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An implmentation of NYGM's visual nodes using GWX values for GWX.

FINAL


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This is a very basic translation of NYGM 2.2's visual settings ported over into GWX.

The AI_sensor.dat file used is from NYGM 2.0.  I used this file because i had a tweak file for Time travelers tweaker for it.

The ai_sensor.dat file adds several visual nodes.  I've only made use of four of them.

- AI_visual for all warships that are not captial ships.
- F_Visual for all Battleships, battlecruisers, and cruisers. 
- M_visual for all merchants and everything else that floats.
- AirS_Visual for all planes.




All other values in the AI_Sensor.dat file are the exact values GWX uses, so the only change in behavior you should see is in visual detection.

Notes on visual nodes:

By default GWX uses only ONE visual node for every object on the map that has a visual sensor. This node is AI_Visual.  GWX defined AI Visual as:

- max range of 30,000
- Max height of 25,000 
- minHeight of 0.4

All other values were unchanged over stock settings.  Most of the work is done by the sim.cfg file.

How this mod differs:

- AI_Visual's max range is now 16K, all other values are the same as GWX settings.

- F_visual (Think of F as "Far" ) is unchanged and uses GWX settings.

- M_Visual is now 12K max range, with a min height of 0.  So they should be able to spot your periscope if your get really close during daylight.  I dont think they could very well before.  All other values are GWX settings.

- AirS visual uses GWX settings, except ive made the minHeight 0.75.  The intent is a snorkelfix without upsetting the visuals too much.