View Full Version : Help with Sensors.dat for maximum 16 km here.
Jungman
09-18-05, 01:41 PM
Rulle34:
Check the link below it is for the RuB 1.43 Sensors.dat set for 16 km instead of 20 km stock in RuB. I was thinking scene.dat for some reason, old age I guess.
OK I got that. You want to set the maximum distance they can see from RuB's ( 8 km and 20 km) or Ortega (17.0 km and 17.5 km).
That stuff is actually in the Sensors.dat. sorry about that.
Are you using any of the RF Detect Mod that changes RWR in the Sensors.dat?
Else I will just post RuB 1.43 Sensors.dat with values close to what they use. Same except for maximum of 16 km instead of 20 km.
Link:[/quote]
http://rapidshare.de/files/5255866/Sensors_16km_RuB143.dat.html
Sensors_16km_RuB143.dat
I did not compress it, too lazy. I it is the RuB 1.43 values precise range remains the same at 8 km. Maximum range reduced from 20 km to 16 km. Custom made for you, mein Freund. Genießen Sie!
rulle34
09-21-05, 05:48 AM
Hello Jungmann!
Check your PM!
Best to you!
I was also looking for this, thanks Jungman. :up:
Jungman
09-21-05, 03:37 PM
Rulle34
The Sensors.dat from Ortega's Visibility Mod, that files contains the visual spotting distance.
You will want to change them from the default 17.0 km and 17.5 km for precise and maximum range to 15.5 km and 16 km.
'Loosing Lock' is always a problem at long distance. But this will help by making the precise range close to maximum range.
Also, the Periscope view is set for only 5 km, many people (and I did also) change this to 7.5 km for the maximum torpedo run. Then the lock will maintain. As for the UZO lock view, I think there is a value in Sensors.dat that changes its own maximum range to stay locked.
Precise range is only the range on the map that the ship will be marked solid. You must also change the ranges for UZO and Periscope view too in order to 'lock on' target at further distance from the stock game values.
I will post this message in that thread so you can download a Sensors.dat version that will include all this stuff.
------------------------------------------------------
OK. Now I will make a new file version to download that has these changes so you can lock onto a target beyond stock game values far away in the UZO and Periscope View.
Link coming soon with readme and detail changes made. Sensors_16km_Lock.dat
rulle34
09-21-05, 05:15 PM
Big thank's Jungmann :up:
That was exactly what I wanted
I'll wait this DL link with great impatience :P
Jungman
09-21-05, 05:35 PM
http://rapidshare.de/files/5378238/Sensors_16km_Lock.dat.html
I changed the value for Visual to 15.5 km and 16.0 km.
I changed the value for Periscope from 5 km and 6 km to 15.5 km and 16 km.
No entry found for UZO.
I find I can stay locked on using the UZO all the way to about 16 km.
But oddly, the periscope view would not stay locked beyond 6 km even though I changed those values to 15.5 km??
Try it out and see what you get.
rulle34
09-21-05, 05:44 PM
DL and will try it!
Big thank's again Jungmann!
I must say that you always offer to help and I really appreciate you for that.
Will post feed-back of how it works when Im in port next time. Right now Im just about to attack a convoy! :P
:up:
Jungman
09-21-05, 06:52 PM
Some test. If you are on the water surface, and look through your Periscope, you can lock on a target 15 km far away.
I let my sub sink slowly at zero speed dive. The Periscope stayed locked on at 15 km until I sunk to the magic 10 m depth switch over from above water to underwater status.
Instantly my Periscope range to solid lock was reduced to 6 km maximum.
If I lock on a target outside that range, the ship will show as a grey box on the map and fade away. it still looses lock after 2 seconds further than 6 km.
This number must be somewhere else. I changed the 6 km in Sensors.dat for Periscope to 15.5 km. There must be another value that is set for 6 km maximum for periscope while under water state.
Oh, by the way, you should use the RF_Detect2 Mod to make your RWR work correct again. The RWR passive radar detectors ranges are increased in proportion. But they need to be hex edited in the same Sensors.dat file since they both share the same file.
rulle34
09-21-05, 09:07 PM
Oh, by the way, you should use the RF_Detect2 Mod to make your RWR work correct again. The RWR passive radar detectors ranges are increased in proportion. But they need to be hex edited in the same Sensors.dat file since they both share the same file.
Hello Jungmann!
I don't really follow you on that one! Im stupid!
What is the "RF_Detect2 Mod" and where can I find that one? (couldn't find it in Terrapin's site)
Or is it nescessary to hex-edit the sensors.dat for the RRwarning to work?
To be more clear, shall I use the RF_detect_mod or will the new 16 km sensors.dat need to be hexedit once more for the RWR detector to work as it should?
Jungman
09-21-05, 09:58 PM
Will the new 16 km sensors.dat need to be hexedit once more for the RWR detector to work as it should?
Yes.
The default values for the Radar Detectors were made for the stock 8 km maximum range.
