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Old 08-29-07, 04:01 AM   #1
skwasjer
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With id's shown as links, use CTRL + click on link to switch to edit mode.

I know the export/import procedure is a bit wonky but it should work.
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Old 08-29-07, 12:26 PM   #2
tater
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Right now I've done some control tests to start. Single large merchant amd a SC in a line. I approach from the front quarter. I tested stock, and the stock sensors DAT combined with the 2 cfg files from TM1.6. All at 8 knots.

In both control cases, the detection is VERY sensitive to aspect ratio. If I keep my nose at the SC, I can get inside 500 yards before I get a reaction. I can steam parallel at 1nm with no problem in either., too. With the TM cfgs, I get detected showing more than the bow at 0.7nm. I haven't even tried the altered dat yet since I got so damn close in both stock and TM values.

I think I need to make a bigger convoy so I can't control what I present to the target so easily, this is very hard to test.

tater
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Old 08-29-07, 01:05 PM   #3
tater
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Convoy of 8 merchants in 2 columns, 800m apart, escorted by 4 Minekaze (all set to AI=3). The escorts were at 12, 3, 6, and 9 o'clock. Radar fix mod in place to assure visual not radar sighting.

Control (TM cfgs), stock dat:

DD detected me ~2000 yards at 8 knots.

Modded dat (AI sensitivity set to 0.03, range set to 6000 max), TM cfgs:

DD detected me (quartering aspect) at 1400 @8knots.

Note that I didn;t set the DDs to have better AI, everyone was using the dumbed down version. So if the mod was done right now, the warships would have detected me at 2000, and the merchants at 1400 in the last example. This was in the default weather conditions, so pretty easy viewing.

I think I coudl have gotten closer to the DD had I given him less to look at, but at some point I'd have to show him a broadside.

You'd have to play this many times to get a feel. I noted with the dumbed down sensors, the DDs kept their lights on when I was in the convoy, but didn't shoot as much as I'd expect. Another test would be the same convoy minus the DDs, then also try various AI levels and see how that moderates things. If AI skill has any bearing at all, I bet you can get withing spitting distance of "Novice" merchants.
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Old 08-29-07, 01:54 PM   #4
tater
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I'll make a quick mod with 2 sensors, AI_Visual, and AI_Visual_Naval insde the dat, and I'll throw in a DD sns with Naval set, and maybe a merchant with Naval set. I can make a mission with the "Naval" merchie convoy north, and a dumbed down visual merchie convoy south. That will simplify testing because it'll all be in 1 mission.I can even have it generat a convoy every 2 hours or something, so we can test a few times with 1 mission load.

Then we can test different AOBs, etc, and see how the sensitivity affects detection on the good vs crappy AI settings. More eyeballs on this are better, and I have other stuff I need to do, lol.

If it appears to be about right, then a 2d mission can be in there with the same convoys, but with escorts set to "Naval."
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Old 08-29-07, 02:48 PM   #5
tater
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Tested a convoy (no escorts) with "naval" visual sensors (current stock setting renamed), and another with the sensitivity dropped to 0.03 and range 600 max.

The naval (stock) I got detected at 1500 yards (EDITED, i remembered wrong) , and the dumbed down version was under 1000 yards. Both were about 45 degrees AOB and 8 knots using the TM cfg settings.

Last edited by tater; 08-29-07 at 02:58 PM.
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Old 08-29-07, 02:57 PM   #6
tater
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http://mpgtext.net/subshare/434AI_sensors%20mod.rar

ALPHA test mod. This is the first time I ever cloned anything, or inserted a node in a dat. Might blow everything up, lol. Entirely not ready for prime time.

Makes 2 sensors, the default AI_Visual becomes dumbed down, and current stock becomes "Naval." There are 2 cfg files taken from TM in there, too.

The mission is 2 convoys steaming west, one North, one South. North is "Naval" visual (stock), South is dumbed down. No escorts, AI=competent. If you want to make a test mission, I included a minekaze with "naval" visuals and no other sensors, and a Mutsuki with stock sensors (dumbed down with the mod), and also no other sensors. The Nagara sns in there is to eliminate the hydrophone, I wanted the test to be purely visual.

Note that this only works as a test since to work generally, I need to alter every single warship sns in the game. I suppose doing it the other way might make more sense since there are more warships than merchants...
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Old 08-29-07, 03:27 PM   #7
skwasjer
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I can't test for you because I'm working on ehm well, you know, but I'm glad you got a bit further using my tip
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Old 10-16-07, 12:42 PM   #8
Rockin Robbins
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Default Yike!!!

Quote:
Originally Posted by tater
http://mpgtext.net/subshare/434AI_sensors%20mod.rar

ALPHA test mod. This is the first time I ever cloned anything, or inserted a node in a dat. Might blow everything up, lol. Entirely not ready for prime time.

Makes 2 sensors, the default AI_Visual becomes dumbed down, and current stock becomes "Naval." There are 2 cfg files taken from TM in there, too.

The mission is 2 convoys steaming west, one North, one South. North is "Naval" visual (stock), South is dumbed down. No escorts, AI=competent. If you want to make a test mission, I included a minekaze with "naval" visuals and no other sensors, and a Mutsuki with stock sensors (dumbed down with the mod), and also no other sensors. The Nagara sns in there is to eliminate the hydrophone, I wanted the test to be purely visual.

Note that this only works as a test since to work generally, I need to alter every single warship sns in the game. I suppose doing it the other way might make more sense since there are more warships than merchants...
Tater, I'm sure you realize how BIG this is. It's like being in the room when Alexander Graham Bell says "Watson, come here, I need you." Ok, maybe not quite that big... lol
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