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Old 05-04-13, 04:39 PM   #2
Armistead
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Join Date: Dec 2008
Location: on the Dan
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Visual are determined by several factors.

The Data/Librarysensorvisualsub.sim values basically set your base visuals. These are adjusted by the Data.Cfg/Sensors.cfg which adjust the base values on fog, light, weather, etc..for better or worse. The next factor is crew ratings. Then your enviroment settings come into
play, you must adjust your sensors to work with your enviroment mod in function and a realistic enviromental look. Modders have to tweak and test all the above to work together realistically, which can take numerous
hours of testing.

I was working on increased visuals, basically got my crew to see to the horizon on a clear day, but the night range was still a tad too far. My crew could see ships at night up to 5 miles that I couldn't see in the dark. The goal is to find that balance the crew will see what I see.

As for sonar, the game basically restricts your crew to the equipment available, but it doesn't restrict you. Sonar itself will always hear ships to the furthest range of your best equipment, just your men only take advantage of what range the sonar equipment they have. As they get better sonar, you'll notice they start calling ranges further and further. Several other values effect sonar as well, being below the thermal, your speed, etc.

I think Trav was looking into increased visuals as well.

As I recall, the TMO visuals for RSRD mod effect how the AI sees you, not the other way around.
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