They will not work very well with the new fog distances and increased vision range. So the range that they will pick up pasive radar signals from ships and airplanes is increased -else they will not work. There is a read me in the Mod.
It would have to be incorporated into the Sensors.dat since they share the same file.
-----------------------------------------------
RF_Detect2 Mod Jungman July 25, 2005 Silent Hunter III patch 1.4
This is a first try improvement to make your mostly worthless radar warning detectors up to historic values.
Indeed, it will help you detect those pesky airplanes long before they pounce on you, I hope. It will also
pick up any ships using radar. This needs to be tested. It maybe too good, or not enough.
place in your Data/Library folder. And as usual, backup your original Sensors.dat file.
Metox: 4km range @ 15 sec sweep Old
Metox: 10km range @ 15 sec sweep New
Borkum: 5km range @ 15 sec sweep Old
Borkum: 15km range @ 10 sec sweep New
Naxos: 7.5km range @ 15 sec sweep Old
Naxos: 20km range @ 10 sec sweep New
Tunis: 10km range @ 15 sec sweep Old
Tunis: 25km range @ 5 sec sweep New
I increased in proportion out to the in game engine maximum limit of 25 km defined by Enemy Radar.
In practice, the best radar in game used by the enemy is only 16km. In the Sim.cfg or Sensors.cfg
the detection time is double when further than half the maximum range. So maybe the longer detect ranges
will have an affect. I aslo increased the Sweep Period faster for the better radar detectors in order to
make them better than the earlier models in case Enemy airplane radar range limits are a mute point.
I may reduce these down after some testing and feedback. I was liberal in the range. In game is a different story.
I need to figure out what is the real maximum, do they detect airplanes solid out beyond their radar at 25km
or do they actually detect the 'radar signals' from (8 to 16km) for airplanes, and (3 to 15 km) for Ships.
One last thing, this includes the Visual range increase out to 20km, which is actually limited to 10km.
I.E. Do these units work as Radar Detectors or Active Radars? It maybe why they were nerfed by Devs.
UPDATE: v2 More moderate values. August 17, 2005. Thanks to Captain America for values.
Watch crew Visual set for 8 km precise and 10 km maximum.
Metox: 4km range @ 15 sec sweep Old
Metox: 8km range @ 15 sec sweep New
Borkum: 5km range @ 15 sec sweep Old
Borkum: 10km range @ 10 sec sweep New
Naxos: 7.5km range @ 15 sec sweep Old
Naxos: 15km range @ 10 sec sweep New
Tunis: 10km range @ 15 sec sweep Old
Tunis: 20km range @ 5 sec sweep New
------------------------------------
This is freeware and not for commercial use, except by permission of the author. You can pass this file and share,
but any commercial use must abtain permission from author, and/or Ubisoft original copyright.
rulle34
09-21-05, 10:10 PM
OK, so what I can understand now is that with this new 16 km visibility sensors.dat, the RWR detecting will not work so well. And I cant use the RF detect_mod because then it'll overwrite this new 16 km visibility sensors.dat!
Is it possible to fix this in a new version of this 16 km sensors.dat?
Jungman
09-21-05, 11:18 PM
RWR never did work well with the extended Visibility Mod period. That was a secondary problem. Not of my doing.
So yes, the Sensors_16km_Lock.dat could help to have the RF_Detect2 Mod values added into to it improving gameplay even more.
This is an improvement. As for now, the gameplay has not changed. Just be aware the Visibility Mod has different ranges for fog values -and the poor way the game implements the RWR- anything within visual range will never be detected.
I thought this would be important to help solve the silly night spotting problem. If you set the CFG values so the crew is really bad at spotting at night, the RWR will still go off before you let the ship or airplane get close to you. Think of it as a 'back up' warning system if your blind crew does not see that ship (or sneaky airplane attack) 3 km in front of them on a clear night.
Thus you can set the Light and Range values in sensors.cfg to more higher values, and the RWR setting will still go off if a ship or plane is in the area too close. Of course you will need a RWR installed.
I can combine them together to give a better response.
And there is the small bit about the Uboat's Active Radar units needing to be a bit longer in range too for gameplay balance....
rulle34
09-22-05, 01:46 AM
I understand that this is quite complicated and one thing is dependent on the other.
With these figures in RF detectmod merged into this 16 km visibility scene.dat, maybe it can be a important mod that many would like to have?
The reason I want just 16 km is that it's from that distance you actually can see the smoke from the horizon. Seems more realistic to my mind that they will spot the ship at the same time I can see it.
About changing values in CFG, haven't Gammel made som tests with different values there?
rulle34
09-23-05, 05:43 PM
Some test results from this new sensors.dat file:
Visual spotting day/clear weather from crew and me 15000-16000 m
You see the smoke!
Perfect!
Nighttime all spottings so far has been about 9500 m. Never further away! A few times at 5000m.
I think this is quite acceptabel nightspottings. Weather has in these situations been clear.
