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Old 03-25-20, 11:24 PM   #32
Kpt. Lehmann
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Quote:
Originally Posted by John Pancoast View Post
Possible another wrench in the works; I'm using the "Malfunctions and Sabotage" option of SH3 Commander.

The only AI file I could see it's "Randomizedevents.cfg" file affect, which controls this option, is the sensors.dat file.

This .dat file has a visual node that I do not know the purpose of. But I bet you do

Anyway fyi.
Hi John,
Really sorry about getting so bleary. Felt like a Noob when I realized you had started this post, as you mentioned above. I was indeed over-tired. I think everybody is having a tough week so I'll try to spare my current excuses.

Sensors.dat controls player sensors. The visual node controls your watch crew.

AI_Sensors.dat controls enemy sensors.

(I anything I write here is stuff you already know, hope you'll bear with me.)

I don't think that the malfunctions and sabotage option would disable the visual sensor, but for the purpose of creating a sterile test bed, my advice would be to remove it and anything else that may interfere with it. If testing is aimed at a release, then a clean installation is essentially mandatory to remove all doubt of data contamination.

The SC-7 single mission is a good place to start in many ways for testing. Calm sea, calm weather, and full moon.... the lattermost doesn't do anything IIRC. However, speaking of the moon, I fixed its reflection with some help from Jeff Groves. I am considering redoing the whole 20k horizon mod using much data from GWX. When it was all we had, 16km was great, but it is really nice to get away from the floating units at distance. 16k is still a damn sight better than 8k at any rate.

Side note: Ran SC-7 again last night. Decks awash. Got between middle and port Black Swans. U-boat speed 3kt. Enemy bearing 270 and 90 respectively, meaning largest aspect profile presented to NME was greatest. Spotted from 3000 meter range this time, improved by 500 meters.

John, I don't feel like I can give you a really good answer relating to the visual sensors. More than once, the community here has thought that we had it whipped. I imagine you remember one or more of those instances. There actually isn't enough string to tie your boots. If I have to chose a problem though, I'd choose to have my watch crew see everything in the dark, as long as they didn't fail during the day.

I realize this isn't much of an answer. If further 'improvements' are made going down the road here at SS. I would hold them highly suspect until observed to be consistent after much use inspite of any mod builder claim upon release.

Iit is my impression that NYGM and GWX address the matter as best can be, compared to other sources, and probably in that order of effectiveness. Maybe you could tell us.better than many, where things stand relating to visual sensor performance, since you play both mods.

At any rate, that is my deep thinking for the night. Hope it was at least quasi-usful info.

EDIT: Also, yes.... the 'slider thingy' I was trying to remember was the Hsie configuration file night vison variable entries, pointed out by ivanov.ruslan early in this thread.
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Last edited by Kpt. Lehmann; 03-26-20 at 01:00 AM.
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