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View Full Version : ATMOSPHERE MOD SUCCESS!!!


Kpt. Lehmann
10-29-05, 01:53 PM
I thought I'd start a new clean thread for the just for the sake of settling any possible muddy water.

The realization of this mod involved a true team-effort! WOW!!! What a ride!

This mod would not be possible without the help of quite a few people. Marhkimov and I hashed out the idea... and lots of hands helped us get this far.

The Atmosphere Mod contains, Seeadler's 16KM Cloudfix, Marhkimov's sun-water reflection fix, and the 16 Km visibility mod (see the 16Km vis-mod readme/credits included in this download-the 16km vis-mod used here was most current version at time of release)
Marhkimov and I smacked it with our hammers until everything fit and worked.

This mod was TRULY a real team effort and took a lot of work. Without assigning any particular rank or order of importance... Marhkimov and I would like to thank the following people.

Rulle34
Seeadler
Manuel Ortega
Redwine
Flakwalker
Sergbuto

The intent of this mod is to form the base to which future alterations may be added such as cloud textures, moon textures, and water opacity/color changes can be added.

THIS WORK MAY NOT BE USED FOR PROFIT AND IS A FREE MODIFICATION TO THE SILENT HUNTER III U-BOAT SIMULATION GAME. As long as this condition is met feel free to include it in other mods, or alter it to taste... Just mention who did the work:O)

You will find download link here for the 16 KM BASIC Atmosphere Mod!!!

What it will include is a 16 KM sky dome with no more wierd cloud vortex overhead, (Seeadler's Cloudfix) new corrected sun reflections on the water, (Marhkimov's Fix) , clear water, and other visibility mod changes made by the vismod team...

Here you go! Basic regular version:
http://rapidshare.de/files/7061565/16_KM_BASIC_ATMOSPHERE_MOD_VERSION_1.5.7z.html

Version 1.5 now includes Sergbuto's corrected periscope and snorkel- wake and reflection fixes. (Changed sensors.dat and sensors .val files in data/library folder) This makes it VERY important that when using Sergbuto's Version two reflection and wake fixes... you must delete the sensors.dat and sensors.val files from that mod before application or you will overwrite important changes made to the 16 KM visibility mod incorporated here.

Thank you Sergbuto!

With 1.25x larger waves download-Link:

http://rapidshare.de/files/7008267/16_KM_BASIC_ATMOSPHERE_MOD_v1.0.7z.html

For slower video cards-the 8 Km version:
http://rapidshare.de/files/7193607/Atmosphere_Mod_8_Km_version_1.5.7z.html

Seeadler
10-29-05, 04:09 PM
LOL, too much downloads at the moment on rapidshare.de :ahoy:

Maverick_[GER]
10-29-05, 08:07 PM
Great mod, I love it! http://forums.beyondunreal.com/images/smilies/2thumbs.gif

Average Joe
10-29-05, 08:39 PM
I just DL'd this mod, not tested yet.

If I understand the part of the visibility mod, does increase the ability for my A/I crew to 'spot' at greater distances?

In the '16 km Visibility Read me' it states:
---snip--
Vis mod has fog at 600m, 4500m, 9000m for heavy, medium, and light fog.
---snip--

The above visibility values look greater than the stock game. Does anyone know what SH3's stock/default values are, in meters?

My guesses for Sh3 stock visibility would be something like;

Heavy fog 400-meters
Medium fog 2500-meters
Light fog 4500-5000-meters

Anyway I'm really wondering is, if this mod changes visibility-values to spot ships, does it also give A/I ships the same advantage? i.e, will an enemy A/I ship spot me at a greater distance too?

Kpt. Lehmann
10-29-05, 09:51 PM
Added 8 Km version of atmosphere mod for slower video cards...

Don't feel alone guys. :cry:

See original/ first post for download link.

Kpt. Lehmann
10-29-05, 10:03 PM
I just DL'd this mod, not tested yet.

If I understand the part of the visibility mod, does increase the ability for my A/I crew to 'spot' at greater distances?

In the '16 km Visibility Read me' it states:
---snip--
Vis mod has fog at 600m, 4500m, 9000m for heavy, medium, and light fog.
---snip--

The above visibility values look greater than the stock game. Does anyone know what SH3's stock/default values are, in meters?

My guesses for Sh3 stock visibility would be something like;

Heavy fog 400-meters
Medium fog 2500-meters
Light fog 4500-5000-meters

Anyway I'm really wondering is, if this mod changes visibility-values to spot ships, does it also give A/I ships the same advantage? i.e, will an enemy A/I ship spot me at a greater distance too?

