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Old 04-22-14, 04:51 PM   #3481
TheDarkWraith
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Quote:
Originally Posted by Husksubsky View Post
Easy to let the darkness give you a sense of security yeah? and and then insecurity since your crew spots them hehe.
You have a good point and the topic has been up several times during the last months so you ll find it with a little scrolling.What I ve made out of it is that
1:Trade off.. If our crew spotted as close as us we do with our eyes, we could almost not use any TC cause the enemy would have been all over us.
2:How you place yourself in relation to the moon is a huge factor

Individual computers are different off course. Would be nice with a test mission for comparing at what distance we actually start see the a contact with our eyes

I ve been thinking excactly like you and I tweaked up my gamma a tiny bit and tested. Not long after my crew spots, then I can see some smoke as well.(the fact that my crew can also identify the ship is another thing..that should have been delayed.)
I like to think that my crew has been up there and got their eyes more adapted to the dark than me down in the sub. There is an artillery spotter amongst us who had some nice info about nightvision .
http://www.subsim.com/radioroom/show...postcount=3374
Pls note that there has been several changes from the time of that post to now..
Why are you all not utilizing this feature available via the Generic Patcher

Starting with v1.0.160.0:
...
- revised the Player's unit visual sensor affected by available light and Units visual sensor affected by available light (does not affect player's unit) patches so that if it's nighttime it will use the additional nighttime multiplier specified in the patches.
- Added notes (Notes=) to the Player's unit visual sensor affected by available light, Units visual sensor affected by available light (does not affect player's unit), and searchlights active at dusk when they have a contact patches so that the end-user knows how to adjust the variables for those patches
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Old 04-22-14, 05:35 PM   #3482
THE_MASK
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Quote:
Originally Posted by TheDarkWraith View Post
Why are you all not utilizing this feature available via the Generic Patcher

Starting with v1.0.160.0:
...
- revised the Player's unit visual sensor affected by available light and Units visual sensor affected by available light (does not affect player's unit) patches so that if it's nighttime it will use the additional nighttime multiplier specified in the patches.
- Added notes (Notes=) to the Player's unit visual sensor affected by available light, Units visual sensor affected by available light (does not affect player's unit), and searchlights active at dusk when they have a contact patches so that the end-user knows how to adjust the variables for those patches
Isnt this for AI ? What does (does not affect player's unit) mean ? Not sure exactly what this does .
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Old 04-22-14, 05:37 PM   #3483
vdr1981
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Originally Posted by Sjizzle View Post
nice work vdr1981
Quote:
Originally Posted by Husksubsky View Post
beautiful VDR how you did that?
Tnx but there is one glitch...Clouds can be seen when deeper then ~40 meters...
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Old 04-22-14, 07:33 PM   #3484
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Quote:
Originally Posted by Stoli151 View Post
I've fiddled around with it a little and it seems that 1.8 or 1.9 in the sensors cfg might work for my crew visual light factor. On very dark nights the crew will start seeing things right as I can start making them out. I need to test how it affects spotting during the day, however. I have no idea how to properly adjust the enemy ai visual light factor. The enemy ai visual light factors resides in the Sim cfg that's all I know. Adjusting it properly seems like a shot in the dark as I have no clue as to when they are actually seeing me. When they start shooting is that the point they actually have seen me or is that the point they have come in range?
The ranges for your crew are found in the sobers CrewAI mod SH5 afaik . The ranges for the AI are the max fire ranges found in Cfg Sim file afaik .
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Old 04-22-14, 09:06 PM   #3485
Husksubsky
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Quote:
Originally Posted by TheDarkWraith View Post
Why are you all not utilizing this feature available via the Generic Patcher

Starting with v1.0.160.0:
...
- revised the Player's unit visual sensor affected by available light and Units visual sensor affected by available light (does not affect player's unit) patches so that if it's nighttime it will use the additional nighttime multiplier specified in the patches.
- Added notes (Notes=) to the Player's unit visual sensor affected by available light, Units visual sensor affected by available light (does not affect player's unit), and searchlights active at dusk when they have a contact patches so that the end-user knows how to adjust the variables for those patches
I understood it as one was for units visual sensors (not affect players)and
one for players (crew ai)visual sensors. I added them hoping there was a nice default.wouldn t have a clue what I was doing fiddling with those numbers
I m also curious about the render more than 40 km patch.was it 40 + 40 default? or just 40. We can t see anything at 40 km anyway can we? I also had strange long detections with hydguy before I disabled it , but seem weird rendering can have anything to do with that...
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Old 04-22-14, 09:10 PM   #3486
Husksubsky
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Tnx but there is one glitch...Clouds can be seen when deeper then ~40 meters...
Clouds in the sea? or above the sea..awsome sideeffect
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Old 04-22-14, 10:16 PM   #3487
Stoli151
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Quote:
Originally Posted by TheDarkWraith View Post
Why are you all not utilizing this feature available via the Generic Patcher

