View Full Version : [REL] M.E.P v3 ( ManosEnvironmentPro -version3)
makman94
12-08-09, 04:49 PM
link to final version of mod:
www.subsim.com/radioroom/showthread.php?t=204929 (http://www.subsim.com/radioroom/showthread.php?t=204929)
Uber Gruber
12-08-09, 06:24 PM
:rock::salute::yeah::up::yeah::salute::rock:
Rothwell white
12-09-09, 12:58 AM
Wow fantastic :yeah: :salute::rock:
Magic1111
12-09-09, 03:54 AM
Hello makman !
Absolutely wonderful MOD !!! :rock:
Many, many thanks for the great "early Christmas present", makman ! :yeah:
Best regards,
Magic :salute:
makman94
12-09-09, 01:29 PM
glad you like it guys ! :up:
enjoy
Magic1111
12-09-09, 02:07 PM
hello Di3lta-303,
your question is 'strange' becuase the realweatherfix doesn't have a scene.dat (so ...it is impossiple to have 'conflicts') .
the realweatherfix is an .exe that will make the necessery changes to the values of scene.dat that you are currently using .so , you run the realweatherfix after you have installed the M.E.P and you are ready to go .
if you want to make MANUALLY the changes that the realweatherfix is doing to scene.dat here is what you have to do :
open with s3d the scene.dat of M.E.P and change the follows :
http://i545.photobucket.com/albums/hh372/makman94/1-16.png
http://i545.photobucket.com/albums/hh372/makman94/2-16.png
Hello makman !
One question: Is the RealWeatherFix from your post above in M.E.P. v3 included ?
Best regards,
Magic
What a treat, what a treat :yeah: Love to see it finished :salute:
makman94
12-10-09, 07:16 AM
Hello makman !
One question: Is the RealWeatherFix from your post above in M.E.P. v3 included ?
Best regards,
Magic
yes Magic, it is allready included
What a treat, what a treat :yeah: Love to see it finished :salute:
:up:
Magic1111
12-10-09, 09:13 AM
yes Magic, it is allready included
Many thanks for your Reply, makman ! :yeah:
Best regards,
Magic
Uber Gruber
12-10-09, 09:27 AM
Has anyone looked at the first picture...just to the right of the bow, on the horizon.....at first I thought it was some crud on my monitor and tried to scratch it of....but no....look real close....its a SMOKE STACK!!!!!
Absolutely brilliant work Mr Makman94, consider yerself prmoted to Mr Makman100! :up:
Has anyone looked at the first picture...just to the right of the bow, on the horizon.....at first I thought it was some crud on my monitor and tried to scratch it of....but no....look real close....its a SMOKE STACK!!!!!
Just wait for the NYGM version :D
In NYGM the older coal powered merchants have a darker, denser smoke, and doing an end-around overhauling a convoy or enemy ship seeing only the smoke column on the horizon, as it was done in real life is .... priceless!
The 20km environment with hull-down effect is as realistic as it gets in SH3, and allows using real life tactics that were until now much more difficult :yeah:
makman94
12-10-09, 12:36 PM
thats right Umber Gruber ...it is smoke ...
as Hitman says now you can use the real tactics...you can see the ship vanishing completely its hull and its smoke is fading till the distance of 20km
at NYGM is much better this effect exactly for the reasons that Hitman pointed
here is how this ship you see in first pic looks through binoculars .the ship is about 12km away on gwx:
http://i545.photobucket.com/albums/hh372/makman94/mepv3-bino.jpg
SeaWolf U-57
12-10-09, 12:36 PM
I am just wondering how you managed to place the Clouds in the sky a Nori00 TGA perhaps how did you produce it ??. :hmmm:
makman94
12-10-09, 12:55 PM
I am just wondering how you managed to place the Clouds in the sky a Nori00 TGA perhaps how did you produce it ??. :hmmm:
its the same test mission . the first pic is from that test mission setted its parameters at medium clouds and the pic with bino is from the same mission setted its parameters at clear sky.......
Seawolf , you have an 'eagle eye ' ! :up:
I am just wondering how you managed to place the Clouds in the sky a Nori00 TGA perhaps how did you produce it ??. :hmmm:
Nori00.tga is an empty file for clear skyes. If you put some mild clouds there the sky looks much better, as you only rarely see it completely blank. In NYGM this is a must, because the modifications that Stiebler introduced in the campaign layer to further fix the weather bug (persistent bad weather) tend to have it stick oppositely at clear skies. Now they will no longer look that "artificial" :up:
SeaWolf U-57
12-10-09, 02:39 PM
Nori00.tga is an empty file for clear skyes. If you put some mild clouds there the sky looks much better, as you only rarely see it completely blank. In NYGM this is a must, because the modifications that Stiebler introduced in the campaign layer to further fix the weather bug (persistent bad weather) tend to have it stick oppositely at clear skies. Now they will no longer look that "artificial" :up:
I never played NYGM so I was always use to seeing the the Nori00 blank
untill about 25/10/ when i was working on my version water 5.7 then I decided the easiest way to put clouds in the sky would be to edit the Nori00 TGA. :hmmm:
Edit... Looking back through my versions i see V5.5 was the first version to use the edited Nori00 TGA
makman94
12-10-09, 03:22 PM
I never played NYGM so I was always use to seeing the the Nori00 blank
untill about 25/10/ when i was working on my version water 5.7 then I decided the easiest way to put clouds in the sky would be to edit the Nori00 TGA. :hmmm:
Edit... Looking back through my versions i see V5.5 was the first version to use the edited Nori00 TGA
the image that is responsible for the clouds on the clear sky is the senin.tga ( not the nori00.tga)
but Seawolf what exactly are you saying (or...try to say ) here ????
SeaWolf U-57
12-10-09, 03:24 PM
Its a good way of doing it :up:
he image that is responsible for the clouds on the clear sky is the senin.tga ( not the nori00.tga)
Ah yes, sorry, was confused by the question about Nori00 and the response about being used to see it blank ... :)
ReallyDedPoet
12-10-09, 05:35 PM
If there is an issue lads, why not deal with it via PM, thanks :yep:
Uber Gruber
12-11-09, 07:21 AM
In NYGM the older coal powered merchants have a darker, denser smoke, and doing an end-around overhauling a convoy or enemy ship seeing only the smoke column on the horizon, as it was done in real life is .... priceless!
The 20km environment with hull-down effect is as realistic as it gets in SH3, and allows using real life tactics that were until now much more difficult :yeah:
@Hitman
So the NYGM version will be better ? Is that correct ? Also, what do you mean by the "hull-down effect" ?
And finally, could i ask what your mod list is Hitman ? We share a similar passion for realism methinks :up:
Cheers, UG
So the NYGM version will be better ? Is that correct ?
Sorry I did not explain it well. Graphically it will be exactly the same, but it will come with a sensors file adapted to NYGM. If you enable the mod as it is right now over NYGM, the superb work done in NYGM with the sensors will be messed up. But you can test it already as for the graphical aspect if you want, just beware that the Ai detection will not be 100% accurate :yep:
Also, what do you mean by the "hull-down effect" ?
When ships are distant, beyond the horizon (Which is at about 8000 metres when viewed from an uboat's bridge) they appear to have the hull below the water, an effect caused by the curvature of the earth. The more distant they are, the less you see from them, until only the higher parts can be seen, sometimes only the smoke column above the ship. With 20km environment, this effect can be made noticeable enough and allow you to overtake the target seeing only tips of the masts.
Other environment mod, mainly OLCE and those based directly upon it do not have that effect in benefit of a sharper horizon, correctly rendered waves and no "masts floating in the fog" effect due to limitations in the way the SH3 engine renders this effect. OLCE ships since some time ago with an improved version that makes it noticeable when a ship is before or beyond the horizon (Which helps you estimate the distance to it, as in real life), but a ship at maximum distance is not completely "hull down", i.e. the way it "sinks" in the horizon is not proportionally correct.
