SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
10-19-14, 10:41 AM | #991 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
|
I just tried the night fix in NYGM wolfpack mission and my lookouts could not see ships in the dark long after I saw them.
I'm going to disable this and do some testing Last edited by Lanzfeld; 10-19-14 at 11:19 AM. |
10-20-14, 05:23 AM | #992 | ||
Hellas
|
Quote:
the reason that you were not huppy is becuase the NightVisionFix is NOT working at NYGM's enviro no matter if you have enabled it or not. i checked the files yesterday and it is ,indead, some adjustments needed to your enviro colors in order to be able to enjoy the NightVisionFix. The good news is that your last patch contains the NightVisionFix and we can make it work ( i checked your files called ''Stiebler4B_V16B1_Revised'',these are your latest,right?). you are wrong at saying: Quote:
anyway , time to see how the NightVisionFix looks when it is working and time to see what it really does. first ,download this test mission here: http://speedy.sh/fMWqN/TestingMissio...tVisionFix.rar at this mission ,we have the Nelson in front of us at 17km far away. now, as NYGM currently is setted up (with the NightVisionFix disabled),run the test mission ,go to bridge and look through the bino or uzo.you will note that Nelson is slightly vissible even at 17km away ! (remember we are extremely close to fog's limits so you must look very closely for it.ingame is a little bit easier to notice it than the pic): Now,start your engines and wait for the CREW to spot the ship. repeat the mission several times and you will see that other times the ship is spotted at ,for example , 14700m far away : or ,other times is spotted at ,for example, 5700m away: this is the current situation at NYGM's crew night visuals (and not only for NYGM but for all supermods and for the stock too that uses 16km enviros). NightVisionFix is absolutely correcting all these: 1. H.Sie managed to locate the fog curtain and altered it like when the game turns to night mode,the fog curtain comes closer to user. the even more good part at this ,is the fact that H.Sie gave to users the abillity to alter themselfs how much close this fog curtain would like to come (from the ''hsie'' configuration settings file). that way ,when a ship is behind this fog curtain is absolutely invissible to user and to the crew . so its all up to you and adjustable by you,how much visuality want to have at night. 2. after this success of H.Sie ,we were able with the provided visual sensors settings to have the abillity to synchronize user visuals with the crew visuals to the level we want. (i will explain how to do it ,probably later tonight) @Stiebler: Later today i will prepare the edited colors for your enviro in order to make NightVisionFix working on NYGM and i will send you the necessery sensors settings for synchronizing user-crew visuals.
__________________
Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
||
10-20-14, 02:51 PM | #993 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
|
Strange...
I just returned to Keil after my first patrol in a dugout canoe. I sank 3 merchants east of London and did not get credit in SH3 or SH Commander. I saw them go down and had the red "sunk" icon on my map view but no credit. Any ideas? EDIT: Nevermind. I added crew before my first patrol and I guess that is a no-no. Stupid stupid bugs. Last edited by Lanzfeld; 10-21-14 at 08:22 AM. |
10-20-14, 03:31 PM | #994 |
Hellas
|
Night Vision Fix for NYGM
hello again Stiebler and Lanzfeld,
