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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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I'm gonna try to play some since I'm slowing down for winter. I know when we were playing with this years ago one thing I didn't like was the enemy ship size ratio vs distance. I think I had it about 2000 yards with a vet rating on a dark night where I could turn around and get out, with other factors I could get to about 1500 yards. What I didn't like if I put the cam on the enemy ship to view my sub profile I could easily see my sub, tho the yardage range was close to what subs pulled off without being seen. Seems like someone made a mod to correct the ratio, but forget what it was and my next step was gonna try it and see the impact. Another thing I did was angle down the enemy searchlights a tad, testing it seemed to have some impact and running away with them chasing they'd give up and go into zigs searching. Good run down!
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![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. |
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#2 | |
Navy Seal
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Yes, should definitely get back on patrol, a lot of improvements. Yea I recall you had dark nights tuned up pretty decent one time, shame we lost the mod all However, the adjustments i made in other areas I made to work in conjunction with dark nights, so can do things like get inside a convoy, attack from realistic range, and escape without always getting shot up, but they are by no means blind. Like I explained, a lot of factors. Well, ratio looks fine now, to me anyways. I play without cams or contacts about 60 percent of time but had them on often in testing for situational awareness, to take notes etc. When I played with cam and went to deck for enemy view, did not see my ship usually. I attack usually 2000-2500 yards, 2300 most common firing range. Now inside the convoy lol sometimes firing from 1000 yards little more or less, depends |
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#3 | |
Rear Admiral
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![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. |
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#4 | |
Navy Seal
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Ah yea, the sensor adjustments were key, getting them balanced properly with the dark nights so were not too blind or not hawkeyes as previously were, about two months of dev time for testing, and revising to get it right lol Absolutely worth it, especially in later war when get the larger convoys, can get inside the screen and attack from inside, it's a real thrill., sneaking in, attacking, then getting back out on the surface. Yes, moon chart would be great to have now, I remember it was out but never used it at times. |
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#5 | |
Rear Admiral
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Basically certain sensors read and adjust the enemies visual response to light/color values set in the env. I actually started out by just hating the env look of night in TMO, way too bright, hated the color and the light values were consistent horizon to horizon instead of focused around the movement of the moon. The goal was to get it where I liked the night env look then play with sensors to adjust visuals, but found the different moonlight settings, light intensity, water reflection, ect., had the same impact on the enemies visuals. In doing it this way I only adjusted the night visuals without impacting all the settings for other weather types and got the night env look I wanted. One thing I hated with TMO at night was being able to see ships long before lookouts and got it to where they would call them out about 500 yards before I saw them. I considered this OK since they were higher up
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![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. |
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#6 | |
Navy Seal
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As we speak, I am finishing up adjusting the lookouts visual sensors so soon, should have competent lookouts in TMO. I am going to PM you. |
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