And finally, could i ask what your mod list is Hitman ? We share a similar passion for realism methinks
Right now I use NYGM and GWX with my optics mod (A new version of my optics is in progress) and the Manos 16km environment, but I will of course switch to the 20k one for NYGM as soon as it becomes available. I also enable IABL's merchant ships, My compass mod, lite harbour traffic and Open hatch.:up:
@Makman
Well done! Bravo! Thats wonderful.
I'm waiting the release for the NYGM supermod too. At last, i will be able to play this great supermod with a nice -20km :rock:- environment.:yeah:
:D
Uber Gruber
12-11-09, 12:06 PM
@Hitman
Thanks for the well written reply - most helpfull. I'm looking forward to getting my new install up and running to try this out. Oh and definately looking forward to your optics mod :yeah:
makman94
12-11-09, 02:55 PM
some words about the horizon
----------------------------
the horizon in M.E.P v3 is not mathimatically correct . a ship ,with a 25m mast,must start 'vanishing' its hull at about 8-8.5 km (this is achieved) BUT must also completely 'vanish' its mast at about 12.5 km away (curveness of earth).this is not achieved becuase the curveness of earth is not modeled in game.it will completely vanish its mast far away than 12.5 km (at about 16km) thats why you can see ,in a 20km environment , the ship to be 'vanished' completely. the horizon line also is not correct placed becuase of some other reasons ,that has to do with the look of ship when it will be far away
everything you see is just 'tricks' in order to have an illusion of horizon.the idea of that 'tricks' belongs to Hitman and Olc ,my first intentions was to make horizon in a different way (becuase i thought that curveness of earth was not so important at these distances -till 20km)but after some discussion i had with Hitman ,i realised that i have 'missed' things and start an investigation on this subject .the numbers i am telling you at the start of this post are the correct ones (caused by the curveness of earth) but i am afraid that it is impossible to be achieved in game (sh3's limitations) , i did the best i could and wish someone ,more talented , to suceed on this
about the sensors at NYGM: NYGM has very well made sensors and at visual sensors ,Observer (the athour of NYGM's sensors) has created DIFFERENT visual sensors data for the merchants,different for the small ships,different for the small boats and different for the warships (all other supermods and stock are using the same data for the AI-sensors) . he had made a wonderfull job , so sensors for NYGM need much more time at tests, thats why are not released yet
FUBAR295
12-11-09, 11:07 PM
Looking forward to the NYGM version. What a great looking mod... Thanks for the hard work.
Uber Gruber
12-13-09, 05:21 AM
Nice explanation Makman. It's really helpful when modders explain the technicalities of their mods as it allows the community to make informed decisions about what to include in their installs. Reminds me of the great days of RuB and NYGM. And fair play to Observer for putting the hard the work in to making decent sensors.
Hats off to all of you:salute:
A bit OT but I should like to share with you guys this little mod: http://www.subsim.com/radioroom/showthread.php?t=159136
I could not find the commented modified senin.tga on NYGM last version (perhaps I could have not looked deep enough - as i haven´t it really installed:oops:) - anyway this is my version of it...i really liked the idea Hitman.;)
@Makman: thanks by MEPv3, it´s really great and excuse my absence, RL REALLY heavy duties last 2 months.
FUBAR295
12-14-09, 12:19 AM
Rubini,
Already did the DL on your mod. Look forward to trying it out. And Thank you.
Good Hunting,
FUBAR295
makman94
12-14-09, 12:16 PM
@Magic, Tomfon , Uber Gruber , Fubar295 : thank you all for your very kind words:up:
A bit OT but I should like to share with you guys this little mod: http://www.subsim.com/radioroom/showthread.php?t=159136
.....I could not find the commented modified senin.tga on NYGM last version (perhaps I could have not looked deep enough - as i haven´t it really installed:oops:)
hello Rubini,
you can find the commended senin.tga inside the files of M.E.P v3 (or v2.1 or v2) (look at it through the irfanview programm).
i will take a look at your new image , thank you:up:
@Makman: thanks by MEPv3, it´s really great and excuse my absence, RL REALLY heavy duties last 2 months.
glad you like it Rubini ! don't even think that i was bothered for not replied to me ..... i tottaly understand what rl can do....
you are always wellcome (i think you know that allready):DL
ryanwigginton
12-17-09, 05:56 AM
Can I just confirm this completely replaces OLCs mod. If so, will I lose any OLC Gold interface functionality by using this or is the interface part exactly the same? Very impressed by the screenshots.
Magic1111
12-17-09, 06:09 AM
Can I just confirm this completely replaces OLCs mod. If so, will I lose any OLC Gold interface functionality by using this or is the interface part exactly the same? Very impressed by the screenshots.
Hi !
You can run M.E.P. v3 on top of Olc gold, you will not 'lose' anything of Olc's gui.
M.E.P. v3 is only an environment mod !
Best regards,
Magic
ryanwigginton
12-17-09, 02:41 PM
Thanks. Works great but I'm having flat sun issues. In the past I've resolved this by adjusting AA, AF, gamma correction or transparency AA. I tried completely removing all of these but was still getting it. So added flat sun fix, but now even this isn't working. Here's my install order:
OLC 'Gold' MkII ~ Option 4
OLC 'Gold' MkII ~ Flat Sun Fix
OLC 'Gold' MkII ~ MkIId Update
TMT v2
ManosEvironmentPro v3
Macine spec in my signature. Any ideas?
makman94
12-18-09, 11:27 AM
Thanks. Works great but I'm having flat sun issues. In the past I've resolved this by adjusting AA, AF, gamma correction or transparency AA. I tried completely removing all of these but was still getting it. So added flat sun fix, but now even this isn't working. Here's my install order:
OLC 'Gold' MkII ~ Option 4
OLC 'Gold' MkII ~ Flat Sun Fix
OLC 'Gold' MkII ~ MkIId Update
TMT v2
ManosEvironmentPro v3
Macine spec in my signature. Any ideas?
hello Ryanwigginton ,
i am tottaly convinced by now that the sun's halo missing issue is caused by the settings at your video cards ( it doesn't matter if you haven't this issue with other environment mods...all you have to do is to 'play' a little with the video card's settings )
you will find some usefull infos at post 70 here :[REL] M.E.P v2.1 (ManosEnvironmentPro-version 2.1) (http://www.subsim.com/radioroom/showthread.php?t=156259)
also there is a workaround at post 22 till the end here : [REL] Man0s Environment Pro (http://www.subsim.com/radioroom/showthread.php?t=147977)
but above all , i will suggest you to USE nhancer with the settings that Rubini suggested (link at the first post of this thread ).this will solve your problem and also you will be amazed with all the differences that nhancer is doing ! besides that, have in mind that M.E.P v3 (and v2.1 ) was designed with nhancer enabled
HTH ,
bye
ryanwigginton
12-18-09, 01:00 PM
Thanks makman. I'm already using Rubini's nhancer settings. Tell me, is your flat sun fix, identical to OLCs?
Captain Birdseye
12-18-09, 10:34 PM
I've just watched sunrise with this mod and it was amazing. Definitely download if you don't have it already!
makman94
12-19-09, 09:01 PM
Thanks makman. I'm already using Rubini's nhancer settings. Tell me, is your flat sun fix, identical to OLCs?
are you sure that nhancer is enabled? i am telling you this becuase nhancer is a little bit 'tricky' at enableing it . still haven't figure exactly the enable procedure of nhancer (other times i have to tic the manual enable button...others not ) . just make sure that nhancer is running in your game
as for the flatsunfix : no it is not the same ....you will use ONLY the one included in the .rar
nothing else must be used for M.E.P v3
after you make sure that nhancer is running ,enable the flatsunfix for M.E.P v3( if you still have the issue).
if the issue still insist after all these....sorry i really don't know
I've just watched sunrise with this mod and it was amazing. Definitely download if you don't have it already!
:up:
ryanwigginton
12-20-09, 08:13 AM
Ok. Now I have your mod enabled correctly. I'd just extracted the zip from filefront to my MODS folder and didn't realise there were sub-directories within the ManosEvironmentPro folder.
