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Originally Posted by Armistead
Trying to find a better balance with my personal env. and crew sub visuals. I can adjust to where crew has basically to the horizon vision, but they still see too far at night. With all the subvisual nodes, is there one that determines night visuals only?
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Not that I know of.
I looked at this same feature a long time ago and came to the idea that the function of the AI's "day compared to night visuals" were
backward to what they should be. I found through testing, that when you set the AI's visuals to give you a fairly realistic night visual capability, the day visual was so far off the enemy couldn't find you, even sitting almost next to the target. Setting the day visuals to work as expected, caused the night observations to be too good to be true! Completely backward of what it should be. It seems the visual parameters are set to just one "default", then the rest of the visual variables (crew competency, target surface size, day/night) are added or subtracted from it. I'm suspecting the same is true with your own subs crew capability.
I've seen this kind of mistake before with the hard coded features of the game (not every feature can be tweaked by us). The game with its first patch gave us the Imperial units of measurements (yards/feet) for an American WWII simulated wargame?! Yea!! They finally got something right. Yet, the hard coded conversion of turning yards into meters when manual targeting (for a player using the Metric system) was incorrect until patch 3. Both Metric and Imperial measurements were
in yards shown on the Position Keeper until version 1.3. Some sort of hard coded parameter had to be changed to get the measurements to read as expected. I've felt that the day/night visuals for the AI (and maybe the subs crew) were similar in oversight.
In your last post, you state you
may have found a "trick' around this, within the "sensordata" files in a couple of places. If so, that's great news!! I would like to think there is a "work around" to this backward day/night visual issue.
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......can ID the ship with TMO's auto ID. How do I cut this feature back off and make it where you have to pick yourself like in stock.
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I did a quick look, I couldn't find a keyboard entry for "ID Target" on TMO's keyboard "Data/cfg/Commands.cfg" file. So,
I guess there's nothing to change there.
The "ID Target" button appears on the Orders Bar along the bottom in two different stations....the Periscope, and Bridge stations.
To remove this button from the two stations, "deactivate" TMO from the game using JSGME. Find TMO's "Data/Menu/cfg/OrdersBar.cfg" file. Make a copy, then open with NotePad. Go to the [Station3]
that's the Periscope Station entries and find the last entry as below:
"Comment Out" the Button10 entry (add the semicolon {;} to the front of the three lines).
Do the same in [Station4]
the Bridge. This time you'll need to change the
ButtonNumber system after "commenting out" the "WP_Identify_target" entry. Just move the remainder of the
ButtonNumber's count, up one number, to fill in for removing the "ID Target" button. Save your work, and put the TMO OrdersBar.cfg file back in it's place.