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Old 07-08-10, 06:51 PM   #76
Capt Jack Harkness
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Originally Posted by Capt Jack Harkness View Post
I'll check it out today. Normally there's just the usual explosions and everyone jumps to their alert state and hunts for me.
The problem disappears with the mod disabled, carrier blew up and sank and escorts went into their stock alert behavior.
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Old 07-08-10, 07:44 PM   #77
TheDarkWraith
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Originally Posted by Capt Jack Harkness View Post
The problem disappears with the mod disabled, carrier blew up and sank and escorts went into their stock alert behavior.
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.
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Old 07-08-10, 08:35 PM   #78
Capt Jack Harkness
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Cool, looking forward to 0.0.4
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Old 07-08-10, 08:55 PM   #79
TheDarkWraith
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Originally Posted by Capt Jack Harkness View Post
Cool, looking forward to 0.0.4
did the CTD happen as soon as the torp hit the carrier? Was the carrier instantly destroyed by the torp?
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Old 07-08-10, 11:00 PM   #80
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Originally Posted by DICY View Post
The second thing I saw that I think is a bit more of a problem; I got in front of the escorts, went to about 140 meters to let them pass over me, than went to periscope depth when they were past me. However, when I attacked the merchants none of the escorts seemed to care at all. No course change, nobody coming to look for me, they just kept on going as if nothing had happened. I didn't expect them to be able to find me, but I at least would have thought they'd try. I was able to attack the convoy two more times without any response from the escorts
v0.0.4 released. See post #1 for details.

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
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Old 07-09-10, 02:19 AM   #81
Zedi
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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.
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Old 07-09-10, 06:25 AM   #82
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Originally Posted by Magnum View Post
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.
I made the following changes to \data\Cfg\Sim.cfg:

[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.
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Old 07-09-10, 06:58 AM   #83
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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
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Old 07-09-10, 07:01 AM   #84
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Originally Posted by Magnum View Post
Right, but what file is this?
I need help tweaking the values to get them where they need to be. It's just too much for one person to try and do alone.

\data\Cfg\Sim.cfg
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Old 07-09-10, 07:03 AM   #85
THE_MASK
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Quote:
Originally Posted by TheDarkWraith View Post
\data\Cfg\Sim.cfg

I need help tweaking the values to get them where they need to be. It's just too much for one person to try and do alone
I am at home all day tomorrow , i will do some testing .
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Old 07-09-10, 07:07 AM   #86
TheDarkWraith
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Quote:
Originally Posted by sober View Post
I am at home all day tomorrow , i will do some testing .
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.
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Old 07-09-10, 07:15 PM   #87
THE_MASK
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We have a massive advantage modding detection ranges in SH5
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Old 07-09-10, 07:30 PM   #88
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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
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Old 07-09-10, 07:51 PM   #89
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What about changing the visual detection time to something like 120 seconds ?
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Old 07-09-10, 08:06 PM   #90
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Quote:
Originally Posted by sober View Post
What about changing the visual detection time to something like 120 seconds ?
you want to play with the sensitivity. Setting the visual detection time to 120 seconds would cause problems. Here's why:

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)
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