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#1 | |
Rear Admiral
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If the visual range of the crew is set to the standard value for an 8km atmo, then ships well within the 16-20km atmo that MEP gives you will probably be moving in and out of the WO's range while never moving out of your own visual range. You can see for 20 km, but he can't "sense" anything outside the range set in Sensors.dat - at least I think that's how it works. The Sensor packs for MEP address this issue by increasing the value for visual range, without that adjustment your WO is living in a much smaller world than you are. ![]() |
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#2 | |
Chief of the Boat
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#3 |
Rear Admiral
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#4 |
Chief of the Boat
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#5 | |
The Old Man
![]() Join Date: Apr 2008
Location: Denver, CO
Posts: 1,529
Downloads: 334
Uploads: 0
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![]() Are you saying I should enable the MEP sensor add on as well as the No Ship Spotted mod? ![]() ![]()
__________________
“Prejudice is blind. There will always be someone who says you aren’t welcome at the table. Stop apologizing for who you are and using all your energy trying to change their minds. Yes, you will lose friends, maybe even family. But you will gain your self-respect. You will know your worth. Once you have that, nothing can stop you.” |
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#6 | |
Rear Admiral
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The No Ships Spotted version of the Sensors.dat appears to be set up for a 16km environment*, which means that if you're playing with a 20km environment provided by MEP, and enable the No Ships Spotted mod over it, you'd be shaving 4000 meters off your WO's visual range (at the very least). If you enabled the MEP pack last, you'd lose the No Ships Spotted version of that file with whatever other changes it made that resulted in the "no continuous ships spotted" effect you were hoping for. Both mods also contain a Sensors.cfg file, and I haven't looked at that to see how they differ. Or at any other values in the Sensors.dat file, for that matter. I was kind of in the middle of that process when I got sidetracked by other things, so I never tried out any combination of tweaked files that might work. I think you'd have to compare the files in both mods with the standard GWX versions to see everything that each one changed, and then see if it was possible to incorporate all those changes at the same time. My gut feeling is that it's doable, it just takes doing. If the changes made by each mod are to things that the other mod doesn't mess with, then in theory all the changes could be incorporated into one set of files and you'd end up with everything you needed for both. *At least the version of of it I have on hand, anyway. It's possible I already tweaked the Sensors.dat and don't remember. |
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#7 |
Rear Admiral
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Okay, after looking at the two files that both mods make changes to...
they both change the same five values in Sensors.cfg, but the new values are similar: (in No Cont Ship Spotted) Visual range factor=1.4 ;[>=0] Visual fog factor=1.0 ;[>=0] Visual light factor=1.6 ;[>=0] Visual aspect=0.4; ;[>=0] Visual sensor height factor=0.5 ;[>=0] (in MEP Sensors for GWX) Visual range factor=1.4 ;[>=0] Visual fog factor=0.9 ;[>=0] Visual light factor=1.6 ;[>=0] Visual aspect=0.7 ;[>=0] Visual sensor height factor=0.5 ;[>=0] The biggest difference is in Visual aspect, the only other difference is in Visual fog factor. I don't know what these values do, lol, so I don't know how significant those differences are when it comes to avoiding the constant "ship spotted" alerts for the same ship. According to the readmes for both mods, the only changes made to Sensors.dat are to the Visual sensors: (in No Cont Ship Spotted) PreciseRange=15500 MaxSensorHeight=20000 Surface=50 SweepPeriod=5 SweepArc=0 ProbInsideArc=0 (in MEP) preciserange=19500 maxrange=20000 minheight=0 maxheight=15000 minsensorheight=0 maxsensorheight=20000 surface=50 rpmdetlevel=0 sweepperiod=5 sweeparc=0 probinsidearc=0 revolving=false skipsweep=true At first glance it looks to me as though it's possible that Makman94 incorporated the values for No Continuous Ship Spotted into his Sensors.dat and Sensors.cfg files, with the changes necessary to increase the crew's visual range to work with a 20km environment. Since I don't know exactly what those values in Sensors.cfg do, I can't say for sure. But it may just be the issue of not having a high enough value in Sensors.dat for preciserange and maximumrange of the visual sensors. What I would try first is just using the MEP Sensor pack without enabling the Ship Spotted mod at all, and see what happens. That's how I've been playing, but TBH I haven't spent enough time outside of the harbor except in very short test runs, and you know in the harbor it's "Schiff gesichtet" nonstop and not because the WO keeps seeing the same ship for the "first" time over and over again... it's because there are just that many ships around, period. Anyway - if just the MEP Sensor pack doesn't sort the issue all on its own, then I'd think the next step would be tweaking one or both of those values in Sensors.cfg that differ between the two mods. Maybe someone can tell us what they do and that will shed more light on the issue. ![]() |
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#8 |
The Old Man
![]() Join Date: Apr 2008
Location: Denver, CO
Posts: 1,529
Downloads: 334
Uploads: 0
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Thanks Frau!
![]() I'll keep an eye on this thread and do a little more looking when I return to port from this patrol. ![]()
__________________
“Prejudice is blind. There will always be someone who says you aren’t welcome at the table. Stop apologizing for who you are and using all your energy trying to change their minds. Yes, you will lose friends, maybe even family. But you will gain your self-respect. You will know your worth. Once you have that, nothing can stop you.” |
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#9 |
Shore leave
![]() Join Date: Jul 2010
Posts: 70
Downloads: 13
Uploads: 0
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Thanks all - am downloading the 'no ship spotted' mod again because I think one of my other mods might be conflicting with it.
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