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View Full Version : ReReleas - GWX AI Visuals revamped part deux - final


Ducimus
03-06-07, 02:26 PM
What does this mod do?
It addes extra visual sensors so you can have ships with varying degrees of visual acuity. By default all units that can visually see something in GWX all share the same visual acuity.

Why?
Just my opinion,
http://www.subsim.com/radioroom/showpost.php?p=435417&postcount=17
Other opnions will differ, your millage may vary, all offers good while supplies last.


How does this work?
The AI_visual.dat in this mod is from NYGM 2.0. IT addes several visual nodes. Ive only made use of 4 of them.

- AI_visual is assigned to all warships that are not captial ships.
- F_Visual is assigned to Battleships, battlecruisers, and cruisers.
- M_visual is used by all merchants and everything else that floats.
- AirS_Visual is used by all planes.

Thats nice, but What did you change?
Depends on what version of this mod you choose to use.

Version no: 1:- uses GWX values, with a few minor tweaks.


GWX defined AI Visual as:

- max range of 30,000
- Max height of 25,000
- minHeight of 0.4

How this mod differs:
- AI_Visual's max range is now 16K, all other values are the same as GWX settings.

- F_visual (Think of F as "Far" ) is unchanged and uses GWX settings.

- M_Visual is now 12K max range, with a min height of 0. So they should be able to spot your periscope if your get really close during daylight. I dont think they could very well before. All other values are GWX settings.

- AirS visual uses GWX settings, except ive made the minHeight 0.75. The intent is a snorkelfix without upsetting the visuals too much.



Version no: 2:- uses NYGM values, with a few minor tweaks.

- AI_visual for all warships that are not captial ships. (max range of 12,000 )

- F_Visual for all Battleships, battlecruisers, and cruisers. (max range of 17,000 )

- M_visual for all merchants and everything else that floats. (max range of 8,000 )

- AirS_Visual for all planes. (max range of 18,000 ), with a min surface height of 1 meter as a snorkel fix. NYGM called for, Planes to have a 15,000 max range. I set it for 18,000.

I should also note that visual detection during the daytime can impose some strict limitations on the player (IE must be bows on and not moving too fast), which i beleive is why some of the maximum ranges were arbitrarly set short in NYGM.

More importantly this mod will change the sim.cfg as thusly:
- Waves amplitude=0.5
- Waves attenuation=0.03
- the entire [Visual] block is NYGM values
- the entire [Radar] block is NYGM values.
- AI cannon range changed from 31,000 to 18,000.

All other values are GWX.



Can i use SH3 commander with this?
Yes, as long as you used the randomized events.cfg file included in this mods documentation directory. Special thanks to steppenwolf, for providing this file!



Can i change the file around if i dont like the settings provided?

Damn skippy. Ive included the tweakfile for time travellers tweaker in the documentation directory.



WIll the NYGM version fix the "broken record" ship spotted watch crew?

Orginaly i thought the wave attuentment settings were causing this, as the ship rises and falls on the crests and valleys of GWX's wave settings. - not so.

I beleive the fix to this lays in the sensors.dat visual sections proper, which unless your adept at hex editing, can't touch right now without a tweak file. In short, neither version of this mod will fix the broke record "ship spotted". This was one of my hopes but alas, it is not so.



This isn't really your final release is it? You always end up revising your crap
No more revisions. Im done. Dear sh3, i quit.



Ok so how do i add /change ships visual nodes?

Each ship has a SNS file (sensor file). Its located in sh3/data/sea/*.* (or data/air/*.* for planes) In each subdirectory you'll find a *.sns file. In that SNS file, up towards the top you'll see a block that looks something like this:

[Sensor 1]
NodeName=O01
LinkName=AI_Visual
StartDate=19380101
EndDate=19451231


Just change the visual node to be what you want it to be.
Again:
F_Visual is for captial ships
M_Visual is for merchants
AirS_Visual is for airplanes
AI_Visual for destroyers, destroyer escorts, elco's and the like.

By default, any ship or plane that exists in GWX that not changed in this mods sea or air directory will use the AI_visual sensor. In any event, if there is an oversight, the unit in question will see no further then 12 or 16KM.



Where to D/L?
From my crappy server.

Extra AI Visuals using GWX settings:
http://www.ducimus.net/sh3/release/REL_Extra_AI_Visuals_for_GWX_FINAL.7z

Extra AI Visual using NYGM 2.2 settings:
http://www.ducimus.net/sh3/release/REL_NYGM_AI_Visuals_for_GWX_FINAL.7z

Letum
03-06-07, 03:06 PM
just to be clear..... can I use "version.2 NYGM values" with GWX?

Ducimus
03-06-07, 03:22 PM
just to be clear..... can I use "version.2 NYGM values" with GWX?

LOL. The file name is, in part, "_NYGM_AI_Visuals_for_GWX_" , come on now mate. :88)

Letum
03-06-07, 03:28 PM
just to be clear..... can I use "version.2 NYGM values" with GWX?
LOL. The file name is, in part, "_NYGM_AI_Visuals_for_GWX_" , come on now mate. :88)


:damn: Doh!

Anyway, good work!

I didn't use the pervious version because it killed the thermal layers, but I will be useing this! :up:

Ducimus
03-06-07, 04:17 PM
didn't use the pervious version because it killed the thermal layers,

Still does. You can probably use the hex offsets in the tweak file to fix thermal layers. Only reason i don't is because Im just done with sh3, and tired of messing with it.

Letum
03-06-07, 04:33 PM
didn't use the pervious version because it killed the thermal layers,
Still does. You can probably use the hex offsets in the tweak file to fix thermal layers. Only reason i don't is because Im just done with sh3, and tired of messing with it.
Ahh! Good thing I backed up the files!

Ducimus
03-06-07, 04:36 PM
Even if you didn't, the files still good, i only remarked out the thermal layers - i didnt remove it. It's there in the files, its just that SH3 commander wont apply them because they're tagged as being a remark as opposed to a line of code.

Letum
03-06-07, 07:40 PM
Even if you didn't, the files still good, i only remarked out the thermal layers - i didnt remove it. It's there in the files, its just that SH3 commander wont apply them because they're tagged as being a remark as opposed to a line of code.

Why did you remark them?

Ducimus
03-06-07, 07:42 PM
Again, so SH3 woudln't apply them (the thermal layers) to the AI_sensors.dat since hex offsets SH3 commander would apply are incompatiable. :roll:

Letum.. are you having a late night?

Letum
03-06-07, 07:58 PM
Again, so SH3 woudln't apply them (the thermal layers) to the AI_sensors.dat since hex offsets SH3 commander would apply are incompatiable. :roll:

Letum.. are you having a late night? Nah, I just dont know what a hex offset is ;)

How would I go about fixing this?
(I can use a hex editor)

Thanks for you patience!

Ducimus
03-06-07, 08:01 PM
Maybe im getting my terms mixed up. I mean hex addresses and such. Their in the tweak file, im just too lazy and don't give a damn about thermal layers honestly. Ive always edited them out, even with they matched the file i was using :roll:

Steppenwolf
03-06-07, 10:54 PM
@Ducimus
It looks like the Randomized events.cfg file that you put in the Documentation folder of this mod is the ORIGINAL Randomized events.cfg file for SH3 commander, NOT the modified one provided for use with GWX 1.02

Ducimus
03-06-07, 10:55 PM
Good job at making up for my laziness steppenwolf! (sorry guys, but seriously, im so burnt out right now, it's not even funny)


ANyway its easy to verify if those settings will work for thermal layers. Heres what you do.

1.) adjust the file so it has the additions first (duh!)

2.) start a fake career game with SH3 commander. you dont have to acutaly load the game, just get SH3 to start up from SH3 commander.

3.) Exit SH3 commander, DO NOT rollback.

4.) Open TT's tweaker, and examine the AI_sensors.dat with the tweakfile ive provided. All values in there should be normal digits. You should not see something like "3E5451+1" ANYWHERE in the file. If you don't see any value similar to that, it's good.

5.) Rollback SH3 commander. ;)

Ducimus
03-06-07, 10:56 PM
@Ducimus
It looks like the Randomized events.cfg file that you put in the Documentation folder of this mod is the ORIGINAL Randomized events.cfg file for SH3 commander, NOT the modified one provided for use with GWX 1.02

****. Figures i'd **** up somewhere.

edit
*sigh* out of curiousity, what were the primary changes? I only use SH3 commander to start career games and generate logs. Most of the other stuff i normally have disabled, thats why i didnt notice. I'll try and have this fixed tonight. yeah, i need to give it up and quit already. Damn i suck.

Steppenwolf
03-06-07, 11:56 PM
Ducimus,
Have sent you a PM.

Ducimus
03-07-07, 01:59 AM
Thanks to steppenwolf, you now have the correct randomized events.cfg with the thermal layers working! :up:

If you,ve D/Led this mod before, redownload it. The file name is the same, i just repackaged it with the correct file for sh3 commander.

Thanks again steppenwolf!

Uber Gruber
03-07-07, 09:23 AM
El-Ducimus....just before you hang up your SH3 tools and switch off the lights, can you list all mods you use in your SH3 installation ? Having sniffed around your threads for a while now i'd say you've a really good SH3 mod setup and one which leans towards my preferred style of play.

Thanks in advance if possible....:-?

The General
03-07-07, 09:29 AM
Analyzing the A.I. like this probably spoils the SOD (Suspension of Disbelief).:rotfl:

I crack myself up.

Kumando
03-07-07, 10:40 AM
Do you have to be on port to apply this mod?

Lanzfeld
03-07-07, 11:10 AM
Thank you Ducimus and Steppenwolf.

Guys like you...:up:

You could be my chief anytime!:arrgh!:

BTW: The SH-3 Commander randomized events goes into the CFG folder in Commander correct?

Ducimus
03-07-07, 12:45 PM
BTW: The SH-3 Commander randomized events goes into the CFG folder in Commander correct?

Yeah, back up your orginal first.


an you list all mods you use in your SH3 installation ?

- putting the finishing touches up on my final version of "flavored to taste". (most changes i make are here)

- exported all the interior textures from NYGM and packed them all into the interior dats.

- also grabbed nygm type 7 interior

- i was running a version of their anti-humming bird mod for awhile but trashed it. Its not hard to put to gether though.


The only thing im doing right now, is trying to dress up the interior textures a little bit, and then maybe monkey around with the interface along the lines of the "real life embodyment mod" which basically forces you to move around the sub like you really would and not jump around from station to station in a fraction of a second. That id make as an optional mod.

Honestly though, i just need to do something else for awhile.

joea
03-07-07, 02:24 PM
Do you have to be on port to apply this mod?

Always wait til in port before applying any mod. :know:

Ducimus
03-07-07, 03:05 PM
Do you have to be on port to apply this mod?

Always wait til in port before applying any mod. :know:

Generally the safest bet. There are *some* things you can do at sea, but you take a risk of trashing your saved game when you do.

I have swapped visual mods mid patrol once or twice without problems (only cause i was testing and/or gave up on the game out of boredom), but i DO NOT recommend that you do so. Return to port.

Uber Gruber
03-08-07, 08:36 AM
Thanks El-Ducimus.....very very much appreciated :up:

Here's two free virtual tickets for an all expenses paid trip to a desert island of your choice :sunny:

Woof1701
03-28-07, 03:55 AM
Hi Ducimus,

Ever since you introduced your new AI visual nodes I've been using it. Thanks a lot for that. Now Rubini seems to have solved another problem related to some identical files.

Of course I know you switched to SH3 and don't do any SH3 modding anymoren, but nevertheless I ask: Is there a way to combine those two mods?

My idea was to take all AI related files from your mod and use Rubinis files for the player sensitivities. Not sure it will have the desired affect, though.

Thanks if you're still monitoring the thread :yep:

mikaelanderlund
04-21-07, 01:27 AM
Hi,

Please Ducimus, can you or somebody else explain this mod more carefully for me and which effect I would expect in GWX and the different in the effects when I use the mod with NYGM settings:hmm: ?

Mikael

mikaelanderlund
04-21-07, 01:21 PM
Hi,

Please Ducimus, can you or somebody else explain this mod more carefully for me and which effect I would expect in GWX and the different in the effects when I use the mod with NYGM settings:hmm: ?

Mikael

bump

h.sie
06-18-10, 03:46 PM
cool. exact what I've saerched for. even if 3 years old

iambecomelife
06-18-10, 07:07 PM
Great work. I'd like to use it in my WWI mod if you don't mind.

Ducimus
06-18-10, 08:08 PM
Firstly......

http://i339.photobucket.com/albums/n468/tanis10/Holy_Necro_Batman.jpg

Secondly, i'm pretty sure this mod was written sometime just after GWX 1.03, and certainly before GWX 2 or 3. So it might not be compatible. In fact, i don't even know what GWX is doing for visuals anymore, it's entirely possible they've completey changed their visual detection schema, so this mod might not even be "needed" anymore.



Great work. I'd like to use it in my WWI mod if you don't mind.

I don't mind. The concept comes entirely from NYGM (gotta give credit where it's due), and we've been using it extensively in SH4. If you want my suggestion, start fresh with this. Leave your current AI_sensors.dat file alone, no need to add or remove nodes from it. Just use S3D, and just create a new dat file "AI_visualSensors.dat" for example, and place your new visual nodes in there.

h.sie
06-19-10, 03:27 AM
gwx still has one single visual sensor for all units with max range still 30000m. and since one ship attacked me before i was able to see him, i think it's time for me to make a little tweak with your mod as reference.

LGN1
06-19-10, 05:10 AM
Hi,

does anyone know whether the AI's visual abilities (like the player's visual abilities) are influenced by the environment mod one is using (water color,...)?

Cheers, LGN1

h.sie
06-19-10, 05:42 AM
Hi LGN1,

in OLCE2 (the new GWX 16km-env) e.g. the nights are much darker as in the older GWX 16km-env. So the AI ships have much more problems to spot my submarine at night. fortunately.

this is one example that the env affects the AI abilities.

or did i misunderstand your question?

h.sie
06-19-10, 05:46 AM
Hi LGN1,

maybe you find this interesting:

http://www.subsim.com/radioroom/showpost.php?p=949608&postcount=1091

h.sie

sharkbit
06-19-10, 05:03 PM
gwx still has one single visual sensor for all units with max range still 30000m. and since one ship attacked me before i was able to see him, i think it's time for me to make a little tweak with your mod as reference.

Are you going to update this and make into a mod for all to use?
That would be awesome!:yeah:

:)

h.sie
06-19-10, 05:16 PM
Not necessary. The AI_Sensors.dat from GWX3 has a last-modified-date Sept. 2006. Ducimus build his mod later in 2007, and thus based on the current version of AI_Sensors.dat.

The only thing to be adjusted is the support (changes in .sns files) for the new ships added since 2007.

Kpt. Lehmann
06-19-10, 10:05 PM
Hi,

does anyone know whether the AI's visual abilities (like the player's visual abilities) are influenced by the environment mod one is using (water color,...)?

Cheers, LGN1

AI visual sensors in SH3 and GWX are subject to environmental changes such as fog etc.

NOTE!!!! The GWX visual range value of 30,000 meters that h.sie has found, refers strictly the AI's ability to see in PERFECT atmospheric conditions (absolutely clear-daylight circumstances) as a possible total distance/maximum. This almost never happens in-game though because conditions are rarely perfect.

30,000 meters is a quite plausible distance in real-life terms for the AI to see you in perfect conditions.

It is also plausible that on occasion an enemy spots you before you spot him.

My recommendation is that you avoid sensor modifications like the plague. All things are interconnected and modifying one element can change several other elements in unintended directions.

h.sie
06-20-10, 05:08 AM
@Kpt Lehmann & others,

I'm not planning to make any changes to GWX AI_Sensors.dat - except for my personal use. My personal Sh3 is a mixture of the best (what I consider the best) of all available mods and supermods - especially taken from GWX and NYGM. It seems that I like making experiments and modifications much more than playing SH3. And sensors is a new intersting topic for the next months.

h.sie

LGN1
06-20-10, 05:19 AM
Hi all,

thanks for all the replies. Just one last question: does anyone know what the PreciseRange value does/influences?

Cheers, LGN1