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Old 03-21-08, 04:35 PM   #1
idf
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Default Trouble with visibility in TMO SP2

I have an issue with the range my crew is able to see in light fog conditions. For instance, during a clear sky, moonlit night, windspeed 11 m/s, crew at battlestations (deck watch efficiency 100%), light fog, although I see very clearly the small tanker through the TBT (probably some 4000 yards away), I'm unable to lock it. My crew finally spots the bloody tanker at short range, some 500 yards away. Needless to say the tanker noticed me too. This happened consistently to me since I've enabled SP1a and SP2, I did not have this problem with SP1. Is it because of the sensors, or are the new environmental effects to blame?! I would be extremely grateful for your help on this one.
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Old 03-21-08, 04:45 PM   #2
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Same goes for me, it is pretty frustrating. Im currently on my first patrol, and I am actually able to make the ship using the manual quicker than my lookouts can spot them. Also medium fog is rediculiously thick. I dread encountering thick fog. Anyone know how to increase the crews visual detection distance using S3ditor??
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Old 03-21-08, 08:39 PM   #3
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Player sensors are effected by crew effieciency in TM.
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Old 03-21-08, 08:43 PM   #4
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So you are saying basically my problem is to green of an inital crew. I swear on everything holy that i have never had to be so close to id a ship. And each and everytime at that.
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Old 03-22-08, 02:06 AM   #5
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I purged TMO SP2 of all Environmental 4.0 mod files and in TMO SP1a I reverted to the scene.dat in TMO SP1. Problem gone - in similar conditions to those described in post #1 (moonlit night, light fog, 2m/s windspeed, crew at battlestations), my crew spots a modern split freighter at 8800 yards. And the freighter was coming directly towards my sub, bow on . So somehow sensor efficiency in light fog conditions is related to the stunning effects in Environmental 4.0 mod. That's a pity, the scenery looked so much better...
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Old 03-22-08, 04:33 AM   #6
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:hmm: interesting. That seems to correlate to something else i noticed. I *thnk* its related to wave settings if indeed true. If true, easily fixed.
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