here is the Night Vision Fix files for NYGM ------------------------------------------- A. the adjustments at NYGM's enviro : http://speedy.sh/JzqkS/NYGM-Enviro-A...y-makman94.rar and B. the adjustments at NYGM's crew visual settings : http://speedy.sh/N9RVB/NYGM-Only-Cre...y-makman94.rar installing the mod : -------------------- 1. firstly , enable the Night Vision Fix at the executables fixes 2. look for the configuration settings file called as ''hsie.ini'' and set there the value 0,4 . look at pic: then enable the supplements for V16B1 & Stiebler4B_V16B1 3. enable the ''NYGM Enviro Adjustments for NightVisionFix by makman94'' 4. enable the ''NYGM Only Crew Visual Sensors by makman94'' here is shown my mod list on the NYGM's setup: testing the NightVisionFix : ---------------------------- run again the test mission i posted at my previous post and go to the bridge. Nelson is at 17000m far away but absolutely nothing is vissible anymore: now , start your engine and wait for Nelson to start fading at horizon. this will happen at about 6600m ( i hate to revealing distances but ,in this case, is necessery. the 6600m is the result of the value 0,4 that you puted in the hsie.ini configuration settings file. the ''0,4'' gives a 60% reduction to fog's curtain. in the absolutely clear nights ,like the one in our test mission, a 60% reduction means that the fog curtain will be at about 6600m). as you can understand , its up to you now how close you want to put the fog curtain during night. a value ,for example, like 0,2 will give you 80% reduction and so on. here is the Nelson starts fading at about 6600m : now , its time for the sensors to 'talk' . short after the Nelson's appearing the spot will come. its up to you how fast you want this to come. becuase of the different monitors -enviros ,here you have to take a little time and synchronize yours and crew visuals. if your crew is spotting the ship before you then you must raise a little bit the Visual Fog Factor that is located in sensors.cfg (steps of .01 at this sensitive factor are ok for making your experiments). if you are spotting the ship before your crew then you must start lowering the Visual Fog Factor. here is the spoting of Nelson a little bit later: now, everything is in your hands to create as much darker environments as your tastes are and with the Night Vision Fix you can control the fog curtain and make your nights as more realistic as you want ,being in harmony with your environment. plus, you can have a sunchronized crew with your visuals. Isn't this one of the most evolutionary gameplay features that hardcode fixes provided? gameplay at night is really hard now (in fact ,it is as more harder as you want it to be) . H.Sie managed way much more things than the ones me and Rubini were aftering. we had some disagreements on what the 'realistic' default reductions would be and suddenly he come in and said : ''calm down guys, i will make it adjustable by a .ini file so everybody will be huppy !''. me and Rubini ,not even to our best dreams, ever imagined that all these will be a reality for sh3. i hope to enjoy it you too , as much as i do
__________________
Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods Last edited by makman94; 10-23-14 at 07:57 AM. |
10-21-14, 08:07 AM | #995 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
|
I was patrolling around east of England and I can see the graphics of a neutral ship like 20 or more km away through the mist. Is this normal?
Also, with Hitmans Optics (fixed) there is a graphics bug when looking through the attack scope on a type II when you look to the bow. It is like a ghost periscope head. I think someone brought this up before. Last edited by Lanzfeld; 10-21-14 at 09:21 PM. |
10-22-14, 06:00 AM | #996 |
Fuel Supplier
|
@Makman94:
Thanks for your downloads. I've been experimenting with two proper patrols in mid-Atlantic in 1941, using the default settings you provided. Everything seems to work very well, in fact, and I agree that the night vision fix is now a valuable addition. Pity I have to use H.sie's weather with it too! In particular, you have also fixed, probably accidently, the old problem where a merchant ship on a calm sunny day (wind 0-5 m/s) could see the U-boat before the U-boat crew saw the merchant ship. It will be interesting to see what happens when the crew has acquired more experience, that is the reason for running patrols. At present, I can recommend this night vision fix, as Makman has supplied it (and with his recommended alteration to change hsie.ini to 0.4), to all users of NYGM. Nice work, Makman94! Stiebler.
