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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
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What file controls these two values? I want to see if they are correct.
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#2 |
Lucky Jack
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I think Tater knows the files.
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#3 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
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AI_Sensor.dat. If you use S3D Editor, they're even named such.
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#4 | |
Silent Hunter
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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Yeah. The ranges are... well, they have real values in meters, but frankly, at a certain point you just can't tell. Least working with visuals.
My first experiments (visuals) I wanted to see if I could get BBs to duke it out at proper ranges. The idea was to get it working at extreme range for a "BB_Visual" sensor. I set all the various ranges (AI gunnery, as well) to 35,000m. They engage (sound klaxons, etc) at ~9000m regardless of the sensor settings. I fear that like the DC detonation depth, the AI overrides the settigns somehow. That or the overall visual ranges override things and you can only see out to whatever the max visual is. I tested with a 16km mod in place though to no effect. It's non-trivial to play with. |
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#6 |
Navy Dude
![]() Join Date: Oct 2006
Location: California, USA
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That's odd that you couldn't get them to engage any further out than 9km.
I made similar tests for my own purposes a while back with only the following changes to the stock 1.3 game. AI_Visual.dat > MaxRange increased to 40000 (was 9500) Sim.cfg > MaxFireRange increased to 40000 (was I think 6000) Scene.dat > View distance increased to 40km Scene.dat > Earth Radius increased to ~ double whatever the stock value was In the test mission I had two Yamatos and two Iowas engaging at ~ 33km. If anything the view distance does infact seem to dictate the engagement range regardless of what the sensor and weapon ranges are set at. And I'm not so sure how well a 40km view distance would sit with most PC's. ![]() |
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#7 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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I didn't mess with scene.dat. That may be the issue.
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#8 |
Navy Seal
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Location: New Mexico, USA
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I should add that I currently have a mod with many visual sensors. I have a BB visual, a CA/CL/CV version, a DD version, a small warship version, a merchant version, as well as air. The ranges are based upon horizon distances. I think the ideal set up would be to have the max range for BBs be ~70,000m. That's BB to BB. the horizon distance being about 1/2 that. Not sure how the game deals with it though, so a shorter range than reality might be required so that subs are not detected at absurd distances (subs should ALWAYS detect ships first visually, IMO, at the very least because of smoke.
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#9 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
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But, beyond that, I think all this tinkering with visual engagement ranges should wait until after 1.4 is released. All of this head-scratching may just be for naught. ![]() |
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#10 |
Navy Seal
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Location: New Mexico, USA
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Yeah, with the new visual limits, that might fix some things.
There are also balance issues. Remember that the area detected, noise, etc are all pretty much made up. Most ranges given for surface search radars are to detect surface combatants, and even then probably under ideal conditions. If the game detects things that are much smaller too easily, then the ranges/surface areas need to be tweaked. I think it gets pretty complicated. |
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#11 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
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