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Old 03-06-07, 02:26 PM   #1
Ducimus
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Default ReReleas - GWX AI Visuals revamped part deux - final

What does this mod do?
It addes extra visual sensors so you can have ships with varying degrees of visual acuity. By default all units that can visually see something in GWX all share the same visual acuity.

Why?
Just my opinion,
http://www.subsim.com/radioroom/show...7&postcount=17
Other opnions will differ, your millage may vary, all offers good while supplies last.


How does this work?
The AI_visual.dat in this mod is from NYGM 2.0. IT addes several visual nodes. Ive only made use of 4 of them.

- AI_visual is assigned to all warships that are not captial ships.
- F_Visual is assigned to Battleships, battlecruisers, and cruisers.
- M_visual is used by all merchants and everything else that floats.
- AirS_Visual is used by all planes.

Thats nice, but What did you change?
Depends on what version of this mod you choose to use.

Version no: 1:- uses GWX values, with a few minor tweaks.

Quote:
GWX defined AI Visual as:

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

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.

Version no: 2:- uses NYGM values, with a few minor tweaks.
Quote:
- AI_visual for all warships that are not captial ships. (max range of 12,000 )

- F_Visual for all Battleships, battlecruisers, and cruisers. (max range of 17,000 )

- M_visual for all merchants and everything else that floats. (max range of 8,000 )

- AirS_Visual for all planes. (max range of 18,000 ), with a min surface height of 1 meter as a snorkel fix. NYGM called for, Planes to have a 15,000 max range. I set it for 18,000.

I should also note that visual detection during the daytime can impose some strict limitations on the player (IE must be bows on and not moving too fast), which i beleive is why some of the maximum ranges were arbitrarly set short in NYGM.

More importantly this mod will change the sim.cfg as thusly:
- Waves amplitude=0.5
- Waves attenuation=0.03
- the entire [Visual] block is NYGM values
- the entire [Radar] block is NYGM values.
- AI cannon range changed from 31,000 to 18,000.

All other values are GWX.

Can i use SH3 commander with this?
Yes, as long as you used the randomized events.cfg file included in this mods documentation directory. Special thanks to steppenwolf, for providing this file!



Can i change the file around if i dont like the settings provided?

Damn skippy. Ive included the tweakfile for time travellers tweaker in the documentation directory.



WIll the NYGM version fix the "broken record" ship spotted watch crew?

Orginaly i thought the wave attuentment settings were causing this, as the ship rises and falls on the crests and valleys of GWX's wave settings. - not so.

I beleive the fix to this lays in the sensors.dat visual sections proper, which unless your adept at hex editing, can't touch right now without a tweak file. In short, neither version of this mod will fix the broke record "ship spotted". This was one of my hopes but alas, it is not so.



This isn't really your final release is it? You always end up revising your crap
No more revisions. Im done. Dear sh3, i quit.



Ok so how do i add /change ships visual nodes?

Each ship has a SNS file (sensor file). Its located in sh3/data/sea/*.* (or data/air/*.* for planes) In each subdirectory you'll find a *.sns file. In that SNS file, up towards the top you'll see a block that looks something like this:

[Sensor 1]
NodeName=O01
LinkName=AI_Visual
StartDate=19380101
EndDate=19451231


Just change the visual node to be what you want it to be.
Again:
F_Visual is for captial ships
M_Visual is for merchants
AirS_Visual is for airplanes
AI_Visual for destroyers, destroyer escorts, elco's and the like.

By default, any ship or plane that exists in GWX that not changed in this mods sea or air directory will use the AI_visual sensor. In any event, if there is an oversight, the unit in question will see no further then 12 or 16KM.



Where to D/L?
From my crappy server.

Extra AI Visuals using GWX settings:
http://www.ducimus.net/sh3/release/R...r_GWX_FINAL.7z

Extra AI Visual using NYGM 2.2 settings:
http://www.ducimus.net/sh3/release/R...r_GWX_FINAL.7z

Last edited by Ducimus; 03-07-07 at 01:57 AM.
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Old 03-06-07, 03:06 PM   #2
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just to be clear..... can I use "version.2 NYGM values" with GWX?
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Old 03-06-07, 03:22 PM   #3
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Quote:
Originally Posted by Letum
just to be clear..... can I use "version.2 NYGM values" with GWX?
LOL. The file name is, in part, "_NYGM_AI_Visuals_for_GWX_" , come on now mate.
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Old 03-06-07, 03:28 PM   #4
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Quote:
Originally Posted by Ducimus
Quote:
Originally Posted by Letum
just to be clear..... can I use "version.2 NYGM values" with GWX?
LOL. The file name is, in part, "_NYGM_AI_Visuals_for_GWX_" , come on now mate.