Starting with v1.0.160.0:
...
- revised the Player's unit visual sensor affected by available light and Units visual sensor affected by available light (does not affect player's unit) patches so that if it's nighttime it will use the additional nighttime multiplier specified in the patches.
- Added notes (Notes=) to the Player's unit visual sensor affected by available light, Units visual sensor affected by available light (does not affect player's unit), and searchlights active at dusk when they have a contact patches so that the end-user knows how to adjust the variables for those patches
Thanks TDW I will have to experiment with this. I will also have to read the notes that you have indicated are provided. Should work out perfectly then.
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Old 04-23-14, 03:43 AM   #3488
Husksubsky
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Originally Posted by Stoli151 View Post
Thanks TDW I will have to experiment with this. I will also have to read the notes that you have indicated are provided. Should work out perfectly then.
Pls share with the less gifted
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Old 04-23-14, 05:40 AM   #3489
THE_MASK
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Download the sobers Realistic contrast V14 SH5 again .
I have slightly reduced the parameters and now I can see a ship when it says ship spotted .
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Old 04-23-14, 11:20 AM   #3490
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Quote:
Originally Posted by sober View Post
Download the sobers Realistic contrast V14 SH5 again .
I have slightly reduced the parameters and now I can see a ship when it says ship spotted .
Thank you very much for the updated work. Using this will be easier than experimenting with the patcher. One question, will the enemy ai also have difficulty seeing you on a very dark night or will they act as if your contrast mod does not exist? In other words, will they start firing on me when I can't see them or have you already adjusted for this in one of your mods?

Quote:
Originally Posted by Husksubsky View Post
Pls share with the less gifted
If I do happen to mess with the patcher, I will post my preferred settings for use with the contrast mod here. Then you may judge my results and use them for yourself, if they are to your liking.
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Old 04-23-14, 04:04 PM   #3491
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As in reality , darkness affects your vision and AI . That's why I apply the camo skin so that my sub is darkened for cruising on the surface at night near enemy . With my exact up to date mod list some nights are dark , some light . Depends on the moon and clouds at night .
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Old 04-24-14, 07:34 PM   #3492
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What a balls up this was . Got in front of some big troop transports of the east coast of Britain . One escort forward of the convoy that I could see . Fired one torp at a troop transport on the far side of the convoy and waited for the big troop ship on the near side . The torp missed the far side troop ship and they immediately turned there search lights on including the DD . The convoy suddenly started turning away from me and some going in all directions . I fired 3 torps at the near troop ship and 2 were duds and 1 missed . To be continued .
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Old 04-25-14, 05:19 PM   #3493
Husksubsky
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Awww bad luck Sober. I had a new convoy encounter in the keltic sea.
Did as usual a fair share of estimations arrow at firepoint approx 6 km off estimated hitpoint.Again a bit close, but I was a bit late backing off. Escaperoute lower part.

Fired 3 gas torps I had left. One oviously was set to fast and didn t reach target. The other two were hits. Got One Liberty and a North sands.The last sank after an hour or so

They looked for me around my firepoint.Never found me.. Luckily my going PD for taking pictures didn t reaveal me.

Last edited by Husksubsky; 03-26-16 at 04:09 AM.
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Old 04-25-14, 05:36 PM   #3494
Husksubsky
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Since I mentioned Bad luck..I created a C172 Submarine cpl years ago
The boat is a pioner 8 someone goodhearted lent out

No fish for wife today.war is horrible. Got mission complete for this but feeling awful.

Last edited by Husksubsky; 03-26-16 at 04:09 AM.
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Old 04-27-14, 03:51 PM   #3495
THE_MASK
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sobers 0845 28042014
added
sobers Blackout lights V2 SH5
The few lights that were visible in buildings were looking too green in color . Changed to white .
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