SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-25-10, 04:46 PM   #1
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,121
Downloads: 605
Uploads: 44


Default Adjusting escort visual sensors in TMO RSRD

Trying to make TMO escort's vision a little more realistic at night....editing a visual mod I believe.What do I need to do? Have the AI_visualsensors_RSRD.dat open.
Correct file?
Bubblehead1980 is offline   Reply With Quote
Old 11-26-10, 09:21 AM   #2
irish1958
Ocean Warrior
 
Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
Default

I don't know the file. During WWII, the Japanese had an almost unreal ability to spot our ships at night. This lead to a disaster in the Slot Battle in 1942.
__________________
Irish1958
irish1958 is offline   Reply With Quote
Old 11-26-10, 09:53 AM   #3
Robin40
Chief
 
Join Date: Aug 2010
Location: Rivoli (Italy)
Posts: 310
Downloads: 162
Uploads: 0
Default

Quote:
Originally Posted by irish1958 View Post
I don't know the file. During WWII, the Japanese had an almost unreal ability to spot our ships at night. This lead to a disaster in the Slot Battle in 1942.
so they do in the game
Robin40 is offline   Reply With Quote
Old 11-26-10, 12:59 PM   #4
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

a warning / note of caution here

i learned from Ducimus long ago that even small tiny changes to sensors can have broad side effects on all sorts of other things way beyond the tweak you are trying to make.

i suggest you seek his advice on what you want to do and he may be able to help you avoid messing up other things with the AI by mistake
  Reply With Quote
Old 11-26-10, 03:58 PM   #5
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,121
Downloads: 605
Uploads: 44


Default

Quote:
Originally Posted by irish1958 View Post
I don't know the file. During WWII, the Japanese had an almost unreal ability to spot our ships at night. This lead to a disaster in the Slot Battle in 1942.

True EXCEPT submarines bc subs are tough to see, esp at night.Read many accounts of subs coming within 1000 yards of an escort at night and not being spotted.Done this a few times in the game but more often than not they spot me at around 2000-2500 yards, which makes night surface tough to do in a realistic manner and esp with Mark 18 in later war due to its limited range.Read CLEAR THE BRIDGE! by Richard O Kane or THUNDER BELOW they came close, damn close without being spotted.Subs are small compared to most ships and sit low in water, tough to see on surface esp at night as said.
Bubblehead1980 is offline   Reply With Quote
Old 11-30-10, 11:09 PM   #6
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Quote:
Originally Posted by Bubblehead1980 View Post
Trying to make TMO escort's vision a little more realistic at night....editing a visual mod I believe.What do I need to do? Have the AI_visualsensors_RSRD.dat open.
Correct file?
I have no idea how RSRD assigns visual sensors, but i can tell you how it works with TMO by itself.

There are several different visual sensors, and they vary by max range. I assigned these various sensors based on unit type.

For example, in TMO:

m_Visual is assigned to merchants.
AI_Visual (the default, stock visual) is assigned to all warships that are not capital warships. DD', DE, corvettes, etc.
F_Visual, is assigned to all capital warships. CA's, CV's, CE's, BB's, etc.

And so on and so forth. (FYI, i listed that in order from shortest to farthest range for surface units.)

Again, the primary difference between those is max range. The AI_Visual.dat file in TMO only specifies the geometry of those sensors. The framework if you will. Size, shape, etc.

A block of code in the sim.cfg is what specifies how those sensor behaves. Unfortunatly, a change in this file, is universal, and is applied to ALL visual sensors. So a change here, is a change to all visual sensors, and it is this file that specifies enviormental dampeners to the AI's visual acuity.

As i recall, the visual sensors max range at night, is around 60% of what it is during the day, and this percentage, ive been told in the past, is hardcoded. I'm not sure if i believe that or not, but thats what i was told. You can experiment with the visual light factor in the sim.cfg and see if that makes them less sensitive at night, but i suspect that will only get you so far. It's been awhile since I adjusted the visual sensors, so the specifc parameters on what numbers work and what don't in the sim.cfg are a bit hazy to me. I can tell you that testing visual sensory changes is a PITA. Which is why once i dialed it in, i avoided making changes to it as much is i could.
Ducimus is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:16 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.