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View Full Version : GWX 16km users: a little gift!


Rubini
04-20-07, 10:32 PM
May 17, 2007
Edited:
See post 52, third page, for the link and directions to the complete Stay Alert fix mod for 16 km (GWX).
It already include the sonar fix!
Ahoy!
==============================

Hi mates.

For the guys that were awaiting for the Stay Alert crew fix for 16km...well, i made at least a small gift. Take a look here:
http://www.subsim.com/radioroom/showthread.php?t=107989&page=13
post 255!

And Please post feedbacks after use it!:D

Cheers,

Rubini.

dcb
04-20-07, 11:48 PM
That's great news. Thanks a lot, Rubini, you really are a dedicated and tenacious modder. Reading your "activity report" in the other post I thought you abandoned the 16 kms mod, because of the vampire vision bug. And I've been waiting for it impatiently, for at least two weeks. You give new life to an already excellent game. I downloaded it and will post feedback after doing one full patrol.:up:

Samwolf
04-21-07, 05:32 AM
Thanks, Rubini :up: :rock:

Can someone offer an alternative download site. Rapidshare doesn't like me.:cry:

Alex
04-21-07, 05:35 AM
http://www.speedyshare.com/458814313.html

;)

Samwolf
04-21-07, 05:49 AM
Got it. Thanks Alex:up:

Alex
04-21-07, 05:52 AM
You're very welcome :D
Glad to have helped you :yep:

:rock:

P_Funk
04-21-07, 06:32 AM
Rubini, I could kiss you!

You are truly one of the most hard working modders I've ever seen in any game. I mean you took an issue that almost everyone had given up on and made the best of it. And you went out of your way to satisfy as many users as possible.

You sir, are a treasure of the community, and I thank you for your noble efforts.http://totalmotorcycle.com/BBS/images/smiles/clap_smilie.gif

http://www.9teuflottille.de/phpBB2/images/smiles/15_top.gif

Jimbuna
04-21-07, 07:33 AM
Rock on Rubini :rock:

Meridian
04-21-07, 07:36 AM
Rubini, I could kiss you!

You are truly one of the most hard working modders I've ever seen in any game. I mean you took an issue that almost everyone had given up on and made the best of it. And you went out of your way to satisfy as many users as possible.

You sir, are a treasure of the community, and I thank you for your noble efforts.http://totalmotorcycle.com/BBS/images/smiles/clap_smilie.gif

http://www.9teuflottille.de/phpBB2/images/smiles/15_top.gif


Ditto. Not too sure about the kissing thing though. ;)

P_Funk
04-21-07, 08:12 AM
Not too sure about the kissing thing though. ;)
Buck up. Its the navy remember. http://totalmotorcycle.com/BBS/images/smiles/partytimesmilie.gif

Seminole
04-21-07, 08:23 AM
Thanks, Rubini :up: :rock:

Can someone offer an alternative download site. Rapidshare doesn't like me.:cry:


You might want to check out Rapidshare if you have not tried it in a while.

After some some major griping it seems they have revamped their free downloads...much easier now.

Kaleun Cook
04-21-07, 08:41 AM
Works perfectly, thanks a lot! :up:

Edit: And might help me sinking that dido-cruiser in that convoy I'm approaching.:arrgh!:

Zero Niner
04-21-07, 08:51 AM
I'm having problems with Rapidshare & Speedyshare. Could some kind soul pls upload onto another file sharing service, or send it to me via email? Thanks.
I've not set sail from Wilhelmshaven in anticipation of Rubini's mod for a few weeks already.

Rubini
04-21-07, 12:02 PM
Thanks mates!:up:

I have another workaround over GWX 16km ready to be installed and played.
(perhaps a complete Stay Alert for 16km??? - well not so good as the 8km but...who knows). A mystery!
Iīm crazy!:arrgh!:

So, please for the guys that are running only GWX 1.03 not heavy modded and want to try it this weekend contact me by PM ASAP!