__________________
NYGM Tonnage War Mod - More than a mod: it's an experience! |
10-22-14, 06:29 AM | #997 | |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
|
Quote:
Also, in the en_menu.txt file this line is missing. 4834=Severe damages! Return to base as directed. These are no big deal as we can change them ourselves. I just thought you would want to know this if you want to tweak your download files to make them perfect. |
|
10-22-14, 07:59 AM | #998 | |
Sea Lord
|
Quote:
I have a question, though. Implementing your new NYGM Enviro Adjustments for NightVisionFix by makman94 changes the environment colors from your M.E.P. 4.2 and completely replaces the Optional Flat Sun Fix. A quick check showed that important color values are different. So which should I use? Will the new NYGM Enviro Adjustments for NightVisionFix by makman94 negatively affect M.E.P 4.2 (which I really like and don't want to lose)? Are the EnvColor values in the new mod the ones you are currently using, and are they compatible with M.E.P 4.2? Last edited by BigWalleye; 10-23-14 at 10:26 AM. |
|
10-23-14, 07:02 AM | #999 | |
Hellas
|
hello Stiebler,
no , actually you haven't to.if you reread my post you will see that i checked your files ( called as ''Stiebler4B_V16B1_Revised'') and i saw that the Nignt Vision Fix was included. in my tests i used your envsim.act (dated 07/07/2012) Quote:
if the merchant was spotting you,at clear weather, before the u-boat there is a douzine of reasons that must be checked: 1. sensors equipment for this specific ship ,in case that ,by fault, a strong radar is assign to this ship 2. totally wrong placed visual node for this ship. 3. ship is using wrong visuals category from the AI Sensors 4. in case that all the above are correct , your AI Sensors ranges are wrong and need readjustments. i never checked your AI Sensors ranges but if ,indead, there are in there settings for the merchant ships to look at even enviro's limits , then this needs a fixing. you ,maybe, see this 'old problem' as fixed now becuased ,at the uboat's visuals that i released,i raised your crew visuals to your enviro's limits* so ,maybe, this extra range at your crew visuals is now beyond this merchant's visuals. *edit: i made a tiny error at the sensors settings. NYGM's enviro limits is 17000m and i had setted it ,by mistake, as 17500m at sensors's settings. i fixed this error and i updated the download link at post 1001 so download this new one. thank you Stiebler,enjoy the challenging nights ! all the best
__________________
Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods Last edited by makman94; 10-23-14 at 08:04 AM. |
|
10-23-14, 07:08 AM | #1000 | |
Hellas
|
Quote:
that files (both of them) are only for the NYGM settup. you can't use either of them anywhere. MEP v4.3 (really why are still using v4.2?) is designed to work with Night Vision Fix (in fact,that was the main reason that i created the v4 of the mod) so you don't need to change anything at MEP. it is ready to use
__________________
Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
|
10-23-14, 07:26 AM | #1001 | |
Sea Lord
|
Quote:
I am currently using MEP 4.3. MEP 4.3 does not change the EnvColor files. I mentioned 4.2 because the EnvColor files that were overwritten are from 4.2, rather than the 4.3 update. I was just trying to keep the details accurate. Again, thanks for the information and thanks for all the great contributions you have made. |
|
10-23-14, 08:09 AM | #1002 | |
Hellas
|
Quote:
please, update the download link for the sensors at the quoted part at your post 1005 the download link for the correct sensors is: http://speedy.sh/N9RVB/NYGM-Only-Cre...y-makman94.rar
__________________
Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
|
10-23-14, 09:23 AM | #1003 | |
Fuel Supplier
|
@Makman94:
Quote:
Thanks for the correction. Stiebler.
__________________
NYGM Tonnage War Mod - More than a mod: it's an experience! |
|
10-23-14, 02:07 PM | #1004 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
|
Two quick questions for NYGM.
1. Does setting the water clarity in SH3 Commander have any effect on or in NYGM gameplay AI or is this just pure eye candy? 2. How do I add the flag recognition pullout to the map view? thanks |
10-28-14, 07:36 AM | #1005 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
|
I read all the NYGM manuals but I couldn't find this addition.
Is Rubinis hydrophone workaround mod in NYGM? http://www.subsim.com/radioroom/showthread.php?t=193199 It looks like a neat mod for our AI (only) hydrophone guys. It requires you to dive deeper to hear a greater distance. Steibler? What do you think? |
Tags |
torpedos through hull |
|
|