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Old 05-17-07, 06:31 PM   #1
Rubini
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Hi mates,

As promissed here the GWX Stay Alert crew fix mod for 16km:
http://rapidshare.com/files/31902538...m_V1.2.7z.html
(it have small diferences from the beta version, so the testers need to download again)

Many thanks to all the guys that tested it all these past days!

From readme:

Quote:
May 17, 2007.

Well, even not so "perfect" as its related 8km version here a attempt to give a more balanced AI to GWX16km.

First of all, GWX 16km already works quite well.
The GWX 16km AI not frequently (the opposite of 8km version) will see you first (exception for small planes and ships and in heavy fogged conditions).

Then, what this mod does?
This mod tweak three main sections:
1. A less deaf and more wakeful sonarman
2. A slight more smart crew on watch tower (visual)
3. A slight tweak over some RWR to avoid some side efects by SH3 world´s rendering limitations.
So, the GWX AI (enemy) behaviour (sonar and Hydrophones) and Long Range Gunnery properties aren´t changed by this mod.
This mod in truth only makes your crew more smart. And this will help you a lot!

Installation:
JSGME ready.

Usage and side effects:
Expect a very smart sonarman that will listen and detect things a bit far away and more quickly.
The watch tower crew will be able to see a bit far away and detect the AI before they detect you in more situations and also your crew FOV will be more like the player FOV (but this isn´t so perfect as in 8km version).
The unique side effect is a possible more Vampire night vision, but almost not noticeable.
Also a slight more quick hydrophone wheel spin. The optional Sensors.dat have it more in par with the stock spin velocity (see below).

Optional:
I also included an optional folder with another Sensor.dat that have only a bit less sensible sonarman than in the main "default" mod. I also included a tweaked Jungman AI_sensors.dat that will make the Enemy ASW a bit more (only a bit) easy. I like very much this option, it makes GWX more playable for my taste.
And for last a Sensors.cfg with all the "uses crew efficiency=true" - but I suggest to use the default one on the mod
A tip: if you want these optional files then rename them correctly and put them on the correct place before enable the mod or you will not play with the mod in the end...lol

Compatibility:
This mod (with its "default" files) is also compatible with Ducimus/NYGM new visual sensors for GWX 16km (the Ducimus/NYGM new visual sensors aren´t compatible with any 8km version). Note that the optional (see above) tweaked Jungman´s AI_sensors.dat isn´t compatible with Ducimus/NYGM new visual sensors for GWX 16km.

Have fun!
Rubini.
================================================== ================================
Changes made:

Sensors.dat:
-changes on min and maxrange and also on the SweepPeriod or all hydrophones. MaxSensorsHight changed for all KDB types.
-changes on max and min range for the RWR. SweepPeriod changes for Tunis.

AI_sensors (tweaks over Jungman original mod):
-changes on MaxBearing and also minRange for all active sonars
-changes on MaxRange, Maxheight and MaxBearing for AI_hydrophones

Sim.cfg:
-small changes under Visual section (Fog and Light factors)

Sensors.cfg:
-small changes under visual section (Fog and Light factors). I put a note on the best interval to be used for "Visual fog factor" if you want to try another value.
-"uses crew efficiency=false" for Visual and Hydrophone section. See the above Optional section.
================================================== ==================================
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Last edited by Rubini; 05-18-07 at 07:49 AM.
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Old 05-17-07, 07:21 PM   #2
EmeAzul
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Rubini, thank you very much for all the effort you put into this mod. It is deeply appreciated by one of your compatriots. I will be installing it as soon as I reach port. Abracos EmeAzul
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Old 05-17-07, 08:45 PM   #3
Samwolf
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RapidShare hates me Can anyone DL this to an alternate site?
TIA

Thanks Rubini, another great mod!
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Old 05-18-07, 01:15 AM   #4
Kpt. Lehmann
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Here you go SamWolf.

http://files.filefront.com/GWX__Stay.../fileinfo.html
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Old 05-18-07, 05:52 AM   #5
Samwolf
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Thanks, Kpt. Lehmann
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Old 05-18-07, 06:43 AM   #6
Kpt. Lehmann
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Quote:
Originally Posted by Samwolf
Thanks, Kpt. Lehmann
No problemo.
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Old 05-18-07, 07:47 AM   #7
Rubini
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Quote:
Originally Posted by Kpt. Lehmann
Many thanks Kaptain!
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Old 05-18-07, 10:11 AM   #8
Wilcke
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Rubini,

Thanks, and have great a weekend!!!

Wilcke
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Old 05-18-07, 04:10 PM   #9
bert8for3
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@Rubini. Tks from here too. You've put a lot of work into this.
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Old 05-18-07, 05:23 PM   #10
Kpt. Lehmann
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Kpt. Lehmann
Many thanks Kaptain!
Any time sir. Great work on the player crew refinements.
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Old 05-20-07, 12:03 AM   #11
Redfox11
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Thank you for your efforts, Rubini!
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Old 07-11-07, 04:37 AM   #12
Kaleun Cook
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Ah, I was still running the beta, just downloaded the final version.

After all the thanks to the great Rubini I have one "but": the game seems very easy now in clear weather (well at least in the beginning of the war when the vessels really have to see the boat to detect it). Even in the brightest daylight with a totally calm sea destroyers don't see the boat over far distances. Just reading Buchheim again and in his story the men fear the enemy's sharp lookouts in the masts - no need to do so in the game.

Therefore, I have a question: do the enemy sailors stay alert on 16 kilometers or further as well and just don't see the boat because of the circumstances or is their visual range in general limited and smaller than that of the boat?
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Old 07-11-07, 09:06 AM   #13
Dimitrius07
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Thanks for your work Rubini

Now the question - will thise improve version going to be includet with the GWX patch?
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Old 08-10-07, 06:45 AM   #14
onelifecrisis
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Rubini, you're awesome!

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Old 08-12-07, 08:33 PM   #15
Rubini
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.
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