SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-18-07, 06:19 PM   #31
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

What are the EF values there?

tater
tater is offline   Reply With Quote
Old 06-25-07, 12:36 AM   #32
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

Quote:
Originally Posted by Jace11
Open the AI_Sensors.sim file with minitweaker. Scroll down to AI_Visual and adjust sensitivity to 0.

The ships and planes will see your scopes then and attack them with guns, MGs etc.

I have since adjusted my sim.cfg setting most modifiers back to their original values - no mods seem necessary now in my opinion. Light = 1.0, Waves = 1.0 Fog = 1.0,

I've tested MedFog at night/day LightFog Night/Day and HeavyFog Night Day. I always spot the enemy first and get a warning as my sensors.cfg (which controls crew visual detection) has lower modifiers for the various conditions..

Sim.cfg with AI_visual sensitivity set to 0 in the sim file:

[Visual]
Detection time=0.5 ;[s] min detection time.
Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time.
Fog factor=1.0 ;[>=0]
Light factor=1.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=300 ;[m2]
Enemy speed factor=8 ;[kt]
Thermal Layer Signal Attenuation=1.0

Sensors.cfg:

;Visual.
Visual range factor=0.5 ;[>=0]
Visual fog factor=0.95 ;[>=0]
Visual light factor=0.4 ;[>=0]
Visual waves factor=0 ;[>=0]
Visual speed factor=0 ;[>=0]
Visual aspect=0.2 ;[>=0]
Visual enemy speed=0.2 ;[>=0]
Visual noise factor=0 ;[>=0]
Visual sensor height factor=0.2 ;[>=0]
Visual already tracking modifier=600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard
Visual decay time=200 ;[>0] already tracking bonus decay, in seconds
Visual uses crew efficiency=false ;[true or false]
I've been using these, and I like them, but I might need to tone them down just a little.

I'm still thinking that we should add a new AI sensor, is this possible? What I was thinking was we have AI_visual, and I think we need to add AI_warship_visual. The former would be set so that they might spot a scope, but it'd be pretty unlikely. Warships would have a better chance since they have more, and better trained lookouts. The skill levels (to the extent they make a difference) would be on top of that.

I'm still trying to figure out what the Detection time=0.5 means. Does this means it makes a check every half second? I'd like to make it so that you could keep the scope up long enough to take some data for a solution without them instantly spotting you. It should probably be longer than it would be in RL, since it's harder to get a solution manually since we have no crew (I'd tweak this for 100% real since auto targeting is too easy). Dumb things slow us down like not being able to keep the book open, etc. Heck, I wish I could set the target ID with the scope down and not locked.

The bottom line is that something like this level of detection is accurate, IMO. As I have ssaid before, I'm rereading Blair (almost done), and the number of spotetd scopes is huge. Realism demands that the escorts see you (and ideally torpedo wakes) far more than they do in the stock game. That said, I've combined this with redwine's DC mod. I think the DCs need to be toned down farther to be accurate as well.
tater is offline   Reply With Quote
Old 06-25-07, 06:37 AM   #33
Jace11
Seasoned Skipper
 
Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
Default

I use those numbers in conjunction with a 10km range mod and some sensor mods..(but only the visual sensor AI sensitivty = 0 is the only relavent one in this case) My whole install is intigrated like this so it is difficult to post one or two things and make them work right. Also I am using surface = 400 now for visual in sim.cfg but they still spot me really easily.
Jace11 is offline   Reply With Quote
Old 06-25-07, 08:10 AM   #34
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

cc.

I realize that an ultimate solution will likely be a total (if subtle) redo of the sensor, and even gun accuracy, etc values.

I'm trying to find a solution where they see my scope feather, charge, and drop some DCs, forcing me to take quick looks and be careful.
tater is offline   Reply With Quote
Old 06-25-07, 09:33 AM   #35
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

I should add that while these changes have helped in getting escorts to harass me, I have yet to see a plane drop on my periscope.

This is still a goal for me, since I have read many accounts of subs near, but not on, the surface being bombed.

tater
tater is offline   Reply With Quote
Old 06-25-07, 11:56 AM   #36
Jace11
Seasoned Skipper
 
Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
Default

I think I have, something happened to me last night.. I was playing the Torpedo Attack mission in the subschool honing my skillz.. My mission is slightly modded in that the patrol plane comes in at a different angle and is carrying a nasty payload. The Mogami must have seen my scope as it started zig-zagging, but I was too engrossed in targeting etc..

Fired my torps then boom! Heavy damage and both scopes destoryed.. I thought I'd been hit by a circle runner but I saw in external view that it was the bomber. Very accurate, but did it SEE my scope or drop on the coordinates sent to it by the Mogami... Not certain.. however only my scope was up, and not for very long..

By the way here is my Guadalcanal Layer..

http://www.speedyshare.com/960665370.html

Er dunno if it will work for you with the differences between our roster files also, in campaign.cfg I think the layer is called at some silly date in 1944 unless you fixed it in your version.

The funny formations and start locations are all for timing and so the ships arrive at rougly the right angles, formations etc. I have tested it in a single mission and the first night works with the 2 TFs slugging it out... japs should win too, second night cruisers come done unopposed, third night another battle, not tested it, looks ok in the simultor but needs testing in real campaign.

One thing I noticed when running the simulator in the editor is sometimes there is some variation, i.e ships will meet sometimes and nothen just miss if you re-run the layer..???? The difference is tiny and Im not certain but may depend on what zoom level you are watching at as run the editors simulation mode... what a pain...
Jace11 is offline   Reply With Quote
Old 06-25-07, 12:53 PM   #37
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

The only changes would be the subchaser and minesweeper. The date change on agano is historical for her putting to sea, so if you used agano, it should be fine. Will try it!
tater is offline   Reply With Quote
Old 06-25-07, 02:20 PM   #38
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

Looks good. Why the 2d Akizuki DD, when only Teruzuki was there?
tater is offline   Reply With Quote
Old 06-25-07, 04:02 PM   #39
Jace11
Seasoned Skipper
 
Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
Default

Well, I think it's supposed to be the same one. The other one will disappear the day before, then it respawns for the next sortie south. Been a while since I made this layer.
Jace11 is offline   Reply With Quote
Old 06-25-07, 04:15 PM   #40
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

Duh. Gotcha. Yeah, that makes sense since there is no way to break up groups after forming them.
tater is offline   Reply With Quote
Old 10-27-07, 09:25 AM   #41
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

Punted for Ducimus' work on AI Visuals.
tater is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:37 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.