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#1 |
Commander
![]() Join Date: Dec 2009
Location: Just east of the west coast.
Posts: 463
Downloads: 423
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Tater's TMO visuals for RSRD might help, though Intended to solve a different problem, discussion here (link is in post 6).
I find I can usually see and hear better than my crew, but figured this was a crew experience issue. Crew will increase their skills with experience. Also, the default crew selection when you get a new sub isn't usually the best - you can usually find crew working in the torpedo room who have much higher "watch" skills than some of the guys in the watch crew. Watch crew should have watch skills of 30 or better, Sonar should have very high "Electrical" skills and an officers rank.
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There are no great men, only great challenges that ordinary men are forced by circumstances to meet. -- Admiral William Halsey |
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#2 |
Rear Admiral
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Visual are determined by several factors.
The Data/Librarysensorvisualsub.sim values basically set your base visuals. These are adjusted by the Data.Cfg/Sensors.cfg which adjust the base values on fog, light, weather, etc..for better or worse. The next factor is crew ratings. Then your enviroment settings come into play, you must adjust your sensors to work with your enviroment mod in function and a realistic enviromental look. Modders have to tweak and test all the above to work together realistically, which can take numerous hours of testing. I was working on increased visuals, basically got my crew to see to the horizon on a clear day, but the night range was still a tad too far. My crew could see ships at night up to 5 miles that I couldn't see in the dark. The goal is to find that balance the crew will see what I see. As for sonar, the game basically restricts your crew to the equipment available, but it doesn't restrict you. Sonar itself will always hear ships to the furthest range of your best equipment, just your men only take advantage of what range the sonar equipment they have. As they get better sonar, you'll notice they start calling ranges further and further. Several other values effect sonar as well, being below the thermal, your speed, etc. I think Trav was looking into increased visuals as well. As I recall, the TMO visuals for RSRD mod effect how the AI sees you, not the other way around.
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#3 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
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My theory is they totally screwed up the AI in this - the radar or sonar operators will report contacts WHICH CAN NOT BE SEEN. If the contact is visible to the deck watch or in the periscope, to the sensor operators it's no longer a "contact", so they know nothing about its existence. If you're in visual range of a target with the periscope up, the "not my job" syndrome affects the sound man - lower the periscope so the target is no longer visual THEN he becomes aware of it again. Raise the scope and he "loses" the contact again, because it has changed from a sound contact to a visual contact. Apparently the game is programmed so it can only be radar OR sonar OR visual, never more than one type at the same time.
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#4 |
Swabbie
![]() Join Date: Apr 2005
Posts: 12
Downloads: 14
Uploads: 0
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Thanks for the feedback guys!
I guess the one good thing that was added to my arsenal since posting this was the addition of surface radar, which helps offset the problems with sonar and watch detection. |
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