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05-12-13, 07:54 PM | #1891 | |
Samurai Navy
Join Date: Mar 2010
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Night visuals would also be affected by mods as some of us use darker night mods so I'm not sure how that would determine % either. |
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05-12-13, 09:55 PM | #1892 |
Sea Lord
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Distance (range) is usually judged by size and aspect ratio. Fog doesn't affect the perceived size, although it would make the aspect ratio harder to judge. Zeroth order, I'd think that fog would determine whether you could see something or not, but would not significantly impact the range estimate. You wouldn't expect a lookout to see a ship looming out of the fog 1000m away and judge that it was 5000m just because he didn't see it clearly. (Or perhaps you might - allow the first glimpse through the fog to be wildly inaccurate, just an impression of something there, then successive sightings much better.)
BTW, Dick O'Kane recounts numerous instances of completely erroneous range estimates (factor of 5 or more) in clear air under certain meteorological conditions common in the Sea of Ohkotsk. |
05-12-13, 10:21 PM | #1893 |
Ace of the deep .
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If i enable all the render patches i get a ctd on clicking on the navigation map icon .
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05-12-13, 11:44 PM | #1894 | |
Samurai Navy
Join Date: Jan 2004
Posts: 571
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I like the idea of less range accuracy at greater ranges...and would add to the realism for sure! Make you shadow a bit longer and take multiple readings.
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05-12-13, 11:55 PM | #1895 | |
Swabbie
Join Date: May 2005
Posts: 5
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I have an nVidea GTX560 graphics card and AMD Phenom II X4 965 CPU. Everything was working with OH2.1 Full + Patch 2 and your (Sobers) mod list. I didn't sink any Polish ships as it was heavy fog and I play at 100% + Real Nav and haven't had a chance continue with the Baltic Operations mission. I will try with OH2.2 and the latest Patcher when I get the time to play again. |
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05-13-13, 12:50 AM | #1896 |
Black Magic
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v1.0.93.0 released. See post #1
Starting with v1.0.93.0 Revised the randomize nearest visual contact patch. Now the patch takes weather into account (clouds, fog type, and precipitation type) The weather parameters are accessed via a table of entries for each type. The data is contained in the patch file via variables. It's a number of types of the weather type X 2 table with data for each weather type (clouds, precipitation, and fog): columns are the available types for each weather type (none, medium, heavy, etc). The two rows are distance and percent error to add. If the visual contact's distance is >= distance then game will check the percent error to add. If percent error to add is < 0 then game says you do not see the visual contact. If percent error is >= 0 then this error is added to the current total error. If distance is < 0 then that tells the game to ignore this weather type. I'll detail what the stock values are for all the tables tomorrow. If the game calculates that you cannot see a visual contact it will display a message in the messagebox denoting so. Message to display (menu entry) is a variable in the patch file. Currently I have it set to 1209 (No visual contact!) |
05-13-13, 02:12 AM | #1897 |
Ensign
Join Date: Mar 2005
Location: Gent, Belgium
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Another question: if I want to keep the special ability to reduce torpedo dud chances ("Remove torpedo dud reduce ability"), do I need to leave "Removes other reducing factor from torpedo dud chances" disabled, or can I enable it?
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05-13-13, 02:13 AM | #1898 |
Black Magic
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You can enable it. That's why I made it a separate patch
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05-13-13, 02:34 AM | #1899 |
Ace of the deep .
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Tried to open the EXE with patch 93 . Randomise nearest visual contact distance . Change 2 . Reason . Bytes read does not equal bytes expected by patch .
Can anyone else get it to work ? Is it a problem on my end ? Last edited by THE_MASK; 05-13-13 at 03:51 AM. |
05-13-13, 05:28 AM | #1900 | |
Seasoned Skipper
Join Date: Mar 2010
Location: Berlin, Germany
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05-13-13, 06:41 AM | #1901 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
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I wonder if you could store somewhere the last range estimation, and the time that it was estimated at. Every time we ask for a range, your code should calculate elapsed time from the previous estimation. Let's define some variablen: RE = new range estimation RE0 = last stored range estimation TE= time elapsed from the last stored range estimation TE0 = minimum time for a new range estimation
TE0 should be a function of target's speed and range: the slower the speed and the longer the range, the longer the time for estimated range to change. Variables are reset if closest target changes. Another, probably easier method to do the same could be by comparing exact ranges. In this case the variables involved would be: RE0 = last stored range estimation R0 = exact range relative to the last stored range estimation R = current range if RE0 and R0 are empty variables (no previous contact estimations for current closest target), then calculate range estimations according to your current code. Else, new range estimation should be equal to: RE0 * R / R0 What do you think? Quote:
http://www.subsim.com/radioroom/show...88#post1886488 |
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05-13-13, 06:57 AM | #1902 |
Sea Lord
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Gap, that sounds like a good idea, although IMHO it sounds like a lot of coding work for a small gain in realism. You could also use a Kalman filter to converge the range estimates. "Course, I'm not doing the work, so I shouldn't complain. Would be nice to have.
Your linked post regarding degrading the quality of ship IDs I really want to second! Have longed for this. BTW, on American ships, at least, the skipper customarily viewed the target through the periscope and reported salient features to the identification party, which then made the call. Or the lookouts would report (after the fact) what features they had observed. Final ID was typically not done RT, and the ID party seldom saw the target. Simulating this accurately could get complex and seems to call for a completely new approach. But anything that makes the ID function less Godlike and more error-prone would be a big improvement. TDW, would you consider this for a future fix? |
05-13-13, 07:51 AM | #1903 | |
Ocean Warrior
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05-13-13, 08:07 AM | #1904 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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You are probably right about the complexity of coding it. But I wouldn't call it "a small gain in realism" as it would make the reporting officer to behave as a sentient being, instead of a stupid random numbers generator
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05-13-13, 08:53 AM | #1905 | |
Black Magic
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How's that? I don't want anything too complex. I just wanted something to get rid of the perfect range estimate every time you asked for nearest visual contact. |
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