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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
中国水兵
![]() Join Date: Jun 2010
Location: Germany
Posts: 270
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I have found my old Test-file and made some more tests.
To me it is clear that in unmodified v1.4b the red RWR-lines used with Metox in 1943 cannot be seen on Nav-map. The Range is too low. Only one enemy Radar (Type286=3000) has lower range. Every other radar will detect you long before you get a chance the RWR-lines can appear. This is much more different on other installs. This is a table of some major Big-mods. The ranges has been more then doubled. Code:
RWR SH3 GWX NYGM WAC FuMB1Metox 4000 22000 24000 18000 FuMB10Borkum 5000 18000 20000 8000 FuMB7Naxos 7500 15000 20000 8000 FuMB26Tunis 10000 25000 24000 20000 As said above, this can happen when one or more Units in a Random RND group has on old CfgDate. This cannot be avoided on long-Wartime-convoys. The only alternative may be split such convoys in time, when new Equipment is available. This would be impractical and blow up the filesize of the campaign. As a result also blows up the Load-time. Or - the Class= must be deleted. I'm not sure this makes sense. Since it may have a reason why the Class is there. Anyway, the result in this CfgBug is that the RWR-lines does not appear from these units. Again, this may not happen in blanc SH3. Regardless of the RWR. Even the ranges for RWR grows within wartime, the ranges for allies Radar will also grow. This may not fully true in other installs. BTW, the "Radar Warning range factor=2" in Sensors.cfg is useless. Alas found this lately. |
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#2 | |
Ocean Warrior
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Excellent as always Hebe, thanks ! I halve the rwr ranges in the megamods anyway, so as to make the aircraft at least somewhat interesting. They still can't hit the broadside of a barn anyway, but it makes the crash dive a little less boring, time after time after... ![]()
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#3 | |
GLOBAL MODDING TERRORIST
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Should be Unit= But the Game don't see it that way. A Class is WarShip, Merchant, etc. A Type is 4, 104, etc. A Unit is DDTribal and so on. So to make the decision of what a Type=4 is? The Game reads the file in the Sea folder to decide what the Class is. And then We descend into the WTF zone. |
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#4 |
Grey Wolf
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#5 |
GLOBAL MODDING TERRORIST
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![]() So. Why have a list of Type= in one file that seems to do ABSOLUTELY Not a damned thing? Ever see an Iceberg do ANYTHING different in GWX 3 even though it's a type 16? And Stock SH3 don't even LIST a type 16! SO. WTF? Last edited by Jeff-Groves; 02-12-22 at 03:48 PM. |
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#6 |
Grey Wolf
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Because they have different behaviour.
For example, if you assign the type 4 to a battleship, it will work as a destroyer (trying to ram you, doing DC runs....). Also, type 408 can't be spotted by the crew. But considering ALL the English.cfg, it shows again that some ideas were finally not taken into account in the final released game (Type202=Missile Submarine, Type305=Helicopter, Type405=Missile....) |
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#7 | |
The Old Man
![]() Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
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Thanks! Do you happen to know the ranges for CCoM?
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KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
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#8 |
Ocean Warrior
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![]() Grab S3D and you can see for yourself. ![]()
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#9 |
The Old Man
![]() Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
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Ok, will check ...
__________________
KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
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