Redfox11
04-21-07, 02:22 PM
Thank you for a great effort, Rubini :up:
:rock: You rock!

Alex
04-21-07, 02:35 PM
I'm having problems with Rapidshare & Speedyshare. Could some kind soul pls upload onto another file sharing service, or send it to me via email? Thanks.
I've not set sail from Wilhelmshaven in anticipation of Rubini's mod for a few weeks already.

Sorry for the late reply : http://www.megaupload.com/?d=CBSGW2A4

:D

Kaleun Cook
04-21-07, 08:29 PM
I have another workaround over GWX 16km ready to be installed and played.
(perhaps a complete Stay Alert for 16km??? - well not so good as the 8km but...who knows). A mystery!
So, please for the guys that are running only GWX 1.03 not heavy modded and want to try it this weekend contact me by PM ASAP!
I just tried it approaching a convoy at night. The crew saw the merchants at 15-16 km and the escort which was about as far away as the merchants in 12-13 km. :up:

Maybe I find the time for a second attack tomorrow.

Edit:
Second run, crew spotted escorts at 15-16 kilometers when passing the convoy in the early morning. It's day already so I hung the boat on the peri. hopefully there'll be some more testing situations on the way back to Lorient.

Edit: Third run, three eels left to sink a torpedoed tanker and large merchant. Lying flooded in front of the convoy. Light: day to dawn. heading escort spotted at 16,3 km. Dropping to pd. Mod works fine. :up:

Edit: Mkay, got sunk instead. But still, the mod works fine. :rotfl:

Zero Niner
04-22-07, 01:18 AM
Sorry for the late reply : http://www.megaupload.com/?d=CBSGW2A4

:D
Thank you kindly sir, I've got it! :up:

Alex
04-22-07, 03:22 AM
Good ! :88) :up:

Laffertytig
04-25-07, 12:10 PM
im confused. i thought this stay alert mod only worked with 8km visibility. the post by Kaleun Cook above suggests otherwise, is there a stay alert form for 16km users or is it only the hydrophone changes? and in regards to that whats the difference between the 2 files?

Kaleun Cook
04-25-07, 01:08 PM
have another workaround over GWX 16km ready to be installed and played.
(perhaps a complete Stay Alert for 16km??? - well not so good as the 8km but...who knows). A mystery!
Iīm crazy!:arrgh!:

So, please for the guys that are running only GWX 1.03 not heavy modded and want to try it this weekend contact me by PM ASAP!

^^There was indeed a 16 km stay alert mod. Rubini asked for testers. I did test it and just added how it worked below my hydrophone test post. I dunno if he released it for everyone yet.

Laffertytig
04-25-07, 01:53 PM
any ideas when the mass public can get it? if its a matter of days il hold of startin a new career

Rubini
04-25-07, 07:34 PM
any ideas when the mass public can get it? if its a matter of days il hold of startin a new career

Thanks for the interest mate!

We have a WIP for 16km Stay Alert crew mod. Itīs not yet finished and itīs not so well polished as the 8km version...I only will release it after the guys (testers) post their feedbacks. And also only if the mod really works well.

Letīs wait a bit more!;)

Kaleun Cook
04-26-07, 12:56 AM
I can only repeat hwat I posted as edits earlier:

just tried it approaching a convoy at night. The crew saw the merchants at 15-16 km and the escort which was about as far away as the merchants in 12-13 km. :up:

Maybe I find the time for a second attack tomorrow.

Edit:
Second run, crew spotted escorts at 15-16 kilometers when passing the convoy in the early morning. It's day already so I hung the boat on the peri. hopefully there'll be some more testing situations on the way back to Lorient.

Edit: Third run, three eels left to sink a torpedoed tanker and large merchant. Lying flooded in front of the convoy. Light: day to dawn. heading escort spotted at 16,3 km. Dropping to pd. Mod works fine. :up:

Edit: Mkay, got sunk instead. But still, the mod works fine. :rotfl:



Since then I use it as if it was a ready-made release. Works superb.