Doh!

Anyway, good work!

I didn't use the pervious version because it killed the thermal layers, but I will be useing this!
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Old 03-06-07, 04:17 PM   #5
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Quote:
didn't use the pervious version because it killed the thermal layers,
Still does. You can probably use the hex offsets in the tweak file to fix thermal layers. Only reason i don't is because Im just done with sh3, and tired of messing with it.
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Old 03-06-07, 04:33 PM   #6
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Quote:
Originally Posted by Ducimus
Quote:
didn't use the pervious version because it killed the thermal layers,
Still does. You can probably use the hex offsets in the tweak file to fix thermal layers. Only reason i don't is because Im just done with sh3, and tired of messing with it.
Ahh! Good thing I backed up the files!
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Old 03-06-07, 04:36 PM   #7
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Even if you didn't, the files still good, i only remarked out the thermal layers - i didnt remove it. It's there in the files, its just that SH3 commander wont apply them because they're tagged as being a remark as opposed to a line of code.
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Old 03-06-07, 07:40 PM   #8
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Quote:
Originally Posted by Ducimus
Even if you didn't, the files still good, i only remarked out the thermal layers - i didnt remove it. It's there in the files, its just that SH3 commander wont apply them because they're tagged as being a remark as opposed to a line of code.
Why did you remark them?
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Old 03-06-07, 07:42 PM   #9
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Again, so SH3 woudln't apply them (the thermal layers) to the AI_sensors.dat since hex offsets SH3 commander would apply are incompatiable.

Letum.. are you having a late night?
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Old 03-06-07, 07:58 PM   #10
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Quote:
Originally Posted by Ducimus
Again, so SH3 woudln't apply them (the thermal layers) to the AI_sensors.dat since hex offsets SH3 commander would apply are incompatiable.

Letum.. are you having a late night?
Nah, I just dont know what a hex offset is

How would I go about fixing this?
(I can use a hex editor)

Thanks for you patience!
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Old 03-06-07, 08:01 PM   #11
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Maybe im getting my terms mixed up. I mean hex addresses and such. Their in the tweak file, im just too lazy and don't give a damn about thermal layers honestly. Ive always edited them out, even with they matched the file i was using
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Old 03-06-07, 10:54 PM   #12
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@Ducimus
It looks like the Randomized events.cfg file that you put in the Documentation folder of this mod is the ORIGINAL Randomized events.cfg file for SH3 commander, NOT the modified one provided for use with GWX 1.02
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Old 03-06-07, 10:55 PM   #13
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Good job at making up for my laziness steppenwolf! (sorry guys, but seriously, im so burnt out right now, it's not even funny)


ANyway its easy to verify if those settings will work for thermal layers. Heres what you do.

1.) adjust the file so it has the additions first (duh!)

2.) start a fake career game with SH3 commander. you dont have to acutaly load the game, just get SH3 to start up from SH3 commander.

3.) Exit SH3 commander, DO NOT rollback.

4.) Open TT's tweaker, and examine the AI_sensors.dat with the tweakfile ive provided. All values in there should be normal digits. You should not see something like "3E5451+1" ANYWHERE in the file. If you don't see any value similar to that, it's good.

5.) Rollback SH3 commander.
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Old 03-06-07, 10:56 PM   #14
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Quote:
Originally Posted by Steppenwolf
@Ducimus
It looks like the Randomized events.cfg file that you put in the Documentation folder of this mod is the ORIGINAL Randomized events.cfg file for SH3 commander, NOT the modified one provided for use with GWX 1.02
****. Figures i'd **** up somewhere.

edit
*sigh* out of curiousity, what were the primary changes? I only use SH3 commander to start career games and generate logs. Most of the other stuff i normally have disabled, thats why i didnt notice. I'll try and have this fixed tonight. yeah, i need to give it up and quit already. Damn i suck.

Last edited by Ducimus; 03-06-07 at 11:25 PM.
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Old 03-06-07, 11:56 PM   #15
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Ducimus,
Have sent you a PM.
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