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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I haven't experienced this at all. I've dived in front of them (hull up) many times thinking they were headed my way with a bone in their teeth only to have them turn and keep sweeping in front of their charges.
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#2 |
Navy Seal
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No, I did experience and I did tweak it. It can be a factor, though my tweak centred mostly on improving my own crew's eyes a little with sensors.cfg, too.
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#3 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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how do the fog modifiers work. I see some sim.cfg files people have modded and they have increased this:
[Visual] Detection time=0.25 ;[s] min detection time. Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time. Fog factor=2.0 ;[>=0] Light factor=2.25 ;[>=0] Waves factor=1.0 ;[>=0] Enemy surface factor=150 ;[m2] Enemy speed factor=8 ;[kt] Thermal Layer Signal Attenuation=1.0 The fog factor, and all these other variables.. Det time = easy.. second until detection Sensitivity.. = scales detection time to range.. Fog factor = ?? Higher = AI finds it harder to see in fog.. or easier Light factor = ?? Daylight? 2.25 = easier... Waves = rough sea effect but changing this # up or down makes it harder or easier? surface factor = must be size of target - larger easier to spot... |
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#4 |
Sparky
![]() Join Date: Apr 2005
Posts: 152
Downloads: 8
Uploads: 0
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Thanks, guys, I will check that file out.
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#5 |
Sparky
![]() Join Date: Apr 2005
Posts: 152
Downloads: 8
Uploads: 0
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Bad news.
It appears that escorts (at least in the 1943 photo recon mission I tested) have radar enabled. Borking the radar in the sim.cfg file leads to normal visual detection behavior (I see them before they see me). I'll start a new thread to address this. |
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