I wish I could help you Joe. However, the 16 Km visibility mod thread is very convoluted and the answer is found here- http://www.subsim.com/phpBB/viewtopic.php?t=39588&start=525

I have wondered the same thing and when testing the 16 Km vis-mod, I got the impression that they did spot you a little sooner... but not too terribly so.

My advice is to set up a good intercept course and wait for them submerged during daytime... Hit and run.

At night you have a lot more flexibility and can attack on surface at closer ranges.

I will say that the 16 Km vis-mod is completely awesome compared to stock.

You may also take an FPS hit due to double sized sky, water, and ship/object rendering so be aware of that possibility.

Also, if things get bad FPS-wise you can use the 8 Km version of the atmosphere mod until you can upgrade your card....

Apparently, Gouldjg and myself are in that same boat.

I hope this was a little help. :ping:

rulle34
10-29-05, 11:07 PM
Anyway I'm really wondering is, if this mod changes visibility-values to spot ships, does it also give A/I ships the same advantage? i.e, will an enemy A/I ship spot me at a greater distance too?

No it would not!

rulle34
10-29-05, 11:08 PM
Great release :up:

Kaleunt
10-29-05, 11:36 PM
I have followed your mod project since the beginning and i come to think
that all become very confusing.
Last week i have downloaded the first 16 km visibility mod, a good piece of work, this mod didn't include the cloud fix by Seeadler and i came back to the standard 8km when Seeadler fixed the "wormhole", using Pack 3D and following the instructions given by Seeadler i could include the Cloud Fix in the original 16 km visibilty mod.
I have downloaded your 16 km visibility mod, the files are the same
(Cfg, Env, Library files) the only difference is just the addition of the
reflexions mod from Markhimov, am i right ?
The moon fix and the upgrade of the RWR sensors are included since the first version of the 16 km visibility mod
Can you explain what your 8km visibility mod change from the standard
visibility after the instalation of the original Cloud fix?
As far as i know the RWR sensors where corrected by Jungman for the standard game.Is it really usefull to submit a mod wich in fact doesn't
mod not much? If i want the reflexions mod by Markhimov i just download
it and not your 8km visibility mod, because the files in your mod are yet included in RUB 1.44 or IUB.
Maybe i'm wrong....

Kpt. Lehmann
10-30-05, 12:53 AM
I have followed your mod project since the beginning and i come to think
that all become very confusing.
Last week i have downloaded the first 16 km visibility mod, a good piece of work, this mod didn't include the cloud fix by Seeadler and i came back to the standard 8km when Seeadler fixed the "wormhole", using Pack 3D and following the instructions given by Seeadler i could include the Cloud Fix in the original 16 km visibilty mod.
I have downloaded your 16 km visibility mod, the files are the same
(Cfg, Env, Library files) the only difference is just the addition of the
reflexions mod from Markhimov, am i right ?
The moon fix and the upgrade of the RWR sensors are included since the first version of the 16 km visibility mod
Can you explain what your 8km visibility mod change from the standard
visibility after the instalation of the original Cloud fix?
As far as i know the RWR sensors where corrected by Jungman for the standard game.Is it really usefull to submit a mod wich in fact doesn't
mod not much? If i want the reflexions mod by Markhimov i just download
it and not your 8km visibility mod, because the files in your mod are yet included in RUB 1.44 or IUB.
Maybe i'm wrong....

Yes, you have misunderstood our purpose here.
Allright... The 16 Km Atmospheric mod (and the 8 Km Atmospheric mod for slower video cards) share some files that needed multiple modifications to work correctly together.

So you get this: 16km (Or 8km) visibility mods + cloud fix by Seeadler + corrected sun-water reflections by Marhkimov.

There are TWO choices of downloads above... if you don't want the 8 Km file... use the 16 Km file. MAKE SURE you read the ReadMe's included in the documentation folder of these mods.

There will most likely be a version made to be compatible with RUb but it may be a couple of days.

Marhkimov
10-30-05, 01:00 AM
Great job everyone, and remember, NONE of this could have been possible if it were not for our talented hex editors, 3dUV mappers, and modellers.

A big THANK YOU is in order for all of those who can do, what all of us, cannot do.

Seeadler
Jungman
Rulle34
Manuel Ortega
Redwine


You guys rock... and everyone else rocks too! :up:

lumat83
10-30-05, 03:14 AM
First thank for very your good job (and for all the time passed to upgrade the game for all the players community :D

I've downloaded but it I've two questions before installed it :

1- Is it compatible with the last IUB

2- Is it More realistic than it's exiting in the last IUB (in the last IUB there is a 16km visibility but with good weather, I don't know what visibility distance with fog...) ?

