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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Helmsman
![]() Join Date: Jun 2011
Posts: 105
Downloads: 181
Uploads: 0
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Nearest visual contact range and enemy recognition
Fellow Kaleuns, I recently came back to playing SH5 and after combining many awesome mods still have some mod questions, among which is:
1) I was wondering if there is any mod that introduces inaccuracy for the watch officer range estimation? I understand that for SH3, h.sie was able to do this via code injection. Can't similar thing be done for SH5 via scripting? Why I ask is that I feel kind of cheating when I'm able to plot a target when it's 10-18 km away. 2) Can I somehow make the game not to give away that that ship on the horizon is indeed of enemy nation? Currently, when ship is sighted, if it's an enemy, the game would immediately turn on battle music and the crew will start whispering, even if that ship is 15+km away. For me it certainly ruins immersion. Surely I can turn off music entirely, but crew behavior would remain. Thanks in advance for any advice! |
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#2 | |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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#3 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
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![]() Quote:
To enable it, this is what you can do: The data\sound\speech folder contains the subfolders of the Bosun, ChiefEngineer... etc. Each of these has several states: Normal, NormalDepressed etc. The whispering voices are... well, in the Whisper subfolder. Just replace them with those of the Normal subfolder, and you're good to go. You'll never hear them whispering again in your game. |
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#4 | |
Helmsman
![]() Join Date: Jun 2011
Posts: 105
Downloads: 181
Uploads: 0
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![]() Quote:
![]() AFAIK, crew detection range (by WO, hydrophone, etc.) is determined by sensors setup in files from Data\Objects\Sensors (should be editable with Silent 3ditor), while visual 'player' detection range is defined by Data\Cfg\Sensors.cfg (text file). Many mods (IRAI, UHS, etc...) tweak these files, but I can tell you for sure that it is very difficult to nail it so that both you and crew can detect a ship at the same time, especially when you use a lot of mods that change environment (fog, clouds, ...). While mods struggle to increase realism for crew detection (i.e. stock game, IIRC, defines WO detection range as 15km, while UHS, for example, makes it 20), the same is harder to do for player detection, because many factors come into play, such as display resolution, brightness, as well as what weather's around and how it is rendered. At least, that is my understanding of how it works. |
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#5 | |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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#6 | |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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in the WO visibility factor ![]() |
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