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View Full Version : Can This Be A Work Around For The 8 KM Visibility?


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Hartmann
10-17-05, 08:59 PM
A little repport here.

a new career with the mod, rub, and Ht.

Leaving from wilhemhaven clear weather, calm sea the light houses where visible at 16 km .

in cloudy weather , heavy seas, time stops with a spitfire aircraft at 3000 flying through the clouds over me , seems that didn´t see me but it turns again. i crash dive and he release a bomb.

At the english channel i receive a repport about a single merchant 21:00 hours. i set a intercept course from 25 km, despite i know that it could be impossible sink the ship... :hulk: Heavy storm, cloudy, raining , no moon, the waves seems too high. :nope:

I search in the suspected heading and i detect the ship at 2,4 km
i cant see what ship is, and i aproach until 1500 meters, then the ship detect my boat and swich on a search light while turns away from me. now i can see the siluette. a coastal merchant :nope:


i decide not waste a torpedo with this weather and i resume my course.

tomorow more testing

Unfortunately i didn´t take screenshots, my gamma settings where too low or is the damm weather :damn:

Kpt. Lehmann
10-17-05, 10:55 PM
Mr Jungman,

I would like to make sure that I have your latest DD sensor, radar, DC, and snorkel fix modifications WITHOUT visibility mod changes.

I have several sensor mods by you but not sure which is the best or which is complete. I cannot tell by the readme files. :hmm:

Could you upload them or point to which ones I need please?

VON_CAPO
10-17-05, 11:44 PM
High TC above 128x will do that. Delay in AI logic. Also if you have a RWR installed it will detect it if your crew does not spot it.

512x the game skips alot of logic. lets the DD get real close to you. Also if the DD is coming straight on AOB=0, it is harder to see.
I got it. Thank you. :up:

Jungman
10-18-05, 12:06 AM
Mr Jungman,

I would like to make sure that I have your latest DD sensor, radar, DC, and snorkel fix modifications WITHOUT visibility mod changes.

I have several sensor mods by you but not sure which is the best or which is complete. I cannot tell by the readme files. :hmm:

Could you upload them or point to which ones I need please?

They were in developement for standard game, RuB, IuB, Visibility Mod, Rulle34, Hollywood combos.

If you mean 'standard' game. No RuB. No extra Vision range?

Then the RF_Detect, RWR_Detect2, or RWR may not be for you in radar changes. It depends on what you want.

There is different version of DD sensors fixes depending upon what you want. Rub uses a realistic model 200m nerf with DC blast radius of 15m. I use a 20m blast radius for more fun. Another version SonarDC_20 is more tougher with only a 150m blind spot and uses DC blast radius of 20m. This is in the readme most of them. Snorkel fix is in all of them. See SensorPAK Mod.

Another version is yet coming out for SonarDC using sonar depth nerfs for early war active sonar units via oRGy ideas.

Once things settle down in modding and finially we see where things are going -much easier to recommend a 'best version' to use, since it depends upon what you want exactly and what major mod (or plain stock game) you are using.

Not one shoe fits all feet. :D But I will try to get the best organized together and what relevance it has to modes of use.
If you are confused, so am I..... :88)

Kpt. Lehmann
10-18-05, 12:33 AM
Thank you for addressing my question Jungman. I have to admit that my head is swimming. I lost track of the visibility mod progression several pages ago. :doh:

The thing that concerns me about the visibility mod is the way it influences sky graphics. I can't say I like it much, but I understand how hard it is to attempt correcting visibility range without the SDK.

I am happy to wait until things solidify. :up:

Jungman
10-18-05, 12:47 PM
I spotted a coastal merchant on a clear night 02:00 AOB about 0 degree. range 6200m. It would seen the angle on the bow (aspect) and size make an object harder to spot at night.

Sometimes they do not see airplanes in air during the day. I guess that is what I need a RWR for to warn me in case they do not see it coming. April 1940. Soon I can get one.

Spotted a small merchant early morning at 13 km.

rulle34
10-18-05, 01:00 PM
I spotted a coastal merchant on a clear night 02:00 AOB about 0 degree. range 6200m. It would seen the angle on the bow (aspect) and size make an object harder to spot at night.

Sometimes they do not see airplanes in air during the day. I guess that is what I need a RWR for to warn me in case they do not see it coming. April 1940. Soon I can get one.

Spotted a small merchant early morning at 13 km.

Hello Jungman!
I have about the same spottings as you. Max at night has been 9600m clear and a C3 with AOB 90 degrees.
In other cases thay are between 4000-6000m in night.

Next is to start finetuning with 2 decimals?

maybe 1.45/1.55 could work better?

But in general from spottings reported I think it's playable.

Jungman
10-18-05, 01:11 PM
maybe 1.45/1.55 could work better?


Is that Light factor=1.55; and Range factor= 1.45??

I would err on the side of light. I think your first figure Light=1.6 and range 1.4 may be good too.

