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Old 03-14-17, 03:49 AM   #12
Kendras
Stowaway
 
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Quote:
Originally Posted by Niume View Post
Kendras will this mod work with this modlist?
Yes, sure, but it will surely change at least these two mods in your list :

M.E.P v5- VisualSensors for GWX3
REL_Extra_AI_Visuals_for_GWX_FINAL

Quote:
Originally Posted by CaptBones View Post
So, if you cause the merchant ship lookouts to be little more than blind, so do you also make the lookouts in the escorts blind.
Not if you use this mod : http://www.subsim.com/radioroom/showthread.php?t=106956

Quote:
Originally Posted by Ducimus View Post
What does this mod do?
It addes extra visual sensors so you can have ships with varying degrees of visual acuity. By default all units that can visually see something in GWX all share the same visual acuity.

How does this work?
The AI_visual.dat in this mod is from NYGM 2.0. IT addes several visual nodes. Ive only made use of 4 of them.

- AI_visual is assigned to all warships that are not captial ships.
- F_Visual is assigned to Battleships, battlecruisers, and cruisers.
- M_visual is used by all merchants and everything else that floats.
- AirS_Visual is used by all planes.
And I think it is a very very good idea. Will try this ASAP.

Quote:
Originally Posted by CaptBones View Post
Quite awhile back I found this explanation...I'm sorry I don't remember who is the author, I'd give 'em credit if I could.
Here :

Quote:
Originally Posted by Kendras View Post
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