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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
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The chart Tater posted in another topic on spotting ranges posted got me wondering about one of the game settings.
This question has to do with the visual spotting settings in the game in this section of sim.cfg (These are from RFB with Beery's notes) [Visual] Detection time=0.5 ;[s] min detection time. Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time. Fog factor=2.0 ;[>=0] (was 1.0) Light factor=1.0 ;[>=0] Waves factor=1.0 ;[>=0] Enemy surface factor=400 ;[m2] Enemy speed factor=15 ;[kt] Thermal Layer Signal Attenuation=1.0 RFB changed the fog settings to affect the spotting range. My question is about the Waves factor. With it set at 1.0, that means there's no modification for waves. Since I'm learning and don't know the many things you experienced modders have tried, I have the following question for you guys. Do you know if this variable will allow increasing wave heights to make it more difficult to spot a ship/sub on the surface (or a periscope ![]() Also, anyone know what formula (if one exists) the game uses to determine probability of being seen as wave conditions change? Has someone played with this setting to see how it affects the game? If so, were the reults noticeable? Thanks
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 Last edited by swdw; 10-21-07 at 08:15 AM. |
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#2 |
Rear Admiral
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The sim.cfg snippit you show is an older settings, from patch 1.2 My suggestion is to use patch 1.3's sim.cfg and then adjust to your flavor from there. Personnaly, ive found that the visual settings are very finicky, and ive opted to not mess with them very much for right now. Chances are you will want to make them less effective. You could raise the light factor from 1.7 to 2.0, and maybe increase the fog factor from whatever it is currently by one whole number.
The visuals since patch 1.3 don't behave as they have in the past. The scaling of the effectiveness of the misc parameters seems to be... just.... wierd. |
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#3 |
Lucky Jack
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Would adjusting the wave factor mess up what ROW/LBO has done or is this just concerning visual detection? Forgive me as I'm an idiot with these things but this question came to mind.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#4 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
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They have nothing to do with the environmnt. |
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#5 | ||
Lucky Jack
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__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#6 | |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
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![]() Do the dev's give any info on things like in game formula's for this stuff, or is it all trial & error?
__________________
"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#7 |
Rear Admiral
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Trial and error...... lots of it.
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#8 |
Ace of the deep .
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LOts of error and not much trial for my mods LOL
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#9 |
Rear Admiral
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I, invariable, *always* screw something up with my mods. Only when i screw up, its much more subtle and hard to find, and yet ungodly hideous in the worst way.
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