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Old 11-10-15, 11:55 AM   #1
polyfiller
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Default Help with visual sensors

Folks this one is a call out for help from any REALLY experienced modders ..... I have an issue which has crept into my TSWSM build with visual sensors for human controlled ships and the stock submarines. Visually ships stop being detected when in an arc somewhere between 12 O'clock and 2 O'clok (where 12 O'clok is the forward facing position of the sub). I've built a test mission with ships positioned at about 10 degree intervals circling the human controlled unit, the ones between 12 and 2 O'clock are not visible on the nav map, and in the bridge view, they are not selectable as targets.

Now I HAVE made, over many years, compound changes to the sensor setting in sensors_visualsub.dat and in sensors.cfg etc..... and if I put these back to stock, the issue persists. I checked my stock install and it doesn't exist either (no surprise). The issue actually gets WORSE as daylight levels improve. What is also very strange is how the game engine actually implements visual detection by the player controlled unit ... I always thought that assigning NodeName=O01
LinkName=VisualSubWatch

This is what established the functionality for the player unit to detect things visually - but it seems to have bugger all to with it. If I removed the VisualSubWatch from the unit's unitname.sns file, the sub can still detect things visually, but also still has the "blind spot" between 12 and 2 O'clock.

I also played with the rotation and position of node O01 and also the WCS nodes in the subs.dat file ... and no change in the issue.

This one is really doing my head in. Please no clean install suggestions etc (this doesn't help me find which part of my mod caused the issue.. I'm actually going through a process of individual file restoration back to stock .. but it's taking forever)... I suspect this is one for those who have worked with major mods which, I suspect, include environment changes... I really thin some env change has caused this in some form.
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Old 11-11-15, 07:45 AM   #2
CapnScurvy
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Try making your changes/deletions to your game files then make a new mission test to check your results. Don't rely on a single .mis file made from one set of changes/modifications to be your test model for additional changes. This means after changing what you want with a ship/sub file(s), make a completly new mission using your changes to see what you get.

Specific ship characteristics seem to be "carried over" into future .mis tests (even if the main game files state otherwise). The .mis file was "saved" with a specific set of files......which it will use again, even though you've made changes to them in the main game files.
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Old 11-11-15, 09:11 AM   #3
polyfiller
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Thanks for the suggestion ... I'll give that a go and report back.
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