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Old 11-20-11, 01:29 PM   #31
h.sie
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Join Date: Jul 2008
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@makman: I'll give you the fix as soon as it is done, maybe 1-7 days.

The randomization works as follows (with some simplifications to make my description easier):

On a regulary basis, let's say every second, the detection probability p for a (currently undetected) object (in sensor range) is calcutated, based on the distance and environment parameters. Lets assume, it's dark and the distance is 15km and thus we get something like p = 0.000005.

Now, every second, a random number r between 0.0 and 1.0 is created. If r is smaller than p = 0.000005, then the ship is detected (and p is automatically set to a very high value, because detection probability for an already detected object is very high, of course).

According to the randomness, the moment when r < p occurs (detection), can happen at a distance of 15km, but it can also happen at 3km. But it is very unlikely at 15km and becomes more likely, the smaller the distance and the higher p is.

I agree with you that the influence of the random numbers on detection is unrealistically strong. I would expect a smaller distribution of detection ranges than the game gives us.

I offer to work on an hardcode fix that does the following:

1) reduce influence of randomness on detection range

2) make crew visual sensors (question: also periscopes?) more blind at night
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