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Old 11-27-15, 01:54 AM   #1
TorpX
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Quote:
Originally Posted by Barkerov View Post
Is there a way to change it to a more realistic value?
I doubt it.

The crew detection ranges can, and have been, changed to realistic values (at least in RFB), but the ranges at which we hear are always at the high end. You see your sub's crew gets better as their equipment improves, but what we hear is always at the best level; it doesn't change. That is how it was explained to me.

If it was possible to correct, someone would have done it by now.

I would say just don't do manual hydrophone sweeps, until after your crew detects something.

I believe the RFB team was well aware of the issue, but lacked any means to fix it. I imagine Ducimus (of TMO fame) knew about it just as well.



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Old 11-27-15, 02:37 PM   #2
xXNightEagleXx
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Quote:
Originally Posted by TorpX View Post
I doubt it.

The crew detection ranges can, and have been, changed to realistic values (at least in RFB), but the ranges at which we hear are always at the high end. You see your sub's crew gets better as their equipment improves, but what we hear is always at the best level; it doesn't change. That is how it was explained to me.

If it was possible to correct, someone would have done it by now.

I would say just don't do manual hydrophone sweeps, until after your crew detects something.

I believe the RFB team was well aware of the issue, but lacked any means to fix it. I imagine Ducimus (of TMO fame) knew about it just as well.



My negative feedback was due to two thing:

1 There was really a bug but it solved as i reinstalled just some mods (specially with TMO).
2 After the reinstall, i immediately jumped to RFB full time (practically for the first time). IMO in TMO all sensors work much better both in theory (specs) and in practice. In TMO both me and the AI can hear from a much bigger distance even higher than the sonar spec.

Last edited by xXNightEagleXx; 11-27-15 at 02:42 PM.
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Old 11-27-15, 07:16 PM   #3
Rockin Robbins
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NightEagle, in response to your PM, here is my present mod list:


I'm running RSRDC right now because I was testing my plotting mods to ensure that they worked for RSRDC ships. GFO Patch for RSRDC partially gets Webster's GFO back from all the gameplay changes RSRDC makes. It doesn't totally succeed. Momi-Matsu fix is because RSRDC doesn't plot either ship on your nav map and that's kinda bad. 3000 yard bearing plotter is Capn Scurvy's, properly plotting for 1152x864 resolution. Optical Targeting Correction has been corrected by removing the spotlessly perfect ship dimensions and identification manual, keeping stock versions of both. I'm not releasing that one without express approval from CapnScurvy. TMOKeys gives me the great TMO Keyboard, before TMO 2.5 changes.

All the rest are missions and skins which have no impact on gameplay at all.
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Old 11-27-15, 08:38 PM   #4
TorpX
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Quote:
Originally Posted by xXNightEagleXx View Post
My negative feedback was due to two thing:

1 There was really a bug but it solved as i reinstalled just some mods (specially with TMO).
2 After the reinstall, i immediately jumped to RFB full time (practically for the first time). IMO in TMO all sensors work much better both in theory (specs) and in practice. In TMO both me and the AI can hear from a much bigger distance even higher than the sonar spec.
Installs can get borked, so I can't really say much about that.

Sensor values certainly can be changed; it's just that no one was able to sync them to what we hear. It is like what Cap'nScurvy noticed about how sometimes we cannot hear slow-moving ships, though our crews can. It is just another example of poor game design that we have to live with.

The same thing can occur with visuals. Depending on the sensor values in force, we might be able to see ships before our crew spots them, or vice-versa. Ideally, we would see as well as our crew; no better, and no worse.


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Old 11-28-15, 10:55 AM   #5
Rockin Robbins
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All Torpx says is true. And it's much easier to swallow when you reflect that Silent Hunter 4 is still the best submarine simulator on the planet after a run of eight years.

Would we like to do better? Of course. Can we? No.
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Old 11-28-15, 01:54 PM   #6
xXNightEagleXx
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Sir yes sir captains

Btw when i said that sensors work much better in TMO i wasn't strictly meaning better in the sense of realistic or whatever, but just in a matter of performance.
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Old 11-28-15, 04:02 PM   #7
Spraug
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Default This is probably just stupid on my part...

... since you can set the sonarguy to do different things, could it be that he is simply not sweeping? That should be a default, but maybe it's as simple as that...
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Old 11-28-15, 11:17 PM   #8
TorpX
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I won't cost anything to try, but I doubt it.

If you order him to sweep, he might report a contact within range, but afterwards, he will likely go back to daydreaming.


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