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Old 02-20-10, 12:44 PM   #1
Hitman
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Excellent and detailed feedback Nephandus (Mit deutsche Genauigkeit )

Yes, the sensors certainly will be tweaked, but first of all we need to ensure the player sees the contacts at the same time or even before his crew This seems to be the case so far.

Quote:
2nd contact

Location: North of Wewak (New Guinea)
Time: 1656
Weather Conditions: clear skies, no rain, excellent visibility
Wind: 6 m/s
Contacts: Medium modern split freighter
Comments: Smoke was faintly visible at 20000 yards (realistic). However when diving to periscope depth a little bit later, the target was clearly visible in the scope but not lockable. The crew detected the target visually only at app. 5000 yards.
Do you mean the crew didn't detect it when you were at periscope depth until it was at 5000 yards? If so, that is correct. The periscope should only lock when targets are much closer, and if it can't lock, that's because the "crew AI" will not see the target. But this is as intended for the periscope, because otherwise we get a night vision bug.

But if a clearly visible ship was NOT detected in SURFACE until 5000 metres, then it is wrong.

Quote:
3rd contact

Location: North of Wewak (couple of days later)
Time: 1110
Weather conditions: partly cloudy, no rain, good visibility
Wind: 15 m/s
Contacts: Medium old split freighter
Comments: Crew detected the target but is was out of visible range (measured on map: 6.4nm = app. 13000 yards = app. 12000 m). Target was visible (faint smoke) and lockable at app. 12500 yards
If it wasn't visible until 12500 yards, then I guess there was light fog in the game. Anyway, only 500 yards difference between crew and you is clearlybetter than before.

Quote:
4th contact

Location: North of Wewak (pretty busy area...)
Time: 0830
Weather conditions: clear, no rain, excellent visibility
Wind: 1 m/s
Contact: Large modern tanker
Comments: Now this one was special.... the crew detected this one at nearly 30000 yards.... no trace of smoke on the horizon. It was lockable at app. 24000 yards still not being visible. It came into visible range at app. 23000 yards.
I'll look into max detection range. Shouldn't be much more than the maximum visible range, so 30.000 yards is definately too much.

Again THANKS for the detailed feedback, you have no idea how much this helps
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Old 02-20-10, 01:17 PM   #2
Nephandus
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Quote:
Originally Posted by Hitman View Post
Excellent and detailed feedback Nephandus (Mit deutsche Genauigkeit )

Yes, the sensors certainly will be tweaked, but first of all we need to ensure the player sees the contacts at the same time or even before his crew This seems to be the case so far.
I would say so too. I think the new fog settings are good.



Quote:
Do you mean the crew didn't detect it when you were at periscope depth until it was at 5000 yards? If so, that is correct. The periscope should only lock when targets are much closer, and if it can't lock, that's because the "crew AI" will not see the target. But this is as intended for the periscope, because otherwise we get a night vision bug.

But if a clearly visible ship was NOT detected in SURFACE until 5000 metres, then it is wrong.
Well... if it is working as designed to avoid a bug that is fine with me.... sensors of the type "Eyeball Mk I" still work pretty well.



Quote:
If it wasn't visible until 12500 yards, then I guess there was light fog in the game. Anyway, only 500 yards difference between crew and you is clearlybetter than before.
Indeed it is.



Quote:
I'll look into max detection range. Shouldn't be much more than the maximum visible range, so 30.000 yards is definately too much.

Again THANKS for the detailed feedback, you have no idea how much this helps
I think the distance was the maximum sensor detection range under ideal circumstances. Since there is a slight variance between that and the render distance, I guess it is again a "sensor" thing.

I hope that was enough feedback to get some clues. Looking forward to test the next version.

And btw: I like to help... after all it improves my game experience.
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