Marhkimov
10-30-05, 03:22 AM
1- Is it compatible with the last IUB
I have been known to be wrong in the past ( ;) ), but I believe it will work with the latest version of IUB. All files relating to visibility have been changed, so compatibility shouldn't be much of a problem... I hope.


2- Is it More realistic than it's exiting in the last IUB (in the last IUB there is a 16km visibility but with good weather, I don't know what visibility distance with fog...) ?
I'm not sure what you mean by this question. Could you re-phrase it? sorry...

lumat83
10-30-05, 03:31 AM
lol, my english :damn: :damn: :damn:

Good, In IUB, the visual distance is 16km on a clear day and 9 km on a clear night
(I don't know what are the distances with bad weather)

what distance in your mod in night ?

Marhkimov
10-30-05, 03:41 AM
The distances in the new atmospheric mod should be identical to the ones in IUB. Translation - they are just about the same.

lumat83
10-30-05, 04:24 AM
Ok. Thanks Marhkimov :) for your answer

rulle34
10-30-05, 05:05 AM
lol, my english :damn: :damn: :damn:

Good, In IUB, the visual distance is 16km on a clear day and 9 km on a clear night
(I don't know what are the distances with bad weather)

what distance in your mod in night ?

I think in IUb it's the 16km visibility mod built in to that mod. I have made some test is bad weather and you can se the results here: http://www.subsim.com/phpBB/viewtopic.php?t=39588&postdays=0&postorder=asc&start=500

If Im wrong about the mod, please correct me oRGy (but I think the difference was the fixed moon and murkiness of water)

Rubini
10-30-05, 09:37 AM
Excuse me about my dumb question , but what "fixed moon means? :hmm:

Rubini.

mferrulo
10-30-05, 12:04 PM
Anyway to upload this file to the U-boat.realsimulation site?

Rapidshare is not allowing free downloads because of traffic to this file.

Great work on the mod!!!!!!!!!!!!!!!!

Capt. Ferrulo

ICBM
10-30-05, 01:35 PM
"Too many users downloading right now. Please try again later or get a PREMIUM-Account"

AAAAAAARRH! BANDWITH THIEVES!:arrgh!:

rulle34
10-30-05, 01:46 PM
Excuse me about my dumb question , but what "fixed moon means? :hmm:

Rubini.

Hello Rubini!
About "Fixed moon" !
When Ortega made the skydome bigger (to achieve the increased visbility) all in the sky went smaller. So for a while we had to live with a unormal small moon. When this "moon fix" came the moon was resized :up:

This is now built in in the 16 km vismod

Rubini
10-30-05, 06:53 PM
Hello Rubini!
About "Fixed moon" !
When Ortega made the skydome bigger (to achieve the increased visbility) all in the sky went smaller. So for a while we had to live with a unormal small moon. When this "moon fix" came the moon was resized

This is now built in in the 16 km vismod

Thanks rulle34! :up:

Rubini.

Martin1813
10-30-05, 07:40 PM
That's a wonderful job, guys !!! :up: :up: :up:
I really love it !



ps : lumat, stop trying to translate literally French into English, it doesn't work everytime ;) :P

Reece
10-30-05, 08:15 PM
Thanks All, It's great to see all the good modders get together to combine the various mods into a single one so that there are no compatability problems. :up:
Thanks again. :D
Reece.

perdu
10-31-05, 01:54 AM
yeahh great news :)
thanks to all the team :)

sultanoswing
10-31-05, 02:07 AM
Thanks a lot for putting this together!!

I swapped back to Beery's nice, murky water, as I don't like sailing in a fishbowl, but the rest of the atmos. mod is now part of my stock SH3 install.

Cheers,
SoS

Marhkimov
10-31-05, 02:16 AM
Thanks a lot for putting this together!!

I swapped back to Beery's nice, murky water, as I don't like sailing in a fishbowl, but the rest of the atmos. mod is now part of my stock SH3 install.

Cheers,
SoS

Switching back to beery's water is fine and all...

BUT...

doing so will likely give you unwanted side-effects. Can you explain in more details how you swapped to Beery's water?



You have to understand that our team had good reason for including all of the files that we did... You can indeed use beery's water if you wish, but swapping files randomly might not be such a great idea.

rulle34
10-31-05, 06:47 AM
Thanks a lot for putting this together!!

I swapped back to Beery's nice, murky water, as I don't like sailing in a fishbowl, but the rest of the atmos. mod is now part of my stock SH3 install.

Cheers,
SoS

Switching back to beery's water is fine and all...

BUT...

doing so will likely give you unwanted side-effects. Can you explain in more details how you swapped to Beery's water