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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: Jun 2007
Location: Phoenix, Arizona
Posts: 297
Downloads: 4
Uploads: 0
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Well, this has turned out to be a very informative thread.
Several of my concerns have been answered. Being new, I knew it had to be with my lack of knowledge of why those DD's all of a sudden head straight for me... A random search pattern... makes sense to me. This game is very complex and I am ***NOT***a navy type. Just learning who does what and when is very difficult to grasp without some training. In Iron coffins the man spent months just learning how to shoot correctly and accurately. Danlisa, your explanation on attacking the convoy was excellent. I will put that into practice the next time that I have knowledge of a nearby convoy. so far my convoy attacks have been very poor. This North Sea shallow water doesn't help things either...lol.. |
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#2 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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For anyone who really is struggling with the understanding of the AI sensors, check this thread out, it will really help you understand what is happening in game. http://www.subsim.com/radioroom/showthread.php?t=104377 Sink em all. ![]()
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#3 |
Rear Admiral
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Maybe i can clear up some of the confusion here. Albiet i have no idea whats changed in GWX, nor what version their up to. But last i was into SH3/GWX, In terms of visual detection: either your watch crew, or the AI theres 3 things at work here:
1.) "Vampire night vision fix". Its a adjustment in the visual->sensors.dat that restricts some of the parameters to where it accentuates the effects of weather. You really have to have a good solid Line of sight. In a rolling sea, this is why your spammed with "Ship spotted" over and over again. As LOS shifts, the watch crew re-reports it as a new contact. This is also in part, the reason why your crew often enough can't spot something 5,000 meters away, while to you the player, the ship is as plain as day. This is particuarlly true in dawn/dusk, and nightime scenarios. 2.) By default the AI_Visual is 30KM max distance. I beleive this is part of the reason why most of the the GWX singleplayer missions start submerged, im not sure if this was neccessitated by design or to fix a side effect of the wave atten settings (see below) 3.) Wave attun settings in the sim.cfg. These settings GREATLY accentuates the effects of weather to put it mildly. What you'll find is that clear calm conditiions, you'll occasionaly find yourself being shelled by a warship you cannot see (as your max visual range is 16KM, theres is 30KM), on the otherhand the weather has an equal and opposite effect to your favor in rough seas. So the effects of weather (both pro and con) are extreme, and rough weather greatly increases, or decreases the AI's max visual distance. Now all that said, normal detection routines still apply, and how to deal with that aspect is outlined in the AI demystified sticky. IF default GWX AI visual settings are not to your flavor, there are mods out for that, but you'll have to search the SH3 modding forum to find them. The easiest solution is just play smart (see AI dymistifed thread), and dont loiter on the surface in calm weather. |
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#4 | ||
GWX Project Director
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Furthermore, I don't have any problems with your post Andylegate. Following on to all of the detailed responses here, I can only add a titdbit: Modding the sensors in SH3 can be compared to tying your boots without enough string. Most of the time, things appear to work as designed, and this is in accordance with the preponderance of annecdotal evidence. However, there is nothing we can do... or anyone else can do... that will make a "perfect" representation for everyone. What a lot of people fail to realize is that changing a sensor sensitivity setting by even a TENTH of a point in some cases... can cause a chain reaction of unintended effects. Sure, I'm rather protective concerning the sensor modifications in GWX. They work well and when something is working the temptation to "FIX" them must be resisted. The risk of monkeying with the sensors now isn't worth the squeeze. They were asleep... now they are awake. We can all take comfort from that. Last edited by Kpt. Lehmann; 10-08-07 at 08:42 PM. |
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#5 |
Frogman
![]() Join Date: Jun 2007
Location: Phoenix, Arizona
Posts: 297
Downloads: 4
Uploads: 0
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Hey guys...chill out...it's just a game...Sometimes it will all go your way & sometimes it won't.
It's funny how I can get all bent outta shape on some minor issue today & tomorrow I won't even give it a thought... Damned games are a total waste of time anyway...(according to my wife anyway) |
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