while UHS, for example, makes it 20), the same is harder to do for player detection, because many factors come into play, such as display resolution, brightness, as well as what weather's around and how it is rendered. At least, that is my understanding of how it works.
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Ok, thanks for the explanation. I thought wheather conditions are accounted
in the WO visibility factor
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