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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Engineer
![]() Join Date: May 2016
Posts: 217
Downloads: 151
Uploads: 0
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Bingo!
![]() I think i found something quick & easy to do that might change the "whole" gameplay to near vanilla parameters... Take a look at these parameters for vanilla in SIM.CFG: Quote:
Quote:
There are other sections on this file, like [MECH] but i have no idea of what it does. Maybe changing the parameters on this file (or just replacing it) for a vanilla one would have a major effect in making the AI more like in vanilla? |
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#2 |
The Old Man
![]() Join Date: Apr 2007
Posts: 1,304
Downloads: 35
Uploads: 0
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Well, give it a try
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![]() ![]() 10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves. Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE |
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#3 |
Engineer
![]() Join Date: May 2016
Posts: 217
Downloads: 151
Uploads: 0
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hehe will do.
I modified the files Airstrike.cfg, sensors.cfg, and totally replaced sim.cfg. These changes, along with the minor ones ibe done for GXW (bearings on my binoculars, slight changes to fatigue model, and the contact colors mod i got, should (hopefully) give me the experience i want. ![]() In any case, this is all the modding im gonna do. If i dont like the results, i will just go back to vanilla. thanks for your help! |
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#4 |
Engineer
![]() Join Date: May 2016
Posts: 217
Downloads: 151
Uploads: 0
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Just an update on what i ended up doing in regards to the "GWX is too hard" issue i talked about before.
![]() I been playing & enjoying Vanilla, LSH3, and GWX in paralel, and i decided that the difficulty level that seems "right" to me, is that of vanilla, except for the aircraft. Aircraft in vanilla are a joke, nearly harmless. Anyway, i decided that GWX would be my "main mod", and here is what i did to it: 1.- Modified sensors.cfg and sim.cfg so that all sensor parameters including visual, are those of vanilla. only excception is that i decided to keep the feature of GWX of perception depending on crew endurance (its off in vanilla). 2.- Modified GWXs ai_sensors.dat, ai_sensors_sb.dat and sensors.dat so that every detection device (sonar, hydro, etc) are the exact same of vanilla. For the sb file, i put reasonable values. For visual, i made two versions, one for 8km GWX and one for 16km. For the 8km version i left the visual range to 8000m (as vanilla) in both files, and for the 16km version i left it at 16000m for both. In vanilla both ai_sensors and sensors have the same value (8000). GWX has AI range at 30,000! no wonder they were "clarivoiant" hehe Another feature i kept from GWX in regards to visual perception, is the minheight value, its 0 in vanilla, its 0.4 in GWX (iirc). This i think dictates if the enemy can see your periscope from 2000 meters or not. It makes sense that they dont, so i kept it. 3.- Completely replaced airstrike.cfg for that of vanilla. Im hoping this way aircraft will be harder than on vanilla, but not as hard as in GWX. I played several hours of GWX with 16km ambience using my "vanilla sensors" mod, and so far i think the changes worked as expected. ![]() So far it feels almost like vanilla, but with all the GWX goodies. If anyone is interested in this small mod, i would be glad to upload it |
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#5 |
Commander
![]() Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
Uploads: 0
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in my opinion, gwx has good values for detection, visual, and others. Mybe the only things i would change is the speed atenuation of destroyer wich i think i a pritty high.
The problem is not in deed the sound of itself, but in a convoy all hydrophones of destroyers sould be degraded by the amount of sound under convoy even earing outside the convoy. But could be interesting if some one know how much it affect the detection. im not absolutly sure about how the degradation is modeled for surface hydroplhones.
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Having a HARD TIME with CONSOLIDATE GRANMA MOD... |
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