View Full Version : Light House question
Hi,
Quick question: do you know what file exactly makes the lights on or off on light houses?
Thanks in advance :up:
:Kaleun_Salute:
blackswan40
01-31-21, 09:29 AM
Hi Fifi ive flaged your post to Blueduck of the LSH2020 Team
Hi Fifi ive flaged your post to Blueduck of the LSH2020 Team
Thank you very much Blackswan :up:
Jeff-Groves
01-31-21, 01:05 PM
Look in Harbor_kit.dat
Generic_light_hoouse
You'll find a ParticleGenerator
Look in Harbor_kit.dat
Generic_light_hoouse
You'll find a ParticleGenerator
Thanks Jeff, i will :up:
My goal was to deactivate French lighthouses lights from 1941 to end of war, as all French lighthouses were black out by Germans :yep:
Jeff-Groves
01-31-21, 02:00 PM
That could be done.
You would need to change the light houses to a different file then use eqp.cfg to control when the ParticleGenerator is used.
THEN search all location dats for Light_hoouse so you can change the Placement Node information.
SweetScape 010 can do that in seconds instead of doing a manual search.
In stock SH3....
There are 95 occurrences in 35 files out of 97 files searched.
Granted not all of those will be French areas.
010 can also do a mass replacement of ID numbers/names once you build the new files.
That could be done.
You would need to change the light houses to a different file then use eqp.cfg to control when the ParticleGenerator is used.
THEN search all location dats for Light_hoouse so you can change the Placement Node information.
SweetScape 010 can do that in seconds instead of doing a manual search.
In stock SH3....
There are 95 occurrences in 35 files out of 97 files searched.
Granted not all of those will be French areas.
010 can also do a mass replacement of ID numbers/names once you build the new files.
Other idea would be to use the Commander Date feature, as Rowi did it in Ccom...
At a certain date in commander date folder, i put harbor kit dat (where the lighthoose is), with all particules set to zero, so the generic lighthouse doesn’t light anymore...and on other later date, i do the inverse...with stock harbor kit dat back again :yep:
Jeff-Groves
01-31-21, 03:00 PM
If one uses Commander that's a good way to do it.
:salute:
010 would still make your work much faster.
This French lighthouses question brought me to read a little more about...
And at my surprise, they were not all black out!
Only the far ones, not lighting harbor entrance, but lighting coasts for navigation were off.
The others for harbor entrance were partially black out, only lighting when Germans needed them...
So it’s way too complicated to bring this feature ingame, as it was in reality.
At least for me. No big deal anyway.
John Pancoast
02-01-21, 08:55 AM
Good idea anyway Fifi. Instead how about getting rid of the escorts hydrophones and have them continuously doing asdic searches as was the case historically vs. the silly way Sh3 is set up ? :)
(Can't be done but have to have dreams, eh ?)
Good idea anyway Fifi. Instead how about getting rid of the escorts hydrophones and have them continuously doing asdic searches as was the case historically vs. the silly way Sh3 is set up ? :)
(Can't be done but have to have dreams, eh ?)
Dunno how to do this...but best would be to let them the hydrophone!
Just a constantly ASDIC running (or sonar for Americans guys)
John Pancoast
02-01-21, 09:08 AM
Dunno how to do this...but best would be to let them the hydrophone!
Just a constantly ASDIC running (or sonar for Americans guys)
Problem is the game is coded so that asdic doesn't get used until there is a hydrophone contact (completely ahistorical) so it would probably require an .exe edit.
H.sie where are you ! :haha:
Problem is the game is coded so that asdic doesn't get used until there is a hydrophone contact (completely ahistorical) so it would probably require an .exe edit.
H.sie where are you ! :haha:
Hi John,
I have often read similar comments, but I have no idea on what facts these comments are based. Is it just that you don't hear a sonar sound?
I think SH3 takes the ASDIC sensor into account all the times when it calculates the probability that you are detected. However, to decide whether you are detected it only takes the sensor with the highest probability into account. And that is usually the hydrophone.
What is completely unrealistic in SH3 is that the hydrophone sensor also provides the depth of the u-boat and thus can be used for a depth-charge attack :o In real life you needed ASDIC for this and that's why having only a hydrophone was basically useless for hunting. In SH3 the hydrophone is therefore just an ASDIC sensor which reacts to noise instead of exposed area.
Best, LGN1
What puzzled me in AI sensors dat, is hydrophone and sonar sensors are mixed up! (Inversed)...in all mods.
https://i.goopics.net/485mv.jpg
What puzzled me in AI sensors dat, is hydrophone and sonar sensors are mixed up! (Inversed)...in all mods.
I think this is a bug in S3D. There should be old threads about this issue.
Best, LGN1
John Pancoast
02-01-21, 06:53 PM
What puzzled me in AI sensors dat, is hydrophone and sonar sensors are mixed up! (Inversed)...in all mods.
https://i.goopics.net/485mv.jpg
As LGN1 stated, that is a graphic bug in S3D. Can be ignored.
John Pancoast
02-01-21, 07:07 PM
Hi John,
I have often read similar comments, but I have no idea on what facts these comments are based. Is it just that you don't hear a sonar sound?
I think SH3 takes the ASDIC sensor into account all the times when it calculates the probability that you are detected. However, to decide whether you are detected it only takes the sensor with the highest probability into account. And that is usually the hydrophone.
What is completely unrealistic in SH3 is that the hydrophone sensor also provides the depth of the u-boat and thus can be used for a depth-charge attack :o In real life you needed ASDIC for this and that's why having only a hydrophone was basically useless for hunting. In SH3 the hydrophone is therefore just an ASDIC sensor which reacts to noise instead of exposed area.
Best, LGN1
Interesting thanks again ! I remember Ducimus stating such (no asdic until a hydrophone contact first) about the SH3 asdic per his work and yes, also because I don't hear it until well into the "attack" vs. continuously as it should be.
I've been experimenting by commenting out the hydrophone "Noise Factor" section of sim.cfg.
The hydro is still being used (I believe via the .exe code) as I can see an escort with obvious actions of having heard me from a distance at which it normally wouldn't but the asdic still doesn't come on until its much closer; attack run basically.
Having said that, I'm kind of liking the results so far. Not the best representation but better than before.
John Pancoast
02-02-21, 10:14 AM
LGN1;
I notice the various hydrophones also have a sonar sound node attached which is interesting.
Maybe that ties in with your earlier post above ?
Jeff-Groves
02-03-21, 10:26 AM
As LGN1 stated, that is a graphic bug in S3D. Can be ignored.
Edit SensorData.cs
Before Edit-------
public enum SensorType
{
Visual,
Radar,
Sonar,
Hydrophone,
RadarWarning,
RadioDF
}
After Edit--------
public enum SensorType
{
Visual,
Radar,
Hydrophone,
Sonar,
RadarWarning,
RadioDF
}
John Pancoast
02-03-21, 10:48 AM
Edit SensorData.cs
Before Edit-------
public enum SensorType
{
Visual,
Radar,
Sonar,
Hydrophone,
RadarWarning,
RadioDF
}
After Edit--------
public enum SensorType
{
Visual,
Radar,
Hydrophone,
Sonar,
RadarWarning,
RadioDF
}
:salute: Thanks !
Jeff-Groves
02-03-21, 11:08 AM
Credit Anvart for this simple fix.
:yeah:
To be precise, The listing in stock S3D is an exact copy of the listing in SH3Controllers.act
enum{Visual,Radar,Sonar,Hydrophone,RadarWarning,Ra dioDF}
BUT! The SH3Sim.act lists it as such
enum{LOOKOUT, RADAR, HYDROPHONE, SONAR}
I think this is a bug in S3D. There should be old threads about this issue.
Best, LGN1
Credit Anvart for this simple fix.
:yeah:
To be precise, The listing in stock S3D is an exact copy of the listing in SH3Controllers.act
enum{Visual,Radar,Sonar,Hydrophone,RadarWarning,Ra dioDF}
BUT! The SH3Sim.act lists it as such
enum{LOOKOUT, RADAR, HYDROPHONE, SONAR}
@Jeff :up:
https://www.mediafire.com/file/5cnahahcci7gl91/obj_Sensor.rar/file
Jeff-Groves
02-03-21, 03:01 PM
@Anvart
Is that needed with the edits to what I posted?
I forgot more then I can remember!
:har:
John Pancoast
02-05-21, 04:52 PM
Liking commenting out the "Noise Factor" part of the hydrophone section of sim.cfg.
Still don't use the (audible) asdic enough but better and the escorts act more like escorts instead of the usual dumb as bricks behavior. :)
Nice change contacting a convoy and having to earn the tonnage vs. the usual turkey shoot scene.
@Anvart
Is that needed with the edits to what I posted?
...
This is a finished file that simply replaces the original in S3D.
:03:
Also,
for understanding persons: pictures from the Immunity Debugger:
https://i.postimg.cc/rsqDrkqb/SH3-Sim-obj-sensor-strings.jpg
https://i.postimg.cc/W3y22chg/SH3-Sim-obj-sensor-code.jpghttps://i.postimg.cc/yxXs0gLX/SH3-Controllers-Sensor-Data-strings.jpg
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