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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Stowaway
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#2 |
Engineer
![]() Join Date: May 2016
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#3 |
Stowaway
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#4 |
Nub
![]() Join Date: Feb 2018
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Default value after clean GWX install for visual light is 5.0. Also GWX's visual sensors use compartment's crew efficiency, but M.E.P. v6 don't.
GWX default parameters ;Visual. Visual range factor=0.5 ;[>=0] Visual fog factor=1.1 ;[>=0] Visual light factor=5.0 ;[>=0] 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=0.4 ;[>=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=true ;[true or false] Btw I don't see a point in modifying sensors.dat at all. I think I will use MEP only as graphics mod. ~~~ EDIT: actually there is need in modifying Sensors.dat for your watchman so he will be able to detect ships as far as you (and similarly not able to detect in poor conditions). But for my game I use another sensors.dat from awesome Rocket mod for GWX (version for 16km atmosphere) http://www.subsim.com/radioroom/showthread.php?t=151612 Last edited by wasawasa; 02-27-18 at 02:54 PM. |
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#5 |
Gefallen Engel U-666
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wasawasa!
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#6 |
Nub
![]() Join Date: Feb 2018
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#7 |
Nub
![]() Join Date: Jul 2010
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I also use GWX 3.0 with M.E.P. v6 VisualSensors for GWX3 and edited the SIM-cfg to "Light factor=2.0" but enemy merchants normally spot me at around 2,5-3 km in a dark night, even when I m going decks awash. Did I do something wrong?
Last edited by Sockola; 03-18-20 at 07:40 AM. |
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