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Old 03-15-12, 07:43 PM   #46
makman94
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absolutely wonderfull idea and mod Rubini

thank you very much for sharing this with us !

you said that this can be done for AI hydro and sonars too ? maybe radars too?

if yes ....then combined with Olagamato's new findings at sonars - hydros ,Stiebler's addition for shallow waters and with the correct visual sensors that we now have at our 'weapons storeage' i think that it is time to start creating the Ultimate Community Sensors Pack (UCSP) for both own crew and AI .
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Old 03-15-12, 08:13 PM   #47
makman94
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Quote:
Originally Posted by Leitender View Post
Hi,
this sensor.dat is based on GWX-16km. Compare e.g. Metox range 22000m (stock 4000m) and visual sensor 16000m (stock 8000m).
there is no gwx-8km or gwx-16km Sensors.dat

it is just this : Sensors.dat (file date: 14/11/2007)
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Old 03-16-12, 02:52 AM   #48
Leitender
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Quote:
there is no gwx-8km or gwx-16km Sensors.dat

it is just this : Sensors.dat (file date: 14/11/2007)
There are 2 atmosphere sets in GWX: 8km and 16km. This Sensors.dat only fits more or less to the 16km atmo because of the visual settings.

I´m also reworking all the sensor data, to fit the sensors correctly to 16km atmosphere, so maybe the work is doubled to olamagato´s research.

Rubini

I just installed your mod in my personal optimized sensor mod. In case of publishing this, may i use your mod with it?
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Old 03-16-12, 08:17 AM   #49
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Quote:
Originally Posted by Leitender View Post
There are 2 atmosphere sets in GWX: 8km and 16km. This Sensors.dat only fits more or less to the 16km atmo because of the visual settings.

I´m also reworking all the sensor data, to fit the sensors correctly to 16km atmosphere, so maybe the work is doubled to olamagato´s research.

Rubini

I just installed your mod in my personal optimized sensor mod. In case of publishing this, may i use your mod with it?
Of course. All my mods are openned to the comunity. Just give the propers credits and it's enough.
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Old 03-16-12, 08:19 AM   #50
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Quote:
Originally Posted by makman94 View Post
absolutely wonderfull idea and mod Rubini

thank you very much for sharing this with us !

you said that this can be done for AI hydro and sonars too ? maybe radars too?

if yes ....then combined with Olagamato's new findings at sonars - hydros ,Stiebler's addition for shallow waters and with the correct visual sensors that we now have at our 'weapons storeage' i think that it is time to start creating the Ultimate Community Sensors Pack (UCSP) for both own crew and AI .
Yes,this could be a very good idea. And I'm sure that LGN1 can give a hand or at least a lot of good ideas.
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Old 03-17-12, 11:29 AM   #51
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Rubini, your sensors.dat file is no more compatible to the sabotage & malfunction of Sh3-Cmdr, because S3D added some extra text in the author chunk, what leads to a change of the hex positions of all values. contact me if you are interested in how to make it compatible
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Old 03-17-12, 11:51 AM   #52
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Quote:
Originally Posted by h.sie View Post
Rubini, your sensors.dat file is no more compatible to the sabotage & malfunction of Sh3-Cmdr, because S3D added some extra text in the author chunk, what leads to a change of the hex positions of all values. contact me if you are interested in how to make it compatible
Yes, all files that are saved by S3D will modify any mod (as sabotage) that uses hex adresses as a main direction. They all need to be "redone". Also others files that have new nodes/chunks/labels, etc will mess the sabotage mod. As we are always messing with mods so i give up sabotage mod for now ... perhaps one day in future when we stop to mod this &%**%$ game!

Anyway, just deleting the author chunk new bytes is enough or S3D also changes anything more? (I mean some type of signature that mess with hex adresses too?)
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Old 03-17-12, 12:02 PM   #53
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@rubini: yes, it's enough to delete the extra bytes from the author chunk.

how i do it: after every use of S3D, i load both the modded and an unmodded sensor.dat file into a hex editor and compare the first 0xD0 bytes of them. simply by visually comparing both files you'll see which bytes must be deleted.

after that, i reload the edited file into S3D again (without saving) in order to make sure it isn't corrupted.
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Old 03-17-12, 12:08 PM   #54
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Quote:
Originally Posted by h.sie View Post
@rubini: yes, it's enough to delete the extra bytes from the author chunk.

how i do it: after every use of S3D, i load both the modded and an unmodded sensor.dat file into a hex editor and compare the first 0xD0 bytes of them. simply by visually comparing both files you'll see which bytes must be deleted.

after that, reload the edited file into S3D again (without saving) in order to make sure it isn't corrupted.
Thanks by the tip mate!
Btw, about ower last mail, I guess that you have noticed the last 1.xa vesion of this mod wich have all bearings corrected.
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Old 03-17-12, 12:11 PM   #55
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Yes I did, thank you for the update
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Old 03-17-12, 12:49 PM   #56
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Quote:
Originally Posted by h.sie View Post
@rubini: yes, it's enough to delete the extra bytes from the author chunk...
IIRC you've also to change the chunk size byte otherwise S3D [and SH3] won't load the [corrupted] file.



After deletion of the highlighted 71 bytes it is essential to change the chunk size byte from 76 to 2F

Dez: 118 - 71 = 47

Hex: 76 - 47 = 2F

Last edited by SquareSteelBar; 03-18-12 at 04:53 AM.
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Old 03-18-12, 04:52 AM   #57
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@SSB: Where is the chunk size byte located? Close to the chunk itself, or at a totally different location?

I ask, because I had no problems so far with the way I described, maybe because I also copied the size chunk.
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Old 03-18-12, 05:39 AM   #58
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Post #56 edited...
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Old 03-18-12, 05:47 AM   #59
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@SSB: thanks for the clarification. So I luckily also copied the size byte.
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Old 03-18-12, 02:47 PM   #60
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Hi Rubini,

i´m sorry for going back to the item, and hopefully i won´t annoy you:

I´m a big fan of your earlier stay_alert_crew fix and i used it for years. For me, your settings 24km, 25km resp. 26km for GHG, KDB resp. Balkon was not only very helpful for the player but also well-balanced to the crew´s und to the player´s ability. Furthermore these values stood in a fair relation to the enemy´s abilities, namely to its radars. Being very short at the beginning, allied radar became the most importent sensor with the best range at all by the end of the war.

Now, your new settings are 28km, 29km and 30km for the german underwater sensors. My question is which reason do you have for these new settings? Are they only for the player´s joy, did you feel they were minor ingame or do you have maybe new knowledge about the ranges?

There are some sources in the internet that report a range of 20km against single ships and up to 80km against convoys, measured by the US-military using the captured U-505. I only saw one single german historical source, K.z.S. Giesler´s paper given at the OKM conference 09./10.03.44 :

http://www.cdvandt.org/okm-tagung_1944.htm (Chapter11)

(btw. great site about techniques and research of german military)

In this paper, Giesler mentioned a range of the GHG of only 10km. Later, he talked about a variation of 30% to 300% (i.e. 3km up to 30km) depending on environmental circumstances. Of course i don´t know if these value are downsized as protection against enemy espionage, but if they were true, wouldn´t your mod´s value be a little bit, say "uber"?

Sorry for this long post, but i wanted to explain my intents, and not criticize your work. Your answer would be really appriciated! Thanks in advance,

Greetings
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