The Flat Sun Fix v3 works now. However, it's broken again whenever I enable any AA, even x2 AA breaks it.
It could be nvidia driver related as I updated recently to the lastest version for my card (195.62)
I will keep playing and let you know if I have any success.
Hi all,
Two things...
First, the sun halo thing. On recent generation nVidia cards at least (I have a 260 GTX), this can be fixed by using the hi res mod to set the game resolution to something other than a) the default 1024x768, or b) your display's native res (1920x1200 in my case). Since this hi res mod has the unfortunate tendency to "extend" mouse travel several feet off the screen at higher resolutions, I choose to use something closer to the default, like 1280x1024. This somewhat mitigates the mouse issue while restoring the image of the sun to it's intended glory.
Second, has anyone noticed anything "odd" about long range encounters with enemy warships after installing this mod? I find that they now have the ability to straddle and hit me with several salvos before I even get a first sighting on them. It's as if the enemy sensor ranges have been adjusted to accommodate the 20k environment, but not my own. The enemy's gunnery accuracy could use some toning down as well.
I'd be perfectly willing to fix this myself (for my own amusement at least, if no one else agrees this is something that needs to be corrected) but I have no idea which variables to tweak.
Otherwise I think this is a great mod (I'm definitely a big fan of Makman's work) and the 20k visibility has the potential to be a big step forward.
JD
ryanwigginton
12-21-09, 11:53 AM
jdkbph, can you direct/link me to this hi-res mod please. My searches aren't yielding any results. Thanks.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1092
I know it's called XP SP2, but I'm running Win7 and it still works fine.
JD
makman94
12-21-09, 02:50 PM
.....
Second, has anyone noticed anything "odd" about long range encounters with enemy warships after installing this mod? I find that they now have the ability to straddle and hit me with several salvos before I even get a first sighting on them. It's as if the enemy sensor ranges have been adjusted to accommodate the 20k environment, but not my own. The enemy's gunnery accuracy could use some toning down as well.
hello Jdkbph,
first of all you didn't say if you are running the sensors for wac or for gwx
as i said in the readme the ships are not so blind anymore.the settings at sensors is a big headache becuase they are not tottaly distinguished by day and night . in this set at day you spot the ship at about 20km and the ship is start firing at you at about 11.5 km .but this depends of how high are the visual sensors of the enemy.i used a middle height for visual sensors ship at tests.it is possible that you 'meet' a very 'tall' ship...i guess that it will see you further than 11.5km but this is an exeptance . (i don't want to be that way but i had to make ,as for the distances at day, some conciliations for the name of night) .
with these settings you have a range of about 8.5 km between 'you spot the ship-the enemy spot you '
with stock gwx-16km and stock gwx sensors,running the same mission ,you spot the ship at 16km and the ship is start firing at you at about 9.5 km (distance between these two is about 6.5 km )
the accuracy of enemy's guns is untouched...meaning that your game is still using the settings of supermod
i never said that these settings are the best ....it is a matter of tastes ...especially for the night (there is the big 'problem') .read the first post again, if you don't like them , just don't run the files for sensors but do only one edit at your sensors.dat(read the first post)
of course , this theme , is always open and it will be very nice if a 'professor' at sensor's settings (like Rubini...or Observer or Redwine...) will spend his time and make a visual sensors pack for 20km !
ryanwigginton
12-21-09, 03:50 PM
jdkpbh,
Thanks! The res mod fixed my flat sun.
To makman94, I just ran a single mission, the first on the list. Surfaced the boat and accelerated time. Time acceleration stopped approx 1230hrs when my crew spotted a warship. I went to the bridge and asked the watch officer for a bearing then looked that direction with the binos. Think it was at about 17km. I couldn't see a thing, not even a dot. So I accelerated at 32x until it had closed to about 14km, then asked for a bearing again. Again I couldn't see anything. I have GWX3 sensors installed.
Possibly a small warship but my point is some work needs doing here. If my watch crew can see the ship, then so should I. Visuals are great though.
hello Jdkbph,
first of all you didn't say if you are running the sensors for wac or for gwx
Hi Makman. Congrats on another fine mod release. I did apply the sensors for GWX per the readme.
in this set at day you spot the ship at about 20km and the ship is start firing at you at about 11.5 km .but this depends of how high are the visual sensors of the enemy.i used a middle height for visual sensors ship at tests.it is possible that you 'meet' a very 'tall' ship...i guess that it will see you further than 11.5km but this is an exeptance . (i don't want to be that way but i had to make ,as for the distances at day, some conciliations for the name of night) .
with these settings you have a range of about 8.5 km between 'you spot the ship-the enemy spot you '
with stock gwx-16km and stock gwx sensors,running the same mission ,you spot the ship at 16km and the ship is start firing at you at about 9.5 km (distance between these two is about 6.5 km) This is interesting, then, because I'm seeing something else entirely. I'm sure it's something I've done wrong, but let me explain anyway.
I've twice encountered enemy warships - one DD and one Dido class cruiser - both at extreme range, daylight and perfect weather. My first clue that I wasn't alone in both cases was shell splashes followed by "we're taking damage Captain!" (in German of course).
When I finally got a sighting report, the firing ship was at 18k + and coming on hard. That means they must have spotted me from the absolute max range of 20k and started firing immediately.
Here's my current mods list:
GWX 3 St Naz and Schluese and other units V4
GWX (St Naz) - Merged Campaign
WB's GWX campaign with 34 additional ships
GWX (WB) - Merged Campaign
GWX - Captain America's Officer Icons
GWX - Main movie - 'Das Boot'
OLC GUI 1.2.7 Core Files
OLC GUI 1.2.7 Dark Files
M.E.P v3
MEP v3 VisualSensors for gwx3
New_clearsky_clouds
Rapt0r's Instruments V3.1 (Without Red Circle)
WB's Decks Awash
WBNN Mission Orders
LifeBoats&Debris_v3B
TMT v2
DoubleMastValues
Torpedo damage Final ver2.0
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
TypeVIIb
Emblems
If you see something wrong here that might be causing this extreme behavior, I would appreciate any advice as to how I might correct it.
Thanks.
JD
makman94
12-21-09, 08:40 PM
jdkpbh,
Thanks! The res mod fixed my flat sun.
To makman94, I just ran a single mission, the first on the list. Surfaced the boat and accelerated time. Time acceleration stopped approx 1230hrs when my crew spotted a warship. I went to the bridge and asked the watch officer for a bearing then looked that direction with the binos. Think it was at about 17km. I couldn't see a thing, not even a dot. So I accelerated at 32x until it had closed to about 14km, then asked for a bearing again. Again I couldn't see anything. I have GWX3 sensors installed.
Possibly a small warship but my point is some work needs doing here. If my watch crew can see the ship, then so should I. Visuals are great though.
hi Ryanwigginton,
This is possible to happen (it happened to me)... when the ship is one of these motor torpedo boats....they have no smoke and becuase of the fact that their hull is totally vanished at these distances you will see nothing...BUT the sh3's engine 'sees' the ship so your crew is warning you
When I finally got a sighting report, the firing ship was at 18k + and coming on hard. That means they must have spotted me from the absolute max range of 20k and started firing immediately.
hi GD,
i see in your mod list that you still have enabled my visual sensors for the 20km but you said that you don't like them . if you want to switch back to original gwx visual sensors DON'T run the files for the sensors.
now, the behaviour you describe with the dido is tottaly unacceptable ! (i assume that you used my sensors) . i will create a mission with the dido to see if this is really happening . if you are right at this ...i will remove the files for visual sensors settings ....obviously a mistake must have been done there !
thank you for mentioning it
makman94
12-22-09, 10:59 AM
When I finally got a sighting report, the firing ship was at 18k + and coming on hard. That means they must have spotted me from the absolute max range of 20k and started firing immediately.
hi GD,
i made the tests at dido and the sensors behaved as expected . i spot the ship at 20 km and the enemy is start firing at me at about 12km when he 'sees' all of our hull (when he 'sees' the less of our hull ,,,he starts firing at about 10.5 km )
here you will find the test mission with the dido :
http://rapidshare.com/files/324428782/mission-dido.rar.html
drop the file in your data/singlemissions/english/ folder and run the mission (then run again the mission and turn your sub to facing the incoming enemy) . if you don't get the above results then ,definetely, something is wrong with your installation
also,keep in ming that if you use extreme tc it is possible to not spot the ship in time
i 'played' a little with the sensors and i will give you a new set which will be like this:
at day: enemy will start firing to us at 10.5km when he 'sees' all of our hull and at 9km when he 'sees' the less of our hull ( correct Hitman ?)