Jungman
10-19-05, 12:06 AM
I see the big fat cargo ships further away or fast warship. It is the small slow warships and then slower small merchants that tend to get close. Plus AOB aspect makes a difference.

05:21 warship 13.5 km Dawn
06:11 small merchant 14.5 km Dawn
22:48 small merchant 11.2 km night
10:15 coastal merchant 5.6 km day
01:18 12km C3 cargo night
03:13 warship 10.4 km night/dawn
03:48 warship 3.3 km dawn/night

I am using a mod that affects crew efficiency where unless you have a decent trained qualified crew with a few medals, you are not going to get 100% spotting. This seems to help over all also.

Green recruits miss airplanes and DD sometimes and thus get closer (RWR goes off for a warning if you got one installed for a back up depends on year).

Veterans rarely do not miss nearly as much.

Though I feel I may try limit crew spotting to a maximum of 12 km for sport. Then I would need to look for myself, or use the hydrophones more for and during a 'spot' check. Gameplay reasons.

Marhkimov
10-19-05, 12:37 AM
Back in the day, this was but a wee-little-baby-thread... But now it is a MONSTROUS BEAST! OMG! :huh:

There's soooo many pages; I haven't been able to keep up with it. I tried reading it, but now I'm lost... I sorta know that you guys are trying to tweak the visability, but ideally what values are you trying to get? Could Jungman or rulle34 (or anyone else...) fill in these blanks for me??


With an above average crew, what is the ideal range at which we should be able to spot a C2 from 90 degree off bow during a...

a) clear day
b) foggy day
c) stormy day

d) clear night
e) foggy night
f) stormy night


And maybe this will help everyone get on the same page... Considering that no one in their right mind would read all 22 pages of this thread! :lol: :lol: :lol:

Laffertytig
10-20-05, 04:55 PM
yeah ive been away for a few weeks as well. was this mod ever completed?

Marhkimov
10-20-05, 05:01 PM
They're still working on it... I heard a new release is coming in a few days???


Or maybe I am just hopeful... :roll:



p.s. don't forget to use the new scene file by Seeadler, the one that fixes the wormhole thingy...

gdogghenrikson
10-20-05, 05:08 PM
wormhole thingy??

gdogghenrikson
10-20-05, 05:10 PM
shouldnt the topic be closed? isnt the 16_km_visibility_mod_RWR_Moon_fix_Clear_water mod good enough

Marhkimov
10-20-05, 05:36 PM
Forgive me if I can't locate the download link in this thread...

but it IS friggin' 22 pages long, and it's about to be 23! :dead:



And the wormhole thingy that I am referring to?? On a cloudy day/night, look straight up into the sky... Clearly the textures are messed up... So now someone should release a new version of the visability mod with Seeadler's new scene.dat

Jungman
10-21-05, 07:42 PM
It is still being tested by people, it is in play mode right now. I been busy with a new damage model.

The super long night spotting is never solved, but this latst release may be the best until further study.

Needs more serious playing -and I spend most of my time modding and testing over and over.. :shifty:

rulle34
10-22-05, 04:11 PM
Back in the day, this was but a wee-little-baby-thread... But now it is a MONSTROUS BEAST! OMG! :huh:

There's soooo many pages; I haven't been able to keep up with it. I tried reading it, but now I'm lost... I sorta know that you guys are trying to tweak the visability, but ideally what values are you trying to get? Could Jungman or rulle34 (or anyone else...) fill in these blanks for me??


With an above average crew, what is the ideal range at which we should be able to spot a C2 from 90 degree off bow during a...

a) clear day
b) foggy day
c) stormy day

d) clear night
e) foggy night
f) stormy night


And maybe this will help everyone get on the same page... Considering that no one in their right mind would read all 22 pages of this thread! :lol: :lol: :lol:

Hello!
I agree that 22 pages is heavy to read :rotfl:
Maybe it's time for a short summing up on this mod :yep:

Well this mod is about a visibility mod that changes the stockgame visual range from 8 km to far more.
The latest version is set for 16000m maximum visual range. I think that's the maximum range the game can draw texture from a ship. Now it's possible to first spot the smoke pillar from the ship and then also see the ship where the smoke came from.

The tweaking now is to get a realistic spotting range at night.

There are sevral inputs that affects spottingrange. First of all game-engine seem to be quite randomize itself so testing takes time and effort to do.
The size of the spotted ship, the angle of bow and actual weather also affects the spotting range. So testing must be done with same factors so testing will be accurate. This takes time!
A clean install was also a very good medicine to have not so randomized values!

As Jungman mensioned in post above, maybe this is as good as we can get it. But this is far better and more realistic than stock game if you ask what I think.

