Hi, I was wondering if someone could help me out understanding the Visual and Sensor Mechanics. I'll explain how I think it is working and explain my problems.
BaseSpotterDistance is how far you can see straight line with hills and obstructions modifying it by the RatioObstructedVis, RatioFullVis, and MinRatioFromActors values. (Anyone know off hand how this is working, whats the equation here?)
BaseSensorDistance is how far the blue line sensor range is, meaning you can identify mechs that are obstructed and use a sensor lock.
Ok, on to questions:
- What is determining the sensor blips and id's? (You know how you will see in order Unidentified, Unidentified Mech or Vehicle, Unidentified but with ton weight Mech or Vehicle, and then identified.) At first I thought the ShowExtendedBlipsBeforeContact and ExtendedSensorDistanceMultiplier would have something to do with it, but I'm doubtfull now. Is it just the SensorHysteresisAdditive value that accounts for all the differences in blips and if so does that mean at sensor range its id'd, and then the hystersis value past that is the blips?
- What exactly is the UseAsymmetricalSensors doing? (I thought the asymmetrical part just meant that if mech A can sense mech B, it doesn't mean mech B can sense mech A, but I am not really sure.)
- How does the AllowRearArcSpotting work? I assume it just means you can't visually see mechs behind you, but you could still have sensors highlighting them if within sensor range. I would like to set this to false if it works how I think, but I wonder if the AI could deal with it.
- Finally, is it possible to set it up so that a non-visually spotted mech does not show up as a blip on sensors past sensor range?
I changed my values so BaseSpotterDistance= 500 and BaseSensorDistance = 350, so that long range weapons are more viable with line of sight, but brawlers could use terrain to sneak up on long range mechs and couldn't be sensor locked until they were closer. What I am finding is that while the long range works better, you can't really sneak up to anyone sense you appear as a blip. I want to find a way to have these states:
Spotter Sensor Result
Beyond
Beyond = Invisible
UnObstructed
Beyond = Id'd but not able to sensor lock
Obstructed
Beyond = Invisible (Be nice to have the Unknown Blips or Invisible based on obstruction level)
Beyond
Inside = Blips of varying id's (Meant to only be possible once i add BAP)
UnObstructed
Inside = Id'd and lockable
Obstructed
Inside = Id'd and lockable (Be nice to have the Unknown Blips here)
Anyways, thanks for taking the time to read and respond.