I think this mod is working very nice!
Thank's again Jungmann :up:
Kpt. Lehmann
09-23-05, 05:54 PM
... :|\ Watching with great interest here.
rulle34
09-23-05, 06:01 PM
... :|\ Watching with great interest here.
I think you'll like it :yep:
Look what combination I use in this post! http://www.subsim.com/phpBB/viewtopic.php?t=43252 Scroll down and you see a post with my config!
If you like I can make a upload with my mod config for you if you like.
I've sent you a PM! :up:
Kpt. Lehmann
09-23-05, 07:16 PM
That would be great Rulle34 (upload/download)
Roger the PM :up: I PM'd you too.
Does it require me to employ an entire visibility mod? I had a problem with that mod before... It made everything look like a photographic negative.
rulle34
09-24-05, 12:08 PM
Hello again!
Here is a DL link:http://rapidshare.de/files/5482482/Jungmanns_16km_Visibilitymod_RUB_sky_NEW.7z.html
This is tested and it works on my computer without any errors or other strange glitches.
Credit goes to Jungmann, Manuel Ortega, Beery and Gammel.
I'll take a look at this file if indeed the night spottings are improved...
Jolly good show old chap . I downloaded this and installed it , Jungmanns_16km_Visibilitymod_RUB_sky_NEW.
Feedback . 1645pm light fog and i get a ship spotted . The ship was approx 9000mts away and just the smoke showing . The periscope locked on . One day i will get to play a campaign rather than reading the mod forum .
Kpt. Lehmann
10-02-05, 03:12 AM
One day i will get to play a campaign rather than reading the mod forum .
Bump. I know the feeling Glenno.... but with the speed of development here, I think it is worth the wait.
Jungman/ Rulle34 Regarding this visibility mod, and a post I read here a bit ago, it would seem that there is the possibility of graphic errors being caused... such as a moon that is too small.
Have either of you experienced this?
Kpt. Lehmann
10-02-05, 03:25 AM
It is smaller because in Ortega Visiblilty mod the Moon is moved from 900 to 1800 away in the scene.dat file.
If you place it back to normal, it will look bigger as it was but it will be in front of the cloads. The whole world was made bigger.
If you read through that long thread, you will see where ask about it and tried and Otega tells me the moon 3D ball sphere must be enlarged using vertexs etc. Way beyond my tools to edit that 3D data objects.
Ahh Jungman.. I found your answer to this issue. Am I correct in understanding that your visibility mod does not have the same problem as Ortega's?
Also, looking at Terrapin's site... I couldn't find your RF mod... is there somewhere I can get it?
I couldn't find your RF mod... is there somewhere I can get it?
It's included in this package http://rapidshare.de/files/3448595/SensorPak.zip.html
Woof1701
10-02-05, 03:45 PM
@Sturm:
Now you've lost me.
Just downloaded your package and the one from Jungman's link above, but since several files (sensor.dat, ai_sensor.dat etc) are included at least twice I have no longer any idea what mod does what and which to install.
Could you please tell me:
1. Does the SensorPack.zip package include Jungman's newest Visibility Mod AND RF detect Mod? If not wouldn't I overwrite the changes of one mod if I install the other?
2. Why are there two versions in the SensorPack.zip? Is it meant to install with or without the snorkel fix?
Thanks!
rulle34
10-02-05, 04:05 PM
@Woof
Don't confuse Visibility mod and sensors.pak.
Visibility mod is based on "sensors.dat". Must go with water/sky.dat files that is modded for the visibility mod. You find them in Ortegas visibility mod. Basically Ortega made the visibility mod. Jungmann has tweaked that to 16 km visibility and longer "lock on" for UZO and periscope on my request. (big thank's again Jungmann) I think this version works much better than the original. Mostley because ships is now seen when they are reported and ther is more sense in nightspotting (4000m - 9000m) Nothing strange. This mod is still under development (I hope)
Jungmanns sensors.pak contains some different options to install. This mod is older than the visibility mod and fixes the über DD's, make a fix for radar warning equipment to more realistic values and also includes a variant with the snorchel fix that makes your boat not so easy to detect by radar while using the snorchel. For the über DD*s there are two versions; 150 dead lock radius and 200 m. Also blast radius is different (slight).
Visibility mod, tweaked by Jungmann to 16 km, does not contain the adjustments for radar detection values for the moment . He is on his way to fix that.
Puhh! Better Jungmann explains this, but I hope I got it right :dead:
@Woof
Well rulle said it all, I just answered the question asked :)
Personally I'm using the SonarDC_Snorkel_fix (AI_Sensors.dat) with the Jungman's 16km visibility mod.
Kpt. Lehmann
10-02-05, 05:27 PM
I couldn't find your RF mod... is there somewhere I can get it?
It's included in this package http://rapidshare.de/files/3448595/SensorPak.zip.html
Thanks Sturm!
Woof1701
10-05-05, 02:32 PM
@Sturm and Rulle
Thanks
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