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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Frogman
![]() Join Date: Feb 2005
Location: Florence Italy
Posts: 307
Downloads: 64
Uploads: 0
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Thanks for your efforts...
![]() This mod work fine..evvaidibello..................... ![]() |
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#2 |
Rear Admiral
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Well, as the AI visuals are going, for now, im tossig in the towel. I could go into this big long speil, but suffice to say, the AI visual detection is just F**king depressing.
I can't get it to spot a periscope at an apporpriate range without making it ultra uber when your on the surface, and by toning down so AI surface ship detection is a little harder, but not uber, the AI can't see periscopes anymore, and planes ability to detect you still remains crappy. Balance for one, spork the other. I think the only real answer is extra visual nodes like NYGM did for sh3. I suspect that AI _sensors.dat could work for SH4, but its going to be alot of work to rewrite all the SNS files to use it. Im not putting forth that much work until i know for sure Sh3 is getting another patch or not. As for the visuals applied to this mod next release. I increased the light factor so night surface attacks should be easier (from 2 to 5), brought he wave factor back up to 1, and lowered the detection time from 30 seconds (0.5 ) to 20 seconds (0.4). My hope is that aircrafts belated detection is a result of the 30 second detection time, which admitdily for an aircraft is alot, as it can cover a good distance in 30 seconds. :hmm: come to think of it, i might lower that down to 15. ![]() |
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