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Old 05-22-17, 04:06 PM   #1
Bubblehead1980
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Default Asking again...

Three important things I must remedy for my upgrade to TMO with RSRD


How do I make the nights darker? I don't want to nerf the escort visuals or skill level down to where they are ineffective but because i no longer have a dark nights mod(lost it, person who made it does not have it) can't pull off night surface attacks as should be able to do. Example: I have the 6 ship, 16 escort convoy Tang attacked on June 24 1944 off Nagasaki added into the campaign, arrives in Koshiki Straits at proper time(will adjust so itll be night ro dusk when contact is made, 2145 is daylight in the game, in this area. Nights should be darker and a should be able if conducted properly to move inside the screen. When I had a darker nights mod, was able to do this when added this convoy before.

Second, what do I need to change to get SJ raar to detect surfaced enemy submarines? Enemy subs play a larger role the campaign now, including ULTRA orders to ambush some such as Sawfish and Batfish did during the war.Currently, radar does not detect them and should.


Third. How do I change the weather intervals. Weather and sea state changes far too often, quite unstable.
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Old 05-22-17, 07:41 PM   #2
Sniper297
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For the last one, I gave up on the IJN subs when I found they were indestructable since I never saw one except docked in a harbor anyway. Possibly one of Webster's draft fixes would help, I suspect the main problem is they're sitting too deep when they're on the surface so there isn't enough sticking up for the radar to detect.

As far as the darker nights, I don't know which file controls the actual brightness, but if all you're looking for is to be less detectable in the dark, try the \Data\CFG\sim.cfg file;

[Visual]
Detection time=0.5 ;[s] min detection time.
Sensitivity=0.1 ;(0..1) min detection threshold double detection time.
Fog factor=1.0 ;[>=0]
Light factor=2.5 ;[>=0]
Waves factor=4.0 ;[>=0]
Enemy surface factor=50 ;[m2]
Enemy speed factor=25 ;[kt]
Thermal Layer Signal Attenuation=1.0

What I did was use the mission editor to place a Fubuki about 20 miles from the starting point, cranked the light factor to 10, then started a new career and waited for dusk to move toward him. That was nuts, I could cruise right up and bump him with no reaction. Tried again in the daytime got the same thing, so the light factor affects daytime AI vision too.

Reduced to Light factor=2.8 and that was more reasonable, he opened fire on me at 6000 yards in the daytime and 2000 yards at dusk. Even Light factor=4.0 is too much, with that I could cruise up within 1000 yards at dusk;



So play with that value and see if you can get what you're looking for.
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Old 05-23-17, 03:13 PM   #3
Bubblehead1980
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Quote:
Originally Posted by Sniper297 View Post
For the last one, I gave up on the IJN subs when I found they were indestructable since I never saw one except docked in a harbor anyway. Possibly one of Webster's draft fixes would help, I suspect the main problem is they're sitting too deep when they're on the surface so there isn't enough sticking up for the radar to detect.

As far as the darker nights, I don't know which file controls the actual brightness, but if all you're looking for is to be less detectable in the dark, try the \Data\CFG\sim.cfg file;

[Visual]
Detection time=0.5 ;[s] min detection time.
Sensitivity=0.1 ;(0..1) min detection threshold double detection time.
Fog factor=1.0 ;[>=0]
Light factor=2.5 ;[>=0]
Waves factor=4.0 ;[>=0]
Enemy surface factor=50 ;[m2]
Enemy speed factor=25 ;[kt]
Thermal Layer Signal Attenuation=1.0

What I did was use the mission editor to place a Fubuki about 20 miles from the starting point, cranked the light factor to 10, then started a new career and waited for dusk to move toward him. That was nuts, I could cruise right up and bump him with no reaction. Tried again in the daytime got the same thing, so the light factor affects daytime AI vision too.

Reduced to Light factor=2.8 and that was more reasonable, he opened fire on me at 6000 yards in the daytime and 2000 yards at dusk. Even Light factor=4.0 is too much, with that I could cruise up within 1000 yards at dusk;



So play with that value and see if you can get what you're looking for.

Thanks, that will be a good fix until can get the darker nights.

