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Old 11-19-07, 07:25 PM   #1
LtCmdrRat
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Default Again night attack bug question

Does anyone have information about solving bug with night sensors of japanese destroyers. They still can detect me from 5000 yards visually. May be anyone heard about solution of this problem?
Anyway what a sadistic logic to detect periscope in moonless night from 5000 yards???
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Old 11-19-07, 07:59 PM   #2
Rockin Robbins
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Default Good question

Although in some instances the infared field glasses of the IJN let them do some superhuman feats of detection at night, there were plenty of instances of subs successfully carrying out night surface attacks. In SH4 that is almost impossible. That needs fixing.

I understand the GWX guys fixed it in SH3, but their experience may not translate very well into SH4. It seems like if it did, we'd already have the fix.

And we have to be careful that the fix is not a bigger problem than what it fixes. Case in point: maybe the sonar is too good with a surfaced sub. I can prove that sonar worked on the surface and that operators took screw counts with it while surfaced. I can prove that they continued to man the sonar when the boat was surfaced, showing that they expected to be able to develop contacts in that configuration.

Lets assume the surface sonar is way too good. Do we eliminate it? Seems like a good idea then, doesn't it? BUT an indispensible tool during a surface attack on merchies was the ability to ping the target to obtain accurate range. Oops, we've screwed the pooch, solving one problem by causing a worse one.

Now lets look at the advantage the overly good surface sonar gives you. You have the target clearly painted by radar on your map in both bearing and range. Now your too good sonar gives you the bearing to that target. Big whoopee doo! You already had that! Show me the unfair advantage and I'll eat this disgusting ice cream cone here.

So in the cause of "historical accuracy" do you remove a sensor that gives you no new information and lose the ability to ping and send the range data to the TDC in a night surface attack?

Some actual thought must be taken here. Would we have to unrealistically blind the IJN to make surface attacks possible? Could we throw the baby out with the bath water?

I'm having fun the way things are, right or wrong. If they can fix it I'll jump right in and do surface attacks. If not, I'll just continue having a great time.

Edit: also see Tater's comments about unrealistically good Japanese ASW resulting in much more realistic player behavior and the conflict created by that. Is the game more realistic when the Japanese act realistically and we do unrealistic and foolhardy things never contemplated by sane skippers in the real war, or versa vica, when the Japanese are too good and we act with caution and dread as the real sub jockeys did? Hmmmmmmmmm?

I know! Let's fight about deck gun rate of fire!!!! Pile on!!!!
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Old 11-19-07, 08:05 PM   #3
leovampire
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Default Data/CFG Sensors

[SensorParameters]
; Sensors Detection Parameters
;Visual.
Visual range factor=0.5 ;[>=0]
Visual fog factor=1 ;[>=0]
Visual light factor=0.8 ;[>=0] Play with this setting till you find a happy medium
Visual waves factor=0.8 ;[>=0]
Visual speed factor=0 ;[>=0]
Visual aspect=0.9 ;[>=0]
Visual enemy speed=0.2 ;[>=0]
Visual noise factor=0 ;[>=0]
Visual sensor height factor=0.5 ;[>=0]
Visual already tracking modifier=600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard
Visual decay time=200 ;[>0] already tracking bonus decay, in seconds
Visual uses crew efficiency=false ;[true or false]

Also adjust the same one in the AirStrike cfg file in the same folder.

Night Modifier=0.2 ;[>0] Modifier on strike probability at night
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Old 11-19-07, 08:09 PM   #4
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!

OOOOOOO! a recipe! Thanks Leo!

LtCmdrRat, keep us posted on results, OK?
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Old 11-20-07, 03:58 PM   #5
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Quote:
Originally Posted by Rockin Robbins
OOOOOOO! a recipe! Thanks Leo!

LtCmdrRat, keep us posted on results, OK?
Leo's recipe is working according last patrol; but I have to have at least 3 positive night engagements to say "its magic!"

Updated: 20/11/07 2nd patrol with late eve - night engagement: seems to work properly
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Last edited by LtCmdrRat; 11-21-07 at 10:54 AM.
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Old 11-21-07, 12:49 PM   #6
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Default Nice!

Let us know the numbers as soon as you get consistently good results. This is BIG!

Edit: ditto what AVG said. If you can't do it publish the numbers and I'll do the mechanics and give you the credit.

Last edited by Rockin Robbins; 11-21-07 at 01:14 PM.
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Old 11-19-07, 08:09 PM   #7
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thanks leo!
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Old 11-19-07, 08:14 PM   #8
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Default your welcome

Anytime I can help and have the info I do.
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Old 11-19-07, 08:18 PM   #9
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I think the extra visual sensors i added last version of TM may have helped with this. It varies max visual range based on unit type. Light factor seems to be effecting visual detection distance at night by a percentage of the visual sensors max range.

For example lets say nightime reduces detection range by half the normal (arbitary out of the hat number), then:

50% of 16,000 meters is 8,000 meters
50% of 9,000 meters is 4,500 meters.
50% of 6,000 meters is 3,000 meters.

Reason i mention this is because i couldn't get any profound (albiet some) impact on detection through the sim.cfg. Extra nodes was the more effective solution.
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Old 11-19-07, 09:38 PM   #10
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Thanks Duci and Leo again.
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Old 11-27-07, 08:40 PM   #11
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v 1.3 values:

Visual range factor=0.3 ;[>=0]
Visual fog factor=0.95 ;[>=0]
Visual light factor=0.6 ;[>=0]
Visual waves factor=0.6 ;[>=0]
Visual speed factor=0 ;[>=0]
Visual aspect=0.9 ;[>=0]
Visual enemy speed=0.2 ;[>=0]
Visual noise factor=0 ;[>=0]
Visual sensor height factor=0.5 ;[>=0]
Visual already tracking modifier=600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard
Visual decay time=200 ;[>0] already tracking bonus decay, in seconds
Visual uses crew efficiency=false ;[true or false]


Patch 1.4 values that have changed:


Visual range factor=0.5 ;[>=0]
Visual fog factor=1 ;[>=0]
Visual light factor=1 ;[>=0]
Visual waves factor=0.8 ;[>=0]

Visual decay time=250 ;[>0]
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Old 11-27-07, 09:11 PM   #12
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Default

That looks like the sensors.cfg - which deals with your sensors.

The one that effects the AI is the sim.cfg
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Old 11-28-07, 09:11 PM   #13
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Using deck awash, low speed, low aspect. Night surface attacks have always been possible. I do it. You just can't get too close and how close you can get depends on the type and quality of the closest vessel.
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Old 11-25-07, 03:22 PM   #14
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leovampire said:


HTML Code:
[SensorParameters]
; Sensors Detection Parameters
;Visual.
Visual range factor=0.5 ;[>=0]
Visual fog factor=1 ;[>=0]
Visual light factor=0.8 ;[>=0] Play with this setting till you find a happy medium
Visual waves factor=0.8 ;[>=0]
Visual speed factor=0 ;[>=0]
Visual aspect=0.9 ;[>=0]
Visual enemy speed=0.2 ;[>=0]
Visual noise factor=0 ;[>=0]
Visual sensor height factor=0.5 ;[>=0]
Visual already tracking modifier=600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard
Visual decay time=200 ;[>0] already tracking bonus decay, in seconds
Visual uses crew efficiency=false ;[true or false]
 
Also adjust the same one in the AirStrike cfg file in the same folder.
 
Night Modifier=0.2 ;[>0] Modifier on strike probability at night

Have people who have tried this found that they are now able to make realistic night surface attacks? I'm thinking of trying it and curious about what others have experienced.
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