As a guidline I prefer a nightspotting at maximum 6000m in a clear night 90 degrees AOB, C3. I think all other spottings due to reducing factors can be randomized. So the question if the mod is good enough is up to the user.
I will play around a while more before next tuning, so playtests are welcome.
For you who can't find the latest version, here is the link:http://rapidshare.de/files/6207495/16_km_visibility_mod_RWR_Moon_fix_Clear_water.rar. html

Ohh, credit for this mod goes to Manuel Ortega, Jungman, Beery, Gammel and oRGy. If I have forget someone, please add him/her here.
Thank's also to all that have contributed with testresults and have had the patience with all these 22 pages :rotfl: , please keep on :up:

Edit: About compability with RUb 1.44, just install this mod OVER RUb and all is fine :yep:

antidotos
10-23-05, 04:54 AM
To Rulle and all the courageous people who contributed to this visibility mod.
Thanks a lot for all your efforts, I think that it was the best way to correct one of the ugliest flaw of SH3.
I tried to follow the discussion but got lost somewhere so I m really indebted to Rulle for his "situation update" post.
Now I will test this.
No conflict with Rub1.44 ? (probably not as I see Berry is involved....).

Thanks again, even if it will never be perfect. :up:

Kpt. Lehmann
10-23-05, 05:10 AM
To Rulle and all the courageous people who contributed to this visibility mod.
Thanks a lot for all your efforts, I think that it was the best way to correct one of the ugliest flaw of SH3.
I tried to follow the discussion but got lost somewhere so I m really indebted to Rulle for his "situation update" post.
Now I will test this.
No conflict with Rub1.44 ? (probably not as I see Berry is involved....).

Thanks again, even if it will never be perfect. :up:

Yes! Thanks many times over! It may never be perfect... but it is certainly better. :rock:

Hartmann
10-23-05, 11:38 AM
I think that the mod is a great improvement of the game

i will play more for testing , but the first impression is very good.
clear visibility at day and reduced with night and bad weather. :up:


thanks for yours efforts

Marhkimov
10-25-05, 04:56 PM
Not to be a thread killer or anything, but this thread is just TOO big. 22 pages is just too much for people to read...


So.... I respectfully ask for this to be the final post of this thread... PLEASE DO NOT POST HERE.


Dear Visibility Thread,
~You have been a great friend, and I will miss you deeply. You have brought so much joy into my SH3 and subsim experience, that your presense will forever be remembered. May you rest in peace, so that your soul will be carried into the heart of Scapa Flow, where you can sink as many British Merchies as your heart so desires... And say hi to Gunther and Otto for me, will ya?

Sincerely,
Marhkimov and entire SH3 Community




;) ;) ;)
LOL... don't worry 'mates... The thread has been re-born over here:
http://www.subsim.com/phpBB/viewtopic.php?t=44617 (http://www.subsim.com/phpBB/viewtopic.php?t=44617)

Kpt. Lehmann
10-25-05, 05:54 PM
Not to be a thread killer or anything, but this thread is just TOO big. 22 pages is just too much for people to read...


So.... I respectfully ask for this to be the final post of this thread... PLEASE DO NOT POST HERE.


Dear Visibility Thread,
~You have been a great friend, and I will miss you deeply. You have brought so much joy into my SH3 and subsim experience, that your presense will forever be remembered. May you rest in peace, so that your soul will be carried into the heart of Scapa Flow, where you can sink as many British Merchies as your heart so desires... And say hi to Gunther and Otto for me, will ya?

Sincerely,
Marhkimov and entire SH3 Community




;) ;) ;)
LOL... don't worry 'mates... The thread has been re-born over here:
http://www.subsim.com/phpBB/viewtopic.php?t=44617 (http://www.subsim.com/phpBB/viewtopic.php?t=44617)

Yes lets move on and make this mod part of the new ATMOSPHERIC MOD!!! Things can be blended very easily at the new thread if the Modders will just get together on the same page... for just alittle while.. here:
http://www.subsim.com/phpBB/viewtopic.php?t=44617

Imagine... The above 16 km visibility mod + Seeadler's Cloud fix + Marhkimov's corrected sun/water reflection fix... and KAPOWWW!!!
You have an awesome ATMOSPHERIC MOD!!!!
:rock: :rock: :rock: :rock: :rock: :rock: :rock:

Thanks visibility modders for all your hard work. As far as I know there has been no other element of SH3 that has been worked on so hard and so long.

Average Joe
10-30-05, 12:36 AM
Kpt. Lehmann, rulle34


Thanks for the info.

I tried this mod (the whole mod), and did notice a slowdown in frame-rate, nothing too serious though. There's always the 8km mod to try.

Just wondering mostly about the new fog/range settings; if the enemy A/I could then spot me more easliy too. Since not, I'm not too worried then :)

rulle34
10-31-05, 03:03 PM
Kpt. Lehmann, rulle34


Thanks for the info.

I tried this mod (the whole mod), and did notice a slowdown in frame-rate, nothing too serious though. There's always the 8km mod to try.

Just wondering mostly about the new fog/range settings; if the enemy A/I could then spot me more easliy too. Since not, I'm not too worried then :)

No they can't. It's only your visibility that have improved :up: