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Old 11-30-10, 11:09 PM   #6
Ducimus
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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.
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