TMO/RSRD have AI Japanese subs that function just fine, one torpedo will sink them, nice explosion as well. Even the AI Sen Toku for later war. Definitely trying to figure that out as they play a part in my upgrade to RSRD. Just kills a lot not being able to get them on radar.

I'll try the draft fix.
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Old 05-23-17, 05:40 PM   #4
Rockin Robbins
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You're looking for two things: darker nights, which won't affect enemy detection at all, just eye candy, and the LightFactor parameter, which determines when they see you. You could make the night pure black so you couldn't see your hand in front of your face and have a low LightFactor and they'd see you anyway.

One is eye candy and the other is enemy AI. They're not related.
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Old 05-23-17, 06:32 PM   #5
KaleunMarco
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sniper,

i am playing:
100_OpsMonsun_V705
101_OMv705_to_V720
102_OMv720_Patch5
3000 Yard Bearing Tool (1600x)

and the light factor is set to 15 and the Brits fire at me from 8000 at twilight and night. Scary, really.

[Visual]
Detection time=3 ;[s] min detection time.
Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time.
Fog factor=0.3 ;[>=0]
Light factor=15.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=1.5 ;[m2]
Enemy speed factor=0 ;[kt]
Thermal Layer Signal Attenuation=0.1

so there has to be another factor involved.
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Old 05-24-17, 01:03 PM   #6
Bubblehead1980
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Quote:
Originally Posted by mark bonamer View Post
sniper,

i am playing:
100_OpsMonsun_V705
101_OMv705_to_V720
102_OMv720_Patch5
3000 Yard Bearing Tool (1600x)

and the light factor is set to 15 and the Brits fire at me from 8000 at twilight and night. Scary, really.

[Visual]
Detection time=3 ;[s] min detection time.
Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time.
Fog factor=0.3 ;[>=0]
Light factor=15.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=1.5 ;[m2]
Enemy speed factor=0 ;[kt]
Thermal Layer Signal Attenuation=0.1

so there has to be another factor involved.

OM and RSRD by default have hawkeyed visual sensors for escorts, to point I found them unplayble without modifications.

Tater's TMO visuals for RSRD is an important mod, it tones them down. The above file is parameters for the visuals from what I understand. The enemy speed factor in above is set to ZERO in OM apparently. That means if you are making that speed or faster, they are likely to spot you. Same with others.

I tested TMO with RSRD with the light factor set to 4.0 and worked wonderful. I was able to get inside a 16 escort screen, move about undetected(used caution to not come less then 2,000 yards from escorts, kept speed low except for bursts when needed and tried to keep my profile towards them slim. One escort had radar and did detect me while searching after attack and stayed on me but never could see me as kept him at distance and he couldnt close the range.

You are playing OM, they may have you on radar. RSRD gave japanese Allied like radar, which tater corrected and then I followed up on and made a mod to tailor IJN radar to more realistic performance levels for them. Obviously it will get you but it's not the super weapon it is be default in the sim.
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Old 05-23-17, 08:34 PM   #7
Bubblehead1980
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Quote:
Originally Posted by Rockin Robbins View Post
You're looking for two things: darker nights, which won't affect enemy detection at all, just eye candy, and the LightFactor parameter, which determines when they see you. You could make the night pure black so you couldn't see your hand in front of your face and have a low LightFactor and they'd see you anyway.

One is eye candy and the other is enemy AI. They're not related.
Well, eye candy or not, its desperately needed. Are you positive? I remember getting away with quite a bit more with darker nights mod. Seems light conditions affect their visuals along with fog, moonlight etc.
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Old 05-23-17, 09:28 PM   #8
Sniper297
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I haven't seen the mod you're talking about, but it's possible. You can paint the player sub black, gray, white, camo, or even International Orange and it doesn't affect how visible you are to the enemy because the game isn't programmed to take that into account. Same thing with active sonar, in real life if you ping an escort he will hear the ping from a long way off and head toward you full tile boogie. In the game I've pinged to get a range every few seconds with no reaction at all, even inside hydrophone range. I'm just guessing here, but I suspect the actual darkness would be the same as moving your gamma slider in the graphics setting, affects what you see on the screen but not what the AI sees. Possibly the mod you had included hacks to the graphics to make the night visually darker just for esthetics, along with the actual file or files that affected how far the AI could see.
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