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Old 03-14-19, 11:11 AM   #1
gutted
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Default TWoS Escort Visual Sensor

How/Where do i tone their visual range down?

I'm really getting tired of this:


This incident was AFTER getting attacked whilst trying to shadow a convoy until nightfall from extreme visual range (early 1940).

Don't even get me started on trying to get away during night surface attacks. Damn escorts are blind as a bat before they know im there, but once torpedoes start going off they have night vision.

I would understand if this was mid/late war, but this is right out of the gate with no radar. Ridiculous.
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Old 03-14-19, 11:20 AM   #2
bstanko6
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@gutted...
I get the frustration but... I mean you are fully surfaced in the middle of the day. You have a low to the water U-Boat and your watch can see the destroyers right?

But the destroyers have guys in elevated platforms and are trained sailors whose mission is to find and sink u-boats!

My question is why would you surface with them so close by?

I’m not trying to insult but You have to weigh the risk here.
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Old 03-14-19, 11:28 AM   #3
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Quote:
Originally Posted by bstanko6 View Post

My question is why would you surface with them so close by?

I’m not trying to insult but You have to weigh the risk here.
To prove the point. I wouldn't normally do that.

But I wouldn't call over 10km close. Their superstructures were barely visible.
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Old 03-14-19, 11:33 AM   #4
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Quote:
Originally Posted by gutted View Post
How/Where do i tone their visual range down?
Experiment with visual parameters in "data/Cfg/Sim.cfg" file.

Read "Silent Hunter 5\TDW_GenericPatcher_v_1_0_168_0\MODS\Units_visual _sensor_available_light.txt" . You should try to revert the +0x4 value to default which is 1.0.

And no...You won't find single unified parameter for AI visual range, it is not that simple at all.

Good luck!
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Old 03-14-19, 11:41 AM   #5
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Quote:
Originally Posted by vdr1981 View Post
Experiment with visual parameters in "data/Cfg/Sim.cfg" file.

Thx. Comparing it to the stock file i can see where to start. Any additional info for each paramater that you've gleaned from your own tweaking would help greatly.
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Old 03-14-19, 11:52 AM   #6
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Quote:
Originally Posted by gutted View Post
Thx. Comparing it to the stock file i can see where to start. Any additional info for each paramater that you've gleaned from your own tweaking would help greatly.
My recommendation would be to first set this value (0.5) in \Patches\SH5\TDW_SHSim_Patch.S5P file and re-enable the snapshot...Then continue campaign and see how units behave...

Code:
; +0x0 = the start of nighttime value for other units - 0.5
; +0x4 is the nighttime multiplier addition for other units - 1.0  ;set to 0 - lower is better for dusk?
Code4=0x48,0000003F0000003F
It could be that AI in current configuration is getting to much "bust" from available light indeed ...This should lower it a bit.
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Old 03-14-19, 12:03 PM   #7
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Quote:
Originally Posted by vdr1981 View Post
It could be that AI in current configuration is getting to much "bust" from available light indeed ...This should lower it a bit.
Will try that tweak out before i start messing with the cfg file.

Is it ok to save my current snapshot and reload that instead of using the default one? Because i'd hate to have to go and re-do all my colors for plotting tools.
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Old 03-14-19, 06:31 PM   #8
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Quote:
Originally Posted by gutted View Post
Will try that tweak out before i start messing with the cfg file.

Is it ok to save my current snapshot and reload that instead of using the default one? Because i'd hate to have to go and re-do all my colors for plotting tools.
You can simply manually disable/enable required Units available light patch.

If you are not satisfied with 0.5 value (0000003F), I'm pretty much sure that you will be with stock TDW settings 1.0 (0000803F) but in this case , units will be "too blind" during the dusk (at least for my taste).

Last edited by vdr1981; 03-14-19 at 06:41 PM.
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