Thread: [TEC] How to work sim.cfg
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Old 11-23-21, 05:03 PM   #9
Imarider
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Join Date: Aug 2017
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Quote:
Originally Posted by Bubblehead1980 View Post
As MM need to see your mod list to give a full answer but...

Honestly, visual sensors and how are detected has no sure fire answer, because there are so many variables to account for. and so man situations I learned this when creating my update mod for TMO. I spent many, many hours testing various settings in the sim.cfg so could make realistic night surface attacks, including getting inside convoys and attacking in certain conditions, mainly moonlight.

Main factors to being visually spotted are light, profile to enemy i.e. AOB, your speed, range, and fog. All of these factors work in conjunction, then others factors are enemy visual sensor type...escorts have different visual "eyes" than say a merchant, and that particular units skill level...a veteran escort will be more likely to spot you than a escort set to competent or novice, but then there are those various factors.

Yes, the lower the number in say light or fog, the lower the handicap. Example, with the darker nights mod added into TMO for more realistic nights, I had to lower light factor to 2.8, because at 3.0 they were blind with the dark nights. Any lower, they tend to get hawkeyed again so 2.8 is balance.


Same with hydrophone and sonar. With hydrophones, in TMO at least have found have to keep wave factor at 0.5 or they hear me coming a mile away in calm seas, even on silent running. However, I have lowered the thermal layer attenuation as well as the wave factor on active sonar. Result has been once I am contacted, waves don't completely nerf their sonar.


Far as the periscope. I'll need to know the mods and circumstances such as date, time, wave condition, your speed etc.
1.From sim.cfg file:

Thermal Layer Signal Attenuation=3.0 ;[>0], 1 means no signal reduction, 3 equals signal reduction to 33%

2.and from sh5 sim.cfg by TheDarkWraith for each section except visual:

lower values than 1 make it harder for AI to detect you

So, i don't know if sh5 sim.cfg work the same way as sh4, but about first thing, as i undestand, if "1" do nothing and number more then 1 reduces signal, then numbers < 1 increase signal by the way of multiplication. But Ducimus wrote in hes manual about hydrophone section that "waves factor is your standard enviormental handycap. 0.5 being quite the handycap, 0.95 being barely a handycap at all." So, for waves, following him, less number = more handycap (reduction, as i understand, yes?), and, if take into consideration what in sh5, same for height factor.

And if follow exactly another Ducimus phrase about visual settings " Fog/light/wave factors. Think of them as enviormental dampeners, or how much the enviorment handicaps the AI. Smaller the number the less the handycap, the larger the number, the more the handycap." there are addition for visual settings, becouse else number < 1 gave more handycap, not less, or numbers > 1 gave more...

So, initially, i thought about addition or multiplication, and looked at the most settings for sh4, i thought that here addition for visual and multiplication for others, what looks strange... But now i don't know. I'm trying to open SHSim.act becouse read that there are some information about formulas, but сonsidering my poor knowledge about programming, don't think it will help.

About mod list, now i installed KSD-II with heavily modified OMEGU environment and there are:

Waves amplitude=0.7
Waves attenuation=0.06

what different from OM as i see... But later may be i will play FotRSU, dunno what i will change, but environment for sure.
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