SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
07-08-10, 06:51 PM | #76 |
Samurai Navy
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
|
|
07-08-10, 07:44 PM | #77 |
Black Magic
|
think I figured out why it was causing CTDs. I'll be releasing v0.0.4 here soon for people to test. Reason appears to be I wasn't cancelling the current tactic assigned by the commander if the tactic is unable to continue.
|
07-08-10, 08:35 PM | #78 |
Samurai Navy
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
|
Cool, looking forward to 0.0.4
|
07-08-10, 08:55 PM | #79 |
Black Magic
|
|
07-08-10, 11:00 PM | #80 | |
Black Magic
|
Quote:
I think you'll find it much harder to do what you did above now NOTE: bombs and DCs are MUCH more effective (deadlier) now |
|
07-09-10, 02:19 AM | #81 |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
|
TDW, did you increased the AI visual range at daylight? I have hard time now to approach, even shadowing a convoy. I barely see a vague smoke on the horizon and I'm already on the visual range limit. So that's why I had no chance to test this mod with an attack on a convoy, I'm always spotted 2 soon.
This is not really normal as I'm a sub with a slim and low silhouette and engines are not running with coal. So I should get closer to my targets than a regular ship. I think only a BB should have such a huge visual range as the escorts have now. |
07-09-10, 06:25 AM | #82 | |
Black Magic
|
Quote:
[Visual] Detection time=4 ;[s] min detection time. was 15.0, decreased by 73% ; lower values than 1 make it harder for AI to detect you Sensitivity=1.0 ;(0..1) min detection threshold double detection time. Fog factor=0.5 ;[>=0] ; AI's visual acuity ; comes into play at dawn/dusk conditions ; comes into play at night ; too high a value can make the AI blind Light factor=0.75 ;[>=0] was 1, decreased 25% Waves factor=5 ;[>=0] was 10, decreased by 50% Enemy surface factor=25 ;[m2] was 50, decreased by 50% Enemy speed factor=12.5 ;[kt] was 25, decreased by 50% Min Signal Strength=0.1 Night Sensitivity Factor=0.3 Thermal Layer Signal Attenuation=0 [Radar] Detection time=1 ;[s] ; lower values than 1 make it harder for AI to detect you Sensitivity=1.0 ;(0..1) was 0.01 Waves factor=0.75 ;[>=0] was 1.0, decreased by 25% If you don't mind, first try setting the [Visual] Sensitivity to 0.5 and test. If AI still too 'good' at detecting you visually then keep decreasing the [Visual] Sensitivity down to no less than 0.1 in say 0.05 increments. If not much better then play with the [Visual] light factor value to see if that helps (but it will also affect their night vision) by increasing the value in 0.05 increments up to no > 1.5. If it doesn't, then try taking the [Radar] Sensitivity back to 0.01 and see if that helps. Last edited by TheDarkWraith; 07-09-10 at 06:51 AM. |
|
07-09-10, 06:58 AM | #83 |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
|
Right, but what file is this? Actually I'm thinking to return the stock value for visual range on daylight as those were pretty realistic.. escorts had lower visual range, BB's bigger.
Also, at night seems like some merchants go blind, just now I approached to 450m a lonely merchant with the attack scope at max in a custom mission and he had nothing against.. the crew was sleeping or 2 high |
07-09-10, 07:01 AM | #84 |
Black Magic
|
|
07-09-10, 07:03 AM | #85 |
Ace of the deep .
|
|
07-09-10, 07:07 AM | #86 |
Black Magic
|
the following I don't have a concrete understanding of:
Light factor Waves factor Enemy speed factor Night Sensitivity Factor If you can figure out exactly how those affect each sensor in the sim.cfg file that would be great I think the enemy speed factor is the speed above which the ship's speed starts playing a part in degrading the sensor but not sure. EDIT: working on fixing the bug of ship's crew staying in alert state indefinitely once they detect a contact in v0.0.5 Last edited by TheDarkWraith; 07-09-10 at 06:38 PM. |
07-09-10, 07:15 PM | #87 |
Ace of the deep .
|
|
07-09-10, 07:30 PM | #88 |
Black Magic
|
Yes we do! That's what I've been using to test/make adjustments and see the outcome of those adjustments. It just takes too long for one person to sit and test everything. Much better when others are working on it also
|
07-09-10, 07:51 PM | #89 |
Ace of the deep .
|
What about changing the visual detection time to something like 120 seconds ?
|
07-09-10, 08:06 PM | #90 | |
Black Magic
|
Quote:
let's say you surface in front of a merchant. Well it won't detect you visually for at least 120 seconds.....not good. If you're using my UIs mod then testing can be simplified/helped with these user options in the mod: MapCoordinatesEnabled = False # stock False TorpedoImpactPointsEnabled = False # stock False VisualContactsEnabled = True # stock True VisualEnabled = True # stock True HydrophoneEnabled = True # stock True HydrophoneContactsEnabled = True # stock True RadarEnabled = True # stock True RadarContactsEnabled = True # stock True SonarEnabled = True # stock True SonarContactsEnabled = True # stock True ViewConesEnabled = False # stock False changing these can 'hide' some of the sensors from being rendered in the TAI map (like the view cones) thus isolating one sensor for tweaking (like radar) |
|
|
|