Thread: [TEC] How to work sim.cfg
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Old 11-24-21, 12:41 AM   #14
Bubblehead1980
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Quote:
Originally Posted by Imarider View Post
But what about all those factors in sim.cfg? If they affect detection. How to calculate, for example, fog factor if it < 1, if we take range from 0 to 1, how it will be: less number = better detection or vice versa? And is it for sure that numbers more than 1 damp detection? That's all my questions.

Yes, and, anyway, may i ask you to know your settings?

My current sim.cfg settings


;AI surface ships sensors cfg file

[Mech]
Waves amplitude=0.2 ;[0,1]
Waves attenuation=0.75 ;>=0

[AI Cannons]
Max error angle=20 ;3 ;[deg]
Max fire range=35000 ;[m]
Max fire wait=8 ;[s]

[AI AA guns]
Max error angle=15 ;[deg]
Max fire range=5486 ;[m]
Max fire wait=6 ;[s]

[AI detection]
Lost contact time=2160 ;[min]

[Visual]
Detection time=0.5 ;[s] min detection time.
Sensitivity=0.1 ;(0..1) min detection threshold double detection time.
Fog factor=0.5 ;[>=0]
Light factor=2.8 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=30 ;50 ;[m2]
Enemy speed factor=14 ;[kt]
Thermal Layer Signal Attenuation=1.0

[Radar]
Detection time=1 ;[s]
Sensitivity=0.01 ;(0..1)
Waves factor=1.0 ;[>=0]
Enemy surface factor=5.0 ;[m2]
Thermal Layer Signal Attenuation=1.0

[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.15 ;(0..1)
Height factor=0 ;[m]
Waves factor=0.5 ;[>=0]
Speed factor=15 ;[kt]
Noise factor=0.35 ;[>=0]
Thermal Layer Signal Attenuation=1.5 ;[>0], 1 means no signal reduction, 3 equals signal reduction to 33%

[Sonar]
Detection time=5 ;[s]
Sensitivity=0.05 ;(0..1)
Waves factor=0.0 ;[>=0]
Speed factor=20 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=30 ;[s]
Thermal Layer Signal Attenuation=3.0 ;[>0], 1 means no signal reduction, 5 equals signal reduction to 20%



Far as calculating, honestly I gave up on that long ago lol as can calculate and things make sense, but then do not translate that way into the sim when running a patrol. So operating on some basic info posted by ducimus, I started experimenting with different settings and have gained a feel for how things will be typically. Again, there are a lot of variables here. With sim.cfg modified, you still have no way of knowing a individual units skill level or sensor package outside of well its early war so likely not the top sound gear, but skill level is one of great unknowns. Now, such as in TMO, it escorts are never set below veteran, because they are basically incompetent morons if they are. A few are set to elite.

I would say yes, higher the number, the more the handicap. Example, light factor of 2.8, if I go lower, light does not handicap the the enemy visual sensors enough, but if go to 2.9, they are nearly blind, 3.0, they are blind. Now, this is in TMO where have darker nights than any of the other mods have encountered and this is for escort sensors and they are at veteran and some elite. So in mods with "regular" nights, settings may need to be higher, it can be a tough balance. Again, the settings of the individual sensors files (AI_Visual_Sensors.sim or something named along those lines comes into play as well, perhaps even outside of the cfg.sim. Some visual sensors maybe have their own sensitivity settings .

With these settings, I can on surface , under no or little moonlight, work inside a convoy, pass as close as 1900 yards from a escort (set to veteran skill level) to get inside a convoy , attack, and get out.Most night surface torpedo attacks from from 2000-2500 yards at firing. Come under fire, but can turn and escape and can't recall last time I was hit. Get some close ones, but odds of being hit by gunfire at night at any reasonable distance, especially from a panicked gun crew are low. Can happen, but very rare. Now usually spotted, fired upon, pursued by with the dark night and those visuals, the night time is a shield as it was for actuals subs on surface. Obviously in daylight, they are much more likely to spot me. During end around, I stay at 10 NM from escorts at minimum.


You scope being spotted is likely a result of visual sensors being a little too sensitive, perhaps wave factor is too low and if being spotted at night, light factor too low. Difficult to say outside of modifying and experimenting with settings. I recall stock and sadly carried over to some mods how vessels without radar would spot player submarine approaching at low speed from miles away on surface at night lmao, it was absurd
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