Uber Gruber
12-22-09, 11:12 AM
I have had a similar experience with a speed boat where the WO sees it from miles off but I don't see it till its a couple of thousand meters away.
makman94
12-22-09, 11:28 AM
I have had a similar experience with a speed boat where the WO sees it from miles off but I don't see it till its a couple of thousand meters away.
yes Uber Gruber correct, the boats that has no smoke ( or very little smoke ) will not be vissible by player at far distances . sh3 's engine,although, will 'see' them ...nothing can be done about it (thats why Hitman was telling you that the effect is much better on NYGM becuase of the ship's smokes that NYGM is using)
i am using a version of TMT v2 with EFS on gwx which is putting more smoke to gwx's ships . this version is a work of Rs77 .i have send him a pm in order to release it but he has 'dissapeared' long time now
besides that,have in mind that the 16km versions (yes...its two versions...one with normal nights and one with dark nights) of M.E.P v3 are ready ! at these versions i have changed the horizon (not using the ''hull down'' effect--can't be so good at 16km) and some minor tweaks at sunset-sunrise.
but i can't release these versions yet for some other reasons that its not at the moment
Makman, yes, I was in high TC (4096x) both times. Perhaps that's the problem.
Meanwhile, I tried your suggestion of removing the sensors for GWX and just modding the sensors.dat file. That seems to work better in those cases.
Thanks
JD
Any news on the NYGM sensors version?
Uber Gruber
01-14-10, 01:06 PM
Interesting that you raise the point of dark nights/light nights. I've noticed that SH3 is quite dark on an LCD monitor but not dark enough on a CRT monitor. Then again, it could just be that my monitors are crap. I find it really hard to see a thing at night on the LCD and have to look at the screen from an angle of 45 degrees to see anything through the optics on a dark night...really hurts the neck when 'aving a go at a convoy too.
Great mod though Makman!:up:
makman94
01-15-10, 10:34 AM
Any news on the NYGM sensors version?
hello Dani ,
the sensors for NYGM are ready but still some people (and me) are testing them ! when all are ,for sure, ok i will release them
i will release also a new sensors's pack for M.E.P on gwx and also one new pack for M.E.P on wac4.1
but right now i am facing an issue with some artifacts on sky (its not happening all time and thats the hard part ...)
the pic is from the incoming M.E.P v3-16km for lsh3 v5 but i am wondering if anyone has this issue with M.E.P v3-20km
here :
http://i545.photobucket.com/albums/hh372/makman94/picture124.jpg
FUBAR295
01-15-10, 10:21 PM
Makman94,
For what it's worth, I have notice those same type artifacts previously while in game since the get go with SH3. I tend think that this is either inherent of SH3 or NYGM. I would not tend to think it is related to your mod outright. I just tend to ignore them, but if figure out what's going on, Kudos to you.
Good Hunting,
FUBAR295
Hello Makman94,
I also have had this artifacts in the sky (day & night).
Cause for this was the "Supersampling" modus in the AA parameters for my SLI Nvidia graphic cards. After switching back to normal supersampling (4x or 8x) or normal sampling (4x or 8x) I never see this artefacts again.
Michael
hello Dani ,
the sensors for NYGM are ready but still some people (and me) are testing them ! when all are ,for sure, ok i will release them
i will release also a new sensors's pack for M.E.P on gwx and also one new pack for M.E.P on wac4.1
thanx for the answer,makman.:salute:
=FI=Ghost
01-16-10, 04:12 PM
Hi there! I think I have a problem with this mod.
I use GWX 3.0 and I installed this mod together with sensors for GWX. Now I have spent almost 2 weeks on a patrol and all of that time my visibility has never reached more than 9km, even on clear, sunny days. Is that a bug of some kind? Here's my mod list:
GWX 3 St Naz and Schluese and other units V4
WB's campaign with VonDos' ships v1.9
WB's GWX campaign with 34 additional ships
TMT v2
Torpedo damage Final ver2.0
GWX - Captain America's Officer Icons
Rapt0r's Instruments V3.1
Thomsen's Sound Pack V3.2
Thomsen's Sound Pack V3.2 part III
Thomsen's Sound Pack V3.2 part II
Thomsen's Sound Pack V3.2 part II b
Thomsen's Sound Pack V3.2 part II c
Real Depth Charge
WB's additional ships TMT fix
Waterstream+Exhaust Combi V2.3 for GWX3
evan82's Loading Screens
CombiMod OLC 'Gold' MKIId & ACM
DD_OH_V3.09
M.E.P v3
FlatSunFix for M.E.P v3
MEP v3 VisualSensors for gwx3
IXBRedHullSkin
GWX3.0 All_Weather_Guns
makman94
01-17-10, 08:25 AM
@FUBAR295,Mischa : thank you for your feedback....problem seems to be solved by now
@=FI=Ghost : yes, this issue is allready known and solved ! it happens at days with partial clouds (not at clear -clear days) .this issue will be taken care with the new sesnors pack that i will release in a few days (the sensors pack will come with a 'new' scene.dat which is correcting things like these)
bye
comet61
01-17-10, 03:21 PM
For the life of me I cannot get the MEP v3 to work regardless of what I do. With or without GWX, I still get that goofy "window ring" in all views except in the sub (internal views). I have tweaked the graphics and Graphics card every which way....and nothing works. If I unload MEP via JSGME, it'll stop. I discussed this on another thread, so far all suggestions are a bust. Can't figure it out. Right now I am back to GWX3 and MaGui and all is well....weird mystery.:06:
=FI=Ghost
01-17-10, 03:27 PM
@FUBAR295,Mischa : thank you for your feedback....problem seems to be solved by now
@=FI=Ghost : yes, this issue is allready known and solved ! it happens at days with partial clouds (not at clear -clear days) .this issue will be taken care with the new sesnors pack that i will release in a few days (the sensors pack will come with a 'new' scene.dat which is correcting things like these)
bye
Thank you, I am looking forward to it!
=FI=Ghost
01-24-10, 10:49 AM
@FUBAR295,Mischa : thank you for your feedback....problem seems to be solved by now
@=FI=Ghost : yes, this issue is allready known and solved ! it happens at days with partial clouds (not at clear -clear days) .this issue will be taken care with the new sesnors pack that i will release in a few days (the sensors pack will come with a 'new' scene.dat which is correcting things like these)
bye
Any news on that fix Makman?
makman94
01-24-10, 10:58 AM
Any news on that fix Makman?
be a little patient =FI=Ghost,i were busy with some other mods and haven't done any progress to our theme here.the fix its nearly finished, i believe that in the next week will be released
=FI=Ghost
01-24-10, 12:55 PM
be a little patient =FI=Ghost,i were busy with some other mods and haven't done any progress to our theme here.the fix its nearly finished, i believe that in the next week will be released
Roger, thank you!
Pomorza
01-26-10, 11:32 PM
I'm not sure if this has been discussed but I'm having a bit of a problem with the MEP.When night falls the surroundings begin to look like a negative image. Everything is really gray and white. Its fairly annoying as I really like this mod but cannot use it because of this issue. Any ideas guys?
Thanks greatly
Jan
makman94
01-27-10, 03:41 PM
I'm not sure if this has been discussed but I'm having a bit of a problem with the MEP.When night falls the surroundings begin to look like a negative image. Everything is really gray and white. Its fairly annoying as I really like this mod but cannot use it because of this issue. Any ideas guys?
Thanks greatly
Jan
Hello Pomorza,
to tell you the truth i don't understand what your issue is , a pic will be very helpfull
bye
makman94
01-27-10, 03:43 PM
you can find at my ff page the ''M.E.P v3-fix pack+Sensors'' which is correcting some issues at detection ranges and also containes the Sensors packs for each supermod (instructions and details at its readme)
=FI=Ghost
01-27-10, 06:50 PM
Thank you Makman!
Magic1111
01-28-10, 05:09 AM
I would also say thanks for the fix ! :yeah:
Best regards,
Magic:salute:
fastfed
08-27-10, 12:38 PM
I know this is an old thread, but does this mod work with GWX3 ?? thanks
frau kaleun
08-27-10, 12:43 PM
I know this is an old thread, but does this mod work with GWX3 ?? thanks
Yep. :yep:
Make sure you disable any other environmental mods before enabling this one (GWX 16km Atmo, SH5 Water, etc.). Also make sure you read through the info on MEP and get any necessary "fixes" plus the correct MEP Sensor mod to use with your game installation.
IIRC you must at the very least install MEP plus the appropriate Sensor fix in order for things to work right.
makman94
08-30-10, 03:56 AM
I know this is an old thread, but does this mod work with GWX3 ?? thanks
Sure it works....enjoy it ! just make sure to install the fix pack for it .you can find it at my ff page
bye
SkyBaron
11-05-10, 12:25 PM
Hi Makman, I really like your environment mod:salute:(thank you!) but on my monitor the nights are really bright, midnight looks like late afternoon. I had been using Is there a way I could make the nights darker? Maybe editing a file? Thanks!
makman94
11-09-10, 11:48 PM
Hi Makman, I really like your environment mod:salute:(thank you!) but on my monitor the nights are really bright, midnight looks like late afternoon. I had been using Is there a way I could make the nights darker? Maybe editing a file? Thanks!
hi NewCaptain,
have a look at the first post of thread and tell me if the SIXTH pic (the one that is above the pic with rain) looks to you like late afternoon.
if indeed looks like that all you have to do is to adjust your monitor settings (becuase it is a pic of night and not late afternoon) .have in mind that ALWAYS must adjust your monitor when testing a new env
if you want a darker than this....well it is not so simple.you have to edit the specular.tga(thats for the sea),probably,if you want the sky.tga(thats for the sky) in skycolors.dat and then you have to adjust the colors in envcolors.dat
just give a try to M.E.P v2.1 (it is 16km) .this one has the darker nights of all M.E.P 's versions
bye
SkyBaron
11-10-10, 09:40 AM
hi NewCaptain,
have a look at the first post of thread and tell me if the SIXTH pic (the one that is above the pic with rain) looks to you like late afternoon.
if indeed looks like that all you have to do is to adjust your monitor settings (becuase it is a pic of night and not late afternoon) .have in mind that ALWAYS must adjust your monitor when testing a new env
if you want a darker than this....well it is not so simple.you have to edit the specular.tga(thats for the sea),probably,if you want the sky.tga(thats for the sky) in skycolors.dat and then you have to adjust the colors in envcolors.dat
just give a try to M.E.P v2.1 (it is 16km) .this one has the darker nights of all M.E.P 's versions
bye
Hi makman94, thanks for the help! I'll try those suggestions. I think my old monitor might be at fault. I'll try to adjust it and test your 2.1 version as well. Thanks again! :)
nikbear
11-12-10, 05:44 PM
Does anyody know if this mod works with Rubini's 'Unofficial Rocket fix for GWX3.0 Gold??:hmmm::06:
makman94
11-15-10, 12:16 PM
Does anyody know if this mod works with Rubini's 'Unofficial Rocket fix for GWX3.0 Gold??:hmmm::06:
hi Nikbear,
no these two mods (mep and Rubini's rockets) are not compatible .
I believe that Rubini's mod can work also in a 20km environment but the more correct person to ask about this is....Rubini .
bye
Sure it works....enjoy it ! just make sure to install the fix pack for it .you can find it at my ff page
bye
YEAH works beautifully!!!!!!!
nikbear
11-18-10, 07:56 PM
Don't know if its supposed to be like this but,.......Been on patrol early Dec 1939 and Ive not seen a single cloud yet:hmmm:Been sunny most of the time but did rain today and even then no clouds:06:
Stars are there,sun is there,but no clouds ever:damn: What could course that:hmmm: Any ideas?
Don't know if its supposed to be like this but,.......Been on patrol early Dec 1939 and Ive not seen a single cloud yet:hmmm:Been sunny most of the time but did rain today and even then no clouds:06:
Stars are there,sun is there,but know clouds ever:damn: What could course that:hmmm: Any ideas?
Check that you have the cloud graphic files in your Silent Hunter III\misc folder, the files are "Nori...tga" (Several numbers)
nikbear
11-19-10, 05:28 AM
Thank you Hitman for the help,I appear for some reason to only have two!!!:wah: Nori00 and Nori01:06: How on earth thats happened I don't know!!
It seems the version of M.E.P v3 That I D/L only has those two in??:doh:
nikbear
11-19-10, 05:42 AM
This is weird,Ive D/L twice now again,from Subsim archive and Markman's own D/L section,and each time Ive checked,they are the only two Nori..TGA files in that folder:hmmm::06:
Would anybody be kind enough to email me the the other files that are missing please,so that I can put them in the correct folder?:up:
I have too only two "nori" files, so it must be normal. Try naother game and observe a weather, cos I have a clouds all the time :)
nikbear
11-19-10, 06:39 AM
Yoriyn,what size are those two folders please??:hmmm:
Don't now which folders you want?
Nori00.tga 3,403,946b (light clouds)
Nori01.tga 11,891,778b (heavy clouds)
full folder misc 35,452,305b
nikbear
11-19-10, 06:53 AM
Mine is Nori00.tga 4,097kb
Nori01.tga 11,614kb
:hmmm:Not sure what to make of that:06:
Total folder size 21.4MB :-?
Thy to download straight from makman94 filefront page
here is a link:
http://www.filefront.com/user/makman94
nikbear
11-19-10, 07:52 AM
Thank you,will give that a try and see if it works:yeah:
makman94
11-20-10, 12:14 AM
sounds like mods soup ! check if any mod that you have installed AFTER M.E.P is conflicting with M.E.P files . if there is any ....just disable it .
(oh .....and pay attention to this roll back feature of sh3 commander,in case that you are using it)
and yes, the Nori images are two (Nori00.tga and Nori01.tga).these two images and the senin.tga are responsible for the clouds.
Makman94: I just want to say, I check the MEPv3 in download section and they are different size then MEPv3 from your filefront page. I know the problem is not there, but one of the source is modified somewhere.
Sorry to come back late! It's normal that you have only two Nori files, but it could have happened that you didn't have any at all or only one; hence the hint to check that...
If you have both and still no clouds are showing, maybe it's related to the mods you are using. For example, NYGM sets by default no clouds in the campaign files, as that helps keeping a more steady good weather. So you might actually spend several days with absolutely clear skies.
Yur using NYGM by chance???
nikbear
11-21-10, 01:52 PM
In using GWX,and M.E.P v3 is always the last thing to be added in JSGME!:03:
Yoriyn,I noticed the discrepancy's between the 2 D/L's as well:06:
makman94
11-22-10, 03:38 AM
guys,
i downloaded today M.E.P v3 from both places (subsim's downloads and my filefront page) and their size is EXACTLY THE SAME ! (really strange that you don't see their same size too)
just for clarify this,in case that you compare it with the M.E.P v3-fix pack : the ''M.E.P v3-patch'' is an add on M.E.P v3
nikbear
11-28-10, 10:33 AM
Thankfully the version I D/L from the filefront page works wonderfully!
Loads of clouds and foul weather!!:yeah: Works great,thank you Makman:up:
Victor Schutze
11-28-10, 10:45 AM
Magnificent job:rock:
Thank you makman94:yeah:
Auk Auk
12-30-10, 02:58 PM
you can find at my ff page the ''M.E.P v3-fix pack+Sensors'' which is correcting some issues at detection ranges and also containes the Sensors packs for each supermod (instructions and details at its readme)
Hi. I would love to have access to the fix pack + sensors for GWX 3.0. Can you post on subsim? I don't have acess to ff.
Thanks,
Alec
try:
ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/
wizardmatt
06-21-11, 04:07 PM
Dunno if this counts as a necro or not :DL
Anywho, I hope someone can help me. I've tried Google, with only partial success. I'm using MEPv3 with the MaGUI-F. As you know, these mods refer to the amount of fog as the quality of "visibility" - "excellent," "moderate," "poor," and "zero". What I want to know is, what is the extent of the visible range at each of these levels? My google efforts found a post here at subsim by hitman, who gave a very good explanation of the basics of this subject. Following his suggestion, I opened up scene.dat with S3D and nosed around. Each visibility state expresses the visible range as a % of the maximum range, eg. Excellent=100%, Moderate=50%, and so on. Trouble is, I can't figure out which specific variable within scene.dat represents this %.
If someone can point me to the right spot, that would be great. Ta :salute:
makman94
06-24-11, 03:35 AM
Dunno if this counts as a necro or not :DL
Anywho, I hope someone can help me. I've tried Google, with only partial success. I'm using MEPv3 with the MaGUI-F. As you know, these mods refer to the amount of fog as the quality of "visibility" - "excellent," "moderate," "poor," and "zero". What I want to know is, what is the extent of the visible range at each of these levels?
hello Wizardmatt,
you are not saying if you are using my visual sensors or not.
but in any case (using them or not) ,i can't answer your question becuase long time have past since i made these settings and i don't remember these ranges that you are asking for . ( and i am glad that i don't remember becuase it is immersion 'killer' to know these ranges ).
have in mind that these ranges are not 100% precise becuase other parameters are involving dynamically at visuals such as ,for example , the aspect ratio of target or the light .
afaik,parameters that are effecting the visible ranges are the visuals in sensors.cfg and in sim.cfg ( located at data/cfg/) , the fog distances in scene.dat (especially the ObjectsReativeZmin and ObjectsReativeZmax values) and the ambientlight colours in envcolors.dat (maybe is more that can't remember right now).
Each visibility state expresses the visible range as a % of the maximum range, eg. Excellent=100%, Moderate=50%, and so on. Trouble is, I can't figure out which specific variable within scene.dat represents this %.
If someone can point me to the right spot, that would be great. Ta :salute:
no, this is not correct ...i mean modarate is not 50% and so on...
if you want to 'find out' these ranges (as i told you is a combination of the above settings) when you spot a ship ask for weather report and take a note of visibility state and visible range (or create specific single missions). sooner or later you will have the answer for all situations.at least i would have done this procedure in order to get these ranges if i wanted to.
wizardmatt
06-24-11, 09:09 AM
Ok mate kewl. For what it's worth, I'm using your GWX3 sensors too, plus the post by Hitman I'm referring to is in this thread:
http://www.subsim.com/radioroom/showthread.php?t=179443
Thx for the reply, and thx for the mods :salute:
Dreedlord
11-30-11, 06:18 PM
I've just downloaded this mod, and i'm impressed :D It looks fantastic! Great work!
subdragoon
12-01-11, 12:51 PM
Maybe you can help me. I have the GWX sensors pack installed and am having issues with my watch crew not spotting ships until they are right up on me, say 'medium' range. This is at night usually, but happens a lot in day time. Also during the day I'm having armed merchants fire at me with their deck guns when I can't even see them on the horizon, let alone my watch crew. I always get a "We are under attack!" way before any "ship sighted!" message. Any ideas? Seems like the sensors are out of whack on my install. I hope I can get it working because I love this environment! :hmmm:
makman94
12-04-11, 02:55 AM
Maybe you can help me. I have the GWX sensors pack installed and am having issues with my watch crew not spotting ships until they are right up on me, say 'medium' range. This is at night usually, but happens a lot in day time. Also during the day I'm having armed merchants fire at me with their deck guns when I can't even see them on the horizon, let alone my watch crew. I always get a "We are under attack!" way before any "ship sighted!" message. Any ideas? Seems like the sensors are out of whack on my install. I hope I can get it working because I love this environment! :hmmm:
obviously you haven't installed the ''M.E.P v3-fix pack+Sensors'' after the MEP v3. the fix pack containes fixes-adjustments at MEP's files and sensors which are dealing with the detection ranges.
read very carefully the installation notes for this fix pack.
for some reason ...the gamefront team deleted the files from my page but still you can find the files at this excellent place here : ftp://hartmuthaas.no-ip.org/Volume_2/Sharing/SH3COMMUNITYMODS/
username is Maik
password is Woelfe
subdragoon
12-04-11, 01:26 PM
Thanks makman!
What I had installed was MEPv3 and then 'MEP v3 VisualSensors for gwx3'. Apparently that did not include the fix.
von schatten
01-05-12, 05:24 PM
Love this mod but do not have the fix pack. The link posted above "ftp://hartmuthaas.no-ip.org/Volume_2/Sharing/SH3COMMUNITYMODS/" does not work. Can anybody help? Thank you in advance. Von Schatten.
Madox58
01-05-12, 05:30 PM
That FTP site is on a private feed and I saw a post that he may not be home to insure it is working 100% of the time.
Just keep trying from time to time and it will be working again.
It may be a few days, but it's worth waiting for!
It's a Top Notch link!!
:yeah:
von schatten
01-05-12, 05:39 PM
Thanks for the advice Privateer- I will keep on trying. I got shot-up by two British destroyers that my watch crew missed and spent several hours on the bottom playing possum, before I could make repairs and make an escape and am now leery about continuing this patrol without the fix.
SquareSteelBar
01-06-12, 02:21 AM
That FTP site is on a private feed and I saw a post that he may not be home to insure it is working 100% of the time...
...The link posted above "ftp://hartmuthaas.no-ip.org/Volume_2/Sharing/SH3COMMUNITYMODS/" does not work...
...but the link you posted is obsolete.
Look here (http://www.subsim.com/radioroom/showpost.php?p=1809626&postcount=106)
von schatten
01-06-12, 01:13 PM
Found it. Thanks all around. "Overheard in the Control Room of USS Sea Robin SS-407 after the Chief of the Watch had began lowering the snorkel mast before the main snorkel induction valve was closed... "Captain, we have flooded the main induction...". Reply from the CONN (CO).."Don't tell ME your problems..." Submitted by Paul Roggemann ET2(SS) 63-67 http://www.submarinesailor.com/quote.asp
rohan2302
02-26-12, 05:55 PM
Hey guys, i am quite new to sh3 modding and am currently playing the stock version without any supermods. I loved the m.e.p 2.1 env. mod and wanted to check version 3.0 out as well but i seem to have run into some kind of texture related issue since the water seems to 'shimmer' a little too much for my liking not just at the horizon but also just a few kms. out. This texture seems to have a yellowish tinge.. is this normal? the screenshots i have seen on this thread show extremely sharp and crisp details at the horizon.
I have a geforce card and i have heard that sh3 doesn't run particularly well on them. Do i need to tweak the AA, transparency, gamma correction in the nvidia control panel to solve this issue? As of now i only have 8x AF enabled. I'll try to post some pictures later on. Thanks.
Trefoil
02-26-12, 06:55 PM
Hey guys, i am quite new to sh3 modding and am currently playing the stock version without any supermods. I loved the m.e.p 2.1 env. mod and wanted to check version 3.0 out as well but i seem to have run into some kind of texture related issue since the water seems to 'shimmer' a little too much for my liking not just at the horizon but also just a few kms. out. This texture seems to have a yellowish tinge.. is this normal? the screenshots i have seen on this thread show extremely sharp and crisp details at the horizon.
I have a geforce card and i have heard that sh3 doesn't run particularly well on them. Do i need to tweak the AA, transparency, gamma correction in the nvidia control panel to solve this issue? As of now i only have 8x AF enabled. I'll try to post some pictures later on. Thanks.
If you look on the first page of this thread, makman94 recommends Rubini's Nvidia tweaks to SH3 listed here -
http://www.subsim.com/radioroom/showthread.php?t=128517
'nhancer' is recommended as a program to help apply the tweaks, however this is no longer supports current nvidia drivers. Posts at the end of Rubini's thread suggest an application called 'NVIDIA Inspector' be used instead.
I currently have an ATI card, but know from past experience that Nvidia cards can cause problems with SH3.
rohan2302
02-27-12, 02:12 PM
@Trefoil thanks anyway but the info on the first page wasn't all that helpful since the solution was kinda the opposite of what's suggested there. I can enable gamma correction without experiencing the flat sun/no halo issue but when AA was enabled - i tried both 2x and 4x MSAA as well as 2x supersamling the 'shimmering lights' would appear across the sea surface. In the beginning i thought it was intentional and perhaps what makman referred to in his readme as the 'horizon effect' but it soon became an annoying distraction so i knew it was some kind of texture issue.
rohan2302
03-07-12, 06:47 AM
Hey, i am using Makman's MEP V3 20km with MEP V3 fix. I don't have any supermods installed so i didn't install the sensor packs. I did however follow his instructions in the readme for MEP v3 and tweaked the sensors.cfg and sim.cfg accordingly. On top of that i made the changes that were described in the VampireNightVision Bugfix (http://www.subsim.com/radioroom/showthread.php?p=1849928#post1849928) board -
Visual range factor=0.5
Visual fog factor=1.00
Visual light factor=0.5
I don't have any issues with the detection ranges etc.
My nights are absolutely pitch black when OVERCAST and i am unable to see my own sub unless i exit the game, open nvidia control panel and bump up the gamma from 1.00 to 1.10. Anything more than this makes the lighting during the day too bright. While i can sort of tolerate this issue by just bumping up gamma what's been bothering me is the absence of fog and thus the perfectly clear vision i seem to have in both medium and heavy fog conditions. It's a real downer since i remember when i played SH3 for the first time a couple of yrs ago using the MEP v2.1 mod the fog rendering was superb and produced some incredibly memorable moments while hunting and being hunted. When there is light fog it is only noticeable when observing horizon through scope and heavy fog is not noticeably denser than medium fog.
This is what the relevant parts of my Sensors.cfg and Sim.cfg look like and they are followed by a few screenshots.
Sensors.cfg :
;Visual.
Visual range factor=0.5 ;[>=0]
Visual fog factor=1.00 ;[>=0]
Visual light factor=0.5 ;[>=0]
Visual waves factor=0.8 ;[>=0]
Visual speed factor=0 ;[>=0]
Visual aspect=0.7 ;[>=0]
Visual enemy speed=0.2 ;[>=0]
Visual noise factor=0 ;[>=0]
Visual sensor height factor=0.5 ;[>=0]
Visual already tracking modifier=600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard
Visual decay time=200 ;[>0] already tracking bonus decay, in seconds
Visual uses crew efficiency=true ;[true or false]
Sim.cfg:
[Visual]
Detection time=0.5 ;[s] min detection time.
Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time.
Fog factor=1.0 ;[>=0]
Light factor=1.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=350 ;[m2]
Enemy speed factor=15 ;[kt]
Screens -
Medium Fog:
http://img848.imageshack.us/img848/8975/sh3img732012154035312.png
http://imageshack.us/photo/my-images/835/sh3img732012154043843.png (http://imageshack.us/photo/my-images/835/sh3img732012154043843.png/)
Overcast night, light fog:
http://img684.imageshack.us/img684/2833/sh3img732012153621421.png
http://img213.imageshack.us/img213/497/sh3img7320121546593.png
Early morning.. a little brighter:
http://img26.imageshack.us/img26/6941/sh3img732012153857125.png
http://img861.imageshack.us/img861/7638/sh3img732012153830937.png
It's not raining in any of the screens above but IIRC the view distance is basically the same in rain conditions. Is there any way to bring back the shorter view distances in foggy weather?
Kapitän
07-03-12, 04:26 AM
Hi Everyone, Hope all is well!
I'm also giving this Mod a try BUT it seems, that my crew can actually NOT spot anything further away than approx. 5000m, day or night.
I'm worried however, that enemey A/C can spot me from 20km away!
I have the 'Sensors.dat file installed for GWX' and also the 'No continuous 'Ship spotted' for GWX (by h.sie)'.
Can anybody assist, please!
Thanks!
Kapitän
07-03-12, 04:44 AM
you can find at my ff page the ''M.E.P v3-fix pack+Sensors'' which is correcting some issues at detection ranges and also containes the Sensors packs for each supermod (instructions and details at its readme)
Hi,
I can't locate this Mod-Fix-Pack under ths link given.
Can you please re-direct me.
Thanks!
PS: Great invironment mod, by the way !!!
Kapitän
07-03-12, 04:55 AM
...but the link you posted is obsolete.
Look here (http://www.subsim.com/radioroom/showpost.php?p=1809626&postcount=106)
OK, got the Mod-Fix-pack under this link - thanks!
One more question: Do I install this pack INSTEAD of the original 'Sensors.dat for GWX' or ontop?
Thanks!!!
SquareSteelBar
07-03-12, 04:55 AM
ManosEnvironmentPro version3 ( M.E.P v3 )
...
can be found here: http://www.subsim.com/radioroom//downloads.php?do=file&id=1452
.............
Kapitän
07-03-12, 05:07 AM
..........
OK, I checked the 'readme.text':
Three questions:
1. Do I still install the 'Sensors for GWX'
PLUS
2. The 'Patch-File'?
3. Does it work with the 'No continuous 'Ship spotted' for GWX (by h.sie)'?
Here is a pick of my installed mods:
http://www.mediafire.com/conv/5814b0b7af8539cc6ee9939f69397fd5ea919737837cc059c3 8fe3329f539bb94g.jpg (http://www.mediafire.com/imageview.php?thumb=5&quickkey=u9webr2t01s9421)
makman94
07-03-12, 06:15 PM
Hey, i am using Makman's MEP V3 20km with MEP V3 fix. I don't have any supermods installed so i didn't install the sensor packs. I did however follow his instructions in the readme for MEP v3 and tweaked the sensors.cfg and sim.cfg accordingly. On top of that i made the changes that were described in the VampireNightVision Bugfix (http://www.subsim.com/radioroom/showthread.php?p=1849928#post1849928) board -
Visual range factor=0.5
Visual fog factor=1.00
Visual light factor=0.5
I don't have any issues with the detection ranges etc.
My nights are absolutely pitch black when OVERCAST and i am unable to see my own sub unless i exit the game, open nvidia control panel and bump up the gamma from 1.00 to 1.10. Anything more than this makes the lighting during the day too bright. While i can sort of tolerate this issue by just bumping up gamma what's been bothering me is the absence of fog and thus the perfectly clear vision i seem to have in both medium and heavy fog conditions. It's a real downer since i remember when i played SH3 for the first time a couple of yrs ago using the MEP v2.1 mod the fog rendering was superb and produced some incredibly memorable moments while hunting and being hunted. When there is light fog it is only noticeable when observing horizon through scope and heavy fog is not noticeably denser than medium fog.
This is what the relevant parts of my Sensors.cfg and Sim.cfg look like and they are followed by a few screenshots.
Sensors.cfg :
;Visual.
Visual range factor=0.5 ;[>=0]
Visual fog factor=1.00 ;[>=0]
Visual light factor=0.5 ;[>=0]
Visual waves factor=0.8 ;[>=0]
Visual speed factor=0 ;[>=0]
Visual aspect=0.7 ;[>=0]
Visual enemy speed=0.2 ;[>=0]
Visual noise factor=0 ;[>=0]
Visual sensor height factor=0.5 ;[>=0]
Visual already tracking modifier=600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard
Visual decay time=200 ;[>0] already tracking bonus decay, in seconds
Visual uses crew efficiency=true ;[true or false]
Sim.cfg:
[Visual]
Detection time=0.5 ;[s] min detection time.
Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time.
Fog factor=1.0 ;[>=0]
Light factor=1.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=350 ;[m2]
Enemy speed factor=15 ;[kt]
Screens -
Medium Fog:
http://img848.imageshack.us/img848/8975/sh3img732012154035312.png
http://imageshack.us/photo/my-images/835/sh3img732012154043843.png (http://imageshack.us/photo/my-images/835/sh3img732012154043843.png/)
Overcast night, light fog:
http://img684.imageshack.us/img684/2833/sh3img732012153621421.png
http://img213.imageshack.us/img213/497/sh3img7320121546593.png
Early morning.. a little brighter:
http://img26.imageshack.us/img26/6941/sh3img732012153857125.png
http://img861.imageshack.us/img861/7638/sh3img732012153830937.png
It's not raining in any of the screens above but IIRC the view distance is basically the same in rain conditions. Is there any way to bring back the shorter view distances in foggy weather?
ahoy Rohan,
if H.sie's mods are ovewritting anything of MEP's files (can't check them right now) you have to disable them
about the deep nights at overcast weather...yes its just as i made it ...you can't see almost anything!
as for the fog distances there are reasons that i made it so but as you like MEP v2.1 fog distances do this: copy the fog distances values (scene.dat-->node sky-->EnvSim-->fog distances)that you see in scene.dat of MEP v2.1 to your scene.dat of MEP v3-patch BUT have in mind that ranges will be (not exactly but close) multiplied accordinally . i mean that if the x value (in fog distances) gave you a range of 1km at the 16km enviro(MEP v2.1) then the same x value in MEP v3's scenes.dat(20 km enviro) will give you a range of 1.25 km
also, have in mind that MEP v3 was created before H.Sie's brilliant visual sensors fix and some things must be changed in MEP's scene dat(and some colors too at envcolors.dats) in order to enjoy the full working visual sensors.
all these are done in the upcoming MEP v4 so i will not spend any more time reworking the files of the MEP v3 .
OK, I checked the 'readme.text':
Three questions:
1. Do I still install the 'Sensors for GWX'
PLUS
2. The 'Patch-File'?
3. Does it work with the 'No continuous 'Ship spotted' for GWX (by h.sie)'?
Here is a pick of my installed mods:
ahoy Kapitan ,
for 1 and 2 read carefully the installation notes that are included in the ''M.E.P v3-fix pack+Sensors'' .rar
everything you need to know is written there.
for the 3 i can't check right now the 'No continuous 'Ship spotted' for GWX (by h.sie)' files so if the gsjme is warning you that there are conflicts with MEP's files that means that are incompatible and you must disable it
Kapitän
07-03-12, 06:28 PM
Hi makman94,
Thanks for your feedback!
I installed it like this:
1. M.E.P v3
2. M.E.P v3 VisualSensors GWX
3. M.E.P v3 Patch
4. FSF for M.E.P v3 Patch
5. Lensflare Effekt 1.0
(I remove "No continuous Ship Spotted V1.1 for GWX3")
AND
It seems to work fine: My crew can spot ships 19 km away, even at night. I can spot it at about 9000m.
Thanks again for a great Mod!!!
I will keep you posted, if anything should change.
Cheers, Kapitän
Greetings.
Im using M.E.P. v3
Usually I can spot targets almost -before- they noticable in hydrophone... (by me, not the hydro trained officer, when he finally find the contact, I usually so far start to ID the ship...)
It doesnt bothered me til now, couse I cruised in clear weather, and told myself: "what the hell: maybe they are right, and I can see more far than hear with hydrophone.." but now its 00:16 o' clock, and I can barely heard the faint sound of a medium speed target. I gave it a try, and what do you know:
In attack periscope, in 10x zoom, there are the little thing, with his tiny smoke....
Come on, its nighttime... And periscope depth...
HOW the HELL can I spot a ship in 11km or more? :D
Can you tell me how to fix this, so I can see only as far as the weather, and light environment let me?
I dont know how far you can see a ship's smoke in reality, but I try to find out, and play it like that.
But in starlight night, even if its clear, Im -sure- I cant spot a ship from periscope depth in like 11km distance...
Can you help me, how to correct this?
Kritische Tiefe
01-08-13, 08:52 AM
Hello,
after years i unpacked my SH3CD and decited to go hunting again (last version i played was gwx 2.0).
I just saw the MEPv3 mod and installed it with gwx3.0 like this:
------------
1. M.E.P v3
2. M.E.P v3-Patch
if you have the 'flat sun' issue then install with this order:
1. M.E.P v3
2. M.E.P v3-Patch
3. FSF for M.E.P v3-Patch
then install the Sensors pack that matches with the supermod you are using
So i installed the sensorpack last, like instructed.
Does that still appy? Because i read another order in another thread.
Secondly my Hydrophone seems to be too sensitive, cause the notepad shows ships in directions without getting the slightest sound of the engines, cause they are soo far away. is this like it is supposed to be?
thanks for your help
KT
Alpha Von Burg
04-23-13, 12:46 AM
I miss that uncertainty that came with not knowing if you were going to be crushed by a destroyer who detected you with its radar while you were surfaced.
This actually happened to me, using the same mods.
It was dark one night. Heavy rain and fog, no star-light. Next thing you know I am blinded by the sudden burst of light from an enemy destroyer's search light. Suddenly, a second one came out of nowhere behind us.
I thought to myself, Ambushed, by a task force?
only one thing to do here, CRASH DIVE!
anyway I did manage to survive, scariest thing to happen thought. Being ambushed by a small task-force like that in the dark.
Just thought I'd share this.
Father Goose
04-25-13, 07:43 PM
First page states:
"settings to cameras.dat for better visuallity of the horizon 'effect' (highly recommended)
-----------------------------------------------------------------------------------
use the s3d and at binoculars---> optical set minzoom=1,maxzoom=10,zoomlevels=8
and at binoculars--->cameraparams set angularangle=75 , fardistance=10000"
This mod looks great. Where is the binocular file?
data/Library/Cameras.dat open with S3D and find binoculars in the list.
:subsim:
Father Goose
04-25-13, 09:46 PM
data/Library/Cameras.dat open with S3D and find binoculars in the list.
:subsim:
Copy. Thank you. :up:
Captain Wreckless
04-26-13, 02:20 PM
Will this mod conflict with RBS SH4 effects GWX? I've looked at the RBS readme and it seems to only effect sound, etc. and MEP is just environment.
Thanks.
Mike
Father Goose
04-28-13, 12:19 PM
data/Library/Cameras.dat open with S3D and find binoculars in the list.
Does the following quote from the first page indicate all the necessary changes have been incorporated in the fix pack+Sensors?
Do I need to make any manual adjustments cause I can't find the parameters in the file you pointed me to.
I'm using GWX3 and have added the Visual Sensor for it.
settings to cameras.dat for better visuallity of the horizon 'effect' (highly recommended)
-----------------------------------------------------------------------------------
use the s3d and at binoculars---> optical set minzoom=1,maxzoom=10,zoomlevels=8
and at binoculars--->cameraparams set angularangle=75 , fardistance=10000
------------------------------------------------------------------------------------------
the visual sensors are now readjusted to 'fit' at the 20km environment
choose the file for the sensors that is matching with the supermod you are using(changes have been made ONLY at visual sensors.all other sensors are as was setted by the supermod)
EDIT:UPDATE 27/1/2010: At my ff page you can find the ''M.E.P v3-fix pack+Sensors''.it is correcting the issues at detection ranges and also containes the Sensors packs for each supermod. instruction and details at its readme
Captain Wreckless
04-28-13, 06:16 PM
Will this mod conflict with RBS SH4 effects GWX? I've looked at the RBS readme and it seems to only effect sound, etc. and MEP is just environment.
Thanks.
Mike
Did a test install. Did not get any messages, so looks like they can co-exist. :rock:
Mike
Uboat177
07-22-14, 09:00 PM
good mod!
Hello Dalon,
Makman's latest version is M.E.P 4.3:
http://www.subsim.com/radioroom/showthread.php?t=204929&page=13
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