Rubini
04-26-07, 09:13 AM
I can only repeat hwat I posted as edits earlier:

just tried it approaching a convoy at night. The crew saw the merchants at 15-16 km and the escort which was about as far away as the merchants in 12-13 km. :up:

Maybe I find the time for a second attack tomorrow.

Edit:
Second run, crew spotted escorts at 15-16 kilometers when passing the convoy in the early morning. It's day already so I hung the boat on the peri. hopefully there'll be some more testing situations on the way back to Lorient.

Edit: Third run, three eels left to sink a torpedoed tanker and large merchant. Lying flooded in front of the convoy. Light: day to dawn. heading escort spotted at 16,3 km. Dropping to pd. Mod works fine. :up:

Edit: Mkay, got sunk instead. But still, the mod works fine. :rotfl:



Since then I use it as if it was a ready-made release. Works superb.

Thanks for the feedback mate!;)

Kaleun Cook
04-26-07, 11:18 AM
Thanks for the feedback mate!;)

Thanks for the offer to test it, mate!;)

Redfox11
04-26-07, 12:26 PM
and when do we get :()1:-hips- this mod?;)

I can't wait for it to be released

Laffertytig
05-02-07, 05:20 AM
is this mod rdy for release yet?

Alex
05-02-07, 07:08 AM
Not yet...
But click here (http://www.subsim.com/radioroom/showpost.php?p=507530&postcount=255) to have a part of the Stay alert Crew fix for 16km.

Rubini's working hard to make the full mod real...

Zero Niner
05-03-07, 11:03 PM
I thought he was abandoning the idea - introduces new problems whilst fixing old ones eg vampire night vision?

Alex
05-04-07, 05:03 AM
Yes, I know, but just scroll up the page. :)
His last message about this work is from 04/26, and I think Rubini told us he gave up the idea of the 16 stay alert crew mod before... So I think this mod is still a WIP (IMHO :dead: )... Anyway, let's wait for Rub' himself to tell us some words about this mod. :88)

Laffertytig
05-04-07, 06:30 AM
what i dont understand though is kaleun cook's post above where he says the mod is working great. dunno whats happened since then

Rubini
05-04-07, 08:08 AM
Hi mates,

Excuse me for the long absence. Busy RL last days!
What is going on is that some guys are testing a GWX 16km Stay Alert crew mod. The feedback is coming very slowly, the main motive, I guess, is that you need to play a lot to really notice the changes of the mod.

In the first moment I was dropped the idea. But after a more close look I tried at least some adjusts. The result is not so good as the 8km version but is better than stock /GWX 16km. At least your crew will always (90% or more ) see the enemy before (expetion for small ships and small planes in some fog conditions - what is ok).

Also the crew spot distance is now very more close to the player one.

The draw back is that we have a bit more vampire night vision, but I can assure you: only a bit.

So, when I have enough feedback I will release the mod.

Thanks mates!:up:

If somebody more want to test it (can be enabled middle patrol and you will just play the game) let me know.;)

Rubini.

Alex
05-04-07, 09:28 AM
:hmm:

I am a volunteer :yep:

I will be glad to test it (as soon as I can find my way out of Gibraltar after having sunk 4 ships). :rock:

I still have a question though : does this mod completely replace the GWX 16km visibility mod files ?

Wilcke
05-04-07, 11:17 AM
Rubini,

Still testing the 16k, its been slow going due to RL time commitments and the need to sleep at night. I have not run into any "negative" areas but again not enough hours, in this career.

Thanks again!

Wilcke

Rubini
05-04-07, 05:50 PM
:hmm:

I am a volunteer :yep:

I will be glad to test it (as soon as I can find my way out of Gibraltar after having sunk 4 ships). :rock:

I still have a question though : does this mod completely replace the GWX 16km visibility mod files ?

