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02-18-21, 02:43 PM | #1951 | |
Ocean Warrior
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02-18-21, 03:05 PM | #1952 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
I think it's exactly the opposite with the sensitivity value of the visual sensor: larger values mean better detection. Here's why I think so: - A larger detection time means a smaller probability of being spotted at a single instant in time. - With growing distance the probability of being spotted is decreased - The text says "at (sensitivity * max range) we have a double detection time". Suppose Max_range = 10000; sensitivtiy = 0.1 --> at 1000 we have twice the detection time and thus half the probability at one instance in time. Suppose now sensitivity = 1 --> only at 10000 we have twice the detection time, i.e., the probability of being detected drops much slower with distance than in case of sens.=0.1. To find out the truth I propose to create a test setup and make two experiments with sens.=0.1 and sens.=0.9 or even larger. The results should be very different. Best, LGN1 |
02-18-21, 06:26 PM | #1953 |
Ocean Warrior
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Here you go PB, the NYGM files. I enclosed the Sunderland files because it seems to be the one most blind. The "AirS" node in the AI_sensors.dat file is the aircraft node.
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"Realistic" is not always GAME-GOOD." - Wave Skipper Last edited by John Pancoast; 02-18-21 at 06:38 PM. |
02-18-21, 06:27 PM | #1954 | |
Ocean Warrior
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Thanks LGN1. Though PB's above test info. of the setting with FotRSU seems to show that a lower value means quicker detection ?
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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02-18-21, 10:08 PM | #1955 | ||
CTD - it's not just a job
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The sensors.dat, which you kindly included... The Sunderland's *.sns file will tell you which it uses. My guess is it would be the top listing there, "AirB_Visual", of which I am guessing would be for "Bomber"... The settings are there in the dat file, under the "obj_Sensor" node. Quote:
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02-18-21, 10:24 PM | #1956 |
Ocean Warrior
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PB you are correct; via the sns files AirB is the visual node used in the first sensor listing.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
03-31-21, 05:26 AM | #1957 |
Navy Seal
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If some guys are interested in my enhancements for NYGM, i could eventually share it
(Crew on deck, pennants on periscope, better crew looking, splashes and water stream, environment as my Ccom & LSH3 mods etc)
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03-31-21, 05:46 AM | #1958 |
Officer
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Hi Fifi,
I am very interested! Thanks if you can help. KUrtz
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03-31-21, 10:10 AM | #1959 |
Chief of the Boat
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Do you have the crew on deck and red distress flares as separate standalone mods?
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03-31-21, 11:42 AM | #1960 | |
Navy Seal
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Don’t have the red distress flares...they are not included in NYGM already?
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03-31-21, 12:12 PM | #1961 |
Chief of the Boat
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Okay, thanks anyway.
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03-31-21, 04:36 PM | #1962 |
Lieutenant
Join Date: Mar 2007
Location: 19,998 Leagues under the sea
Posts: 262
Downloads: 7
Uploads: 0
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Yes, please!
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04-01-21, 03:19 AM | #1963 |
Navy Seal
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Ok, so i will share my enhancements for NYGM once tests finished
It’s adding a new dimension to this mega mod originally harder than others, bringing accurate darker nights and better sea states (to me anyway) Meteorology is new important factor, making NYGM even more not for your gran mother Will not change any original Stiebler settings values, except the AI guns accuracy that i find still too bad. I’m using DGUI V1.4 for it, so i will recommend this GUI.
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04-01-21, 07:06 AM | #1964 |
Seaman
Join Date: Feb 2015
Location: somewhere in southgermany
Posts: 32
Downloads: 337
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The real hunter- mod
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04-02-21, 03:51 AM | #1965 |
Navy Seal
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Forgot to say my mod will NOT be compatible with German U-Boat compilation, in any ways ... only high resolution original NYGM U-Boats
(Like on my pictures above)
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torpedos through hull |
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