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Originally Posted by Hitman
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The short explaination: computational lag by the SH3 engine created by each increment of TC allows units to zip by you without ever seeing you. The opposite is true also.
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Nice that this got solved in SH4, pity it still happens in SH3
Anyway, I have noticed that in later war years the effect is greatly diminished by the aircraft radar
Since their detection range is increased a lot, it is harder for them to fly by at hight TC without noticing you. If I had the skills and knowledge, I would like to see what happens if placing a visual node with huge detection ranges in early war aircrafts. Probably they would detect you easier at higher TC and that would solve a part of the problem? :hmm: Well I suppose if the GWX guys haven't done it before, then that's because it doesn't work 
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Well Hitman, you've actually hit on something there that has been experimented with.
There are at least two factors that influence detection at elevated TC levels. There is the computational lag that was discussed.
However, the other thing that I am aware of that can influence matters are the "sweep" speeds of the sensors. If you increase the sweep speed, you have in a sense 'ubered' the sensor.
The problem with speeding up the sweep speed of the various sensors... (visual, radar, RWR, hydrophones etc) is that it basically makes them operate at an unreal level of effectiveness. Sensors should not be 100% effective 100% of the time... This is especially true of the 'visual' sensor.
Hydrophones in real life could detect a single merchant in the region of approximately 20 nm away, while the same hydrophone set could detect a convoy 100 nm away.
In SH3 hydrophones can only have one maximum range and sensitivity setting. The outer ranges for the hydrophones are set for a lesser effectiveness or 'signal strength detection' capability.
Increasing the sensor sweep basically makes the outer ranges again 100% effective.
Increasing the sensors sweep times can also cause a watch crewman see perfectly to the
maximum possible distance in pitch darkness... at 3:00 A.M./0300 in the morning.
Also, speeding up the sensor sweep times puts a much higher load on your processor... as each unit in SH3 has various combinations of sensors... each sweeping at speeds that are relevant to a real-life bsaed comparison and balance against the limitations of what can be represented in-game.
Rubini's 'Stay Alert' mods increase the sweep speed of the visual and hydrophone sensors on the player subs... at the cost of making detection capabilities always in the player's favor... and reintroducing the old 'vampire night vision' bug in SH3.
How this relates to GWX users:
Naturally, players can choose to use these mods. However, for the reasons stated above, they will not become part of the GWX default package.
I mean no offense to Rubini. He's given an enormous ammount of good work to the Grey Wolves and the community... especially in relation to campaign coding... but he and I have fundamentally different ideas on what things would be good for the sensors in in SH3.
Lower TC is always going to be the best way to go... as it allows the engine to process changing data more effectively. Furthermore, as Albrecht von Hesse describes, lower TC reduces the FPS hit that occurs when a convoy renders into existence nearby in SH3.
Some measure of patience will always be required of players to get the most out of SH3.