Thanks! You have a PM!
And you need the GWX 16km optional mod installed first.;)

Rubini
05-04-07, 05:58 PM
Rubini,

Still testing the 16k, its been slow going due to RL time commitments and the need to sleep at night. I have not run into any "negative" areas but again not enough hours, in this career.

Thanks again!

Wilcke

Thanks mate!
Looking forward for more feedbacks!:up:

Zero Niner
05-04-07, 08:38 PM
I don't mind testing it, if it's not too late. :)

Rubini
05-04-07, 10:42 PM
I don't mind testing it, if it's not too late. :)

You have a PM!

Wilcke
05-07-07, 11:24 AM
Quick update on the 16k mod, Type VII, West of the Iberian Peninsula, I chased down a map contact reported by Bdu, and was able to get a hydrophone contact!

The weather was absolute rubbish, viz down to 300-400 meters. We surfaced to do the end run and setup for a 90 degree AOB shot at 500 meters. In the heavy seas I almost ran into the merchant ship.

Everything worked smoothly, the WO was able to see the contact out to 400 meters and then when it went into the gloom no more "contact".

Since I had a good contact course and speed I was able to do a quick turn sprint along his course about 1000 meters turn 90 degree and put two eels into her....she kept going for about 10 minutes, stopped, 5 minutes later explosions and down she went.

Subjectively, I liked what I saw and heard with this 16k mod. Hope this helps Rubini, again thanks for all the hard work.

I am only able to get about one or two sessions a week in SHIII due to RL constraints. But so far so good!

Wilcke

Alex
05-08-07, 03:52 PM
Same thing for me, 3 words : everything works ok. :up:

One of the best improvements I've ever seen on this game. Thank you very much, Rubini ! :smug:

mikaelanderlund
05-09-07, 01:49 AM
Same thing for me, 3 words : everything works ok. :up:

One of the best improvements I've ever seen on this game. Thank you very much, Rubini ! :smug:

Maybe time for release?:D

Mikael

Hitman
05-09-07, 07:11 AM
The draw back is that we have a bit more vampire night vision, but I can assure you: only a bit.


Actually I think something *could* be done about that but going a very different route. AFAIK the ships are rendered also at long distance by night, but the darker environment (graphics-wise) prevents the player from seeing them before the crew actually does. So why not tweak a bit with night lightning until the player can see the ships at the same distance as the crew? :hmm: I found several times that my crew spotted a ship by night before I did, but before crying "vampires!" I gave it a second thought and raised the light setting in my monitor...and bingo....there she was, fully visible!

Wonder how many people actually think about vampire vision (Well admitingly there IS vampire vision, but you should many times be as vampire as them with correct night light) when compared to the player, while it might be a matter of light correction:hmm:

Rubini
05-09-07, 10:38 AM
Same thing for me, 3 words : everything works ok. :up:

One of the best improvements I've ever seen on this game. Thank you very much, Rubini ! :smug:

Maybe time for release?:D

Mikael

Yes...probably tomorrow!:up:

Rubini
05-09-07, 10:44 AM
The draw back is that we have a bit more vampire night vision, but I can assure you: only a bit.


Actually I think something *could* be done about that but going a very different route. AFAIK the ships are rendered also at long distance by night, but the darker environment (graphics-wise) prevents the player from seeing them before the crew actually does. So why not tweak a bit with night lightning until the player can see the ships at the same distance as the crew? :hmm: I found several times that my crew spotted a ship by night before I did, but before crying "vampires!" I gave it a second thought and raised the light setting in my monitor...and bingo....there she was, fully visible!

Wonder how many people actually think about vampire vision (Well admitingly there IS vampire vision, but you should many times be as vampire as them with correct night light) when compared to the player, while it might be a matter of light correction:hmm:
Hitman,
The problem in messing with the light factor on Sensors.cfg is that we will get less vampire night vision, this is right...but then we will start to have blind crew at early morning and late afternoon...Sh3 uses probably the sun angle to calculate the sensibility for light factor. Itīs really not easy to adjust all this. But I already fine tuning this issue to the best possible (that i could) in the mod!;)

mikaelanderlund
05-09-07, 11:31 AM
Same thing for me, 3 words : everything works ok. :up:

One of the best improvements I've ever seen on this game. Thank you very much, Rubini ! :smug:

Maybe time for release?:D

Mikael

Yes...probably tomorrow!:up:

:sunny: :sunny: :sunny:

Mikael

mikaelanderlund
05-16-07, 01:16 PM
Any news?

Mikael

Alex
05-16-07, 03:03 PM
@ Rub : I definitely did not notice any bug... Well, after this beta version installed, it runs slower (because of the specs of my cpu), but all went ok.

:sunny:

Hitman
05-16-07, 03:12 PM
Hitman,
The problem in messing with the light factor on Sensors.cfg is that we will get less vampire night vision, this is right...but then we will start to have blind crew at early morning and late afternoon...Sh3 uses probably the sun angle to calculate the sensibility for light factor. Itīs really not easy to adjust all this. But I already fine tuning this issue to the best possible (that i could) in the mod!;)

Eh, no no no...read again, I did not mean changing anything in sensors or AI input. I meant to make night lightning clearer GRAPHICALLY, i.e. what is rendered on screen. Just a graphics mod, so to speak, not a sensor mod. I meant that the game renders thing on screen that your crew can see buy you don't because the monitor is too dark. They are there, it's only your real life eyes can't see it. So I meant actually tweaking the other end of the chain: Not the crew eyes, but the player's eyes! Lowering vampire vision through your work so far, and then increasing player vision by making graphics clearer by night could actually make crew and player's spotting abilities by night much closer:up:

Rubini
05-17-07, 07:55 AM
Any news?

Mikael

Sorry for the absence,

Busy RL here!
Today, I promisse!
I'm at my work now and at night I will release it. (KL is also studying it officially for GWX, so perhaps this will make part of the GWX patch 1.04. But no promisses, ok?)

Rubini
05-17-07, 07:58 AM
Hitman,
The problem in messing with the light factor on Sensors.cfg is that we will get less vampire night vision, this is right...but then we will start to have blind crew at early morning and late afternoon...Sh3 uses probably the sun angle to calculate the sensibility for light factor. Itīs really not easy to adjust all this. But I already fine tuning this issue to the best possible (that i could) in the mod!;)

Eh, no no no...read again, I did not mean changing anything in sensors or AI input. I meant to make night lightning clearer GRAPHICALLY, i.e. what is rendered on screen. Just a graphics mod, so to speak, not a sensor mod. I meant that the game renders thing on screen that your crew can see buy you don't because the monitor is too dark. They are there, it's only your real life eyes can't see it. So I meant actually tweaking the other end of the chain: Not the crew eyes, but the player's eyes! Lowering vampire vision through your work so far, and then increasing player vision by making graphics clearer by night could actually make crew and player's spotting abilities by night much closer:up:

OK, I understand! LOL
This is what I made on my installation. Anyway a lot of ppl like a lot the very dark nights...then they need to live with the problem at night apart any mod or solution.
The important is to have choices...:up:

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

As promissed here the GWX Stay Alert crew fix mod for 16km:
http://rapidshare.com/files/31902538/GWX__Stay_Alert_16km_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!:up:

From readme:


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 worldīs rendering limitations.
So, the GWX AI (enemy) behaviour (sonar and Hydrophones) and Long Range Gunnery properties arenīt 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 isnīt 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 arenīt compatible with any 8km version). Note that the optional (see above) tweaked Jungmanīs AI_sensors.dat isnīt 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.
================================================== ==================================

EmeAzul
05-17-07, 07:21 PM
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

Samwolf
05-17-07, 08:45 PM
RapidShare hates me:cry: Can anyone DL this to an alternate site?
TIA

Thanks Rubini, another great mod!

Kpt. Lehmann
05-18-07, 01:15 AM
Here you go SamWolf.

http://files.filefront.com/GWX__Stay_Alert_16km_V1127z/;7540011;/fileinfo.html

Alex
05-18-07, 02:07 AM
(it have small diferences from the beta version, so the testers need to download again)

Ok, downloading. :cool:

THANK YOU VERY MUCH ! :sunny:

Jimbuna
05-18-07, 05:18 AM
Cheers Rubini :rock: :up:

Samwolf
05-18-07, 05:52 AM
Thanks, Kpt. Lehmann:up:

Kpt. Lehmann
05-18-07, 06:43 AM
Thanks, Kpt. Lehmann:up:

No problemo.:arrgh!:

Rubini
05-18-07, 07:47 AM
Here you go SamWolf.

http://files.filefront.com/GWX__Stay_Alert_16km_V1127z/;7540011;/fileinfo.html

Many thanks Kaptain!:up:

Wilcke
05-18-07, 10:11 AM
Rubini,

Thanks, and have great a weekend!!!

Wilcke

bert8for3
05-18-07, 04:10 PM
@Rubini. Tks from here too. You've put a lot of work into this.

Kpt. Lehmann
05-18-07, 05:23 PM
Here you go SamWolf.

http://files.filefront.com/GWX__Stay_Alert_16km_V1127z/;7540011;/fileinfo.html

Many thanks Kaptain!:up:

Any time sir. Great work on the player crew refinements.:up: :up: :up:

Redfox11
05-20-07, 12:03 AM
Thank you for your efforts, Rubini!

Paajtor
05-20-07, 11:09 AM
Great news, Sir...thank you very much indeed!:up:

Woof1701
05-21-07, 12:29 PM
Great. Thanks! :up:

Kaleun Cook
07-11-07, 04:37 AM
Ah, I was still running the beta, just downloaded the final version. :up:

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?

Dimitrius07
07-11-07, 09:06 AM
Thanks for your work Rubini :up:

Now the question - will thise improve version going to be includet with the GWX patch? :ping:

Rubini
07-12-07, 08:56 AM
Hi mates,

Sorry the delay to reply, I only visit subsim 2 or 3 times per week now...


Kaleum Cook wrote:
Ah, I was still running the beta, just downloaded the final version. :up:

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?


In the "Stay Alert 16km" version I don't changed anything on the GWX AI. So, the enemy behaviour should be the same, including visual detection. in the opposite side, in the "Stay Alert 8km" i reduced a bit the enemy max range to visual detection purposes because the player (and the player crew) only can detect at 9km max. I guess that this is the best balance for both atmosphere mods (16km and 8km).
Try to save a position (or make a single test mission - calm and clear day) and run it with and without the Stay Alert 16km mod and see how and when the enemy will detect you. I expect the same behaviour here. Obviously do this in early war to avoid instrumental detection. The unique diference that you could see with the mod is that your crew probably will detect the enemy first now (the smoke on the horizon!).:yep:

Dimitrius07,
I'm not sure, but I guess that this mod will be incorporated (or adapted) on GWX 1.04.;)

Alex
07-14-07, 04:14 AM
I'm not sure, but I guess that this mod will be incorporated (or adapted) on GWX 1.04.;)

Can any GWX team member can confirm it ? :huh:

Jimbuna
07-14-07, 06:27 AM
Sorry the delay to reply, I only visit subsim 2 or 3 times per week now...

Sorry to hear that Rubini....hope your visits become more frequent before too long :yep: :up:

Zero Niner
07-15-07, 01:06 AM
How do I put in Jungman's AI_Sensors.dat, where does it go?
The sensors.dat file under library is 1,109 kb whilst the first file is only 17 kb.
And what do I rename it to?

Kpt. Lehmann
07-15-07, 09:41 AM
I'm not sure, but I guess that this mod will be incorporated (or adapted) on GWX 1.04.;)

Can any GWX team member can confirm it ? :huh:

An adaptation of Rubini's stay alert visual and hydrophone mods will very likely be included.

Dimitrius07
07-15-07, 10:44 AM
ok Rubini ;) thanks for our reply :up:

An adaptation of Rubini's stay alert visual and hydrophone mods will very likely be included.

Thats good news, i`am not yet played with the mod - because i` am in the middle of patrol (havy enemy air craft trafic) but as soon as i return to la Spezia i will :D

Alex
07-15-07, 11:10 AM
I'm not sure, but I guess that this mod will be incorporated (or adapted) on GWX 1.04.;)

Can any GWX team member can confirm it ? :huh:

An adaptation of Rubini's stay alert visual and hydrophone mods will very likely be included.

Very nice, Kpt. ! http://www.crypticmadness.com/Forum/images/Smiles/Applaudissements02.gif
I love this mod by Rubini :rock:

:sunny:

Dimitrius07
07-15-07, 02:00 PM
ok! I` am returned to La Spezia, Its Rubini mod time! :yep: :rock:

Kpt. Lehmann
07-15-07, 05:03 PM
Bear in mind that it will be an adaptaptation and will not be exactly as the original.;)

Alex
07-15-07, 05:04 PM
Hmm... Ok. :cool:


:ping:

Rubini
07-15-07, 10:20 PM
How do I put in Jungman's AI_Sensors.dat, where does it go?
The sensors.dat file under library is 1,109 kb whilst the first file is only 17 kb.
And what do I rename it to?
Hi Zero Niner,

Itīs already a long time since this mod was made, but the AI_Sensors.dat will replace the original GWX 1.03 one in the Library folder. So, you need to rename correctly the AI_Sensors_Jung16km.dat to AI_Sensors.dat on "Optional" folder of the mod and put it in the Library folder of the mod and then activate the mod using JSGME. No need to mess with the Sensors.dat file (Sensors.dat stay as it is on the mod). ;)

Hopes that help you!

Edited: Also make sure that you are using the last version (V1.2); link on page 3, post 52.:yep:

Zero Niner
07-15-07, 10:58 PM
How do I put in Jungman's AI_Sensors.dat, where does it go?
The sensors.dat file under library is 1,109 kb whilst the first file is only 17 kb.
And what do I rename it to? Hi Zero Niner,

Itīs already a long time since this mod was made, but the AI_Sensors.dat will replace the original GWX 1.03 one in the Library folder. So, you need to rename correctly the AI_Sensors_Jung16km.dat to AI_Sensors.dat on "Optional" folder of the mod and put it in the Library folder of the mod and then activate the mod using JSGME. No need to mess with the Sensors.dat file (Sensors.dat stay as it is on the mod). ;)

Hopes that help you!

Edited: Also make sure that youn are using the last version (V1.2); link on page 3, post 52.:yep:

Thanks! :)

onelifecrisis
08-10-07, 06:45 AM
Rubini, you're awesome!

:rock:

Rubini
08-12-07, 08:33 PM
:up: .

KrvKpt. Falke
10-10-07, 07:03 AM
Thinking of trying this mod but have one question: what is "...uses crew efficiency=true/false" in sensors cfg file? I mean: how my game will behave with crew efficiency set to true and how with set to false?

Rubini
10-10-07, 05:40 PM
Thinking of trying this mod but have one question: what is "...uses crew efficiency=true/false" in sensors cfg file? I mean: how my game will behave with crew efficiency set to true and how with set to false?

True= will use your crew health and skill status to detect things more early or late.
False= will work always, just put crew on that station.

The mod will work with both options. I prefer with false because when set to true the whole thing will act as very dumb crew sometimes. It's in the end a taste matter.:up:

KrvKpt. Falke
10-11-07, 05:31 AM
OK, will try the "false" one, and see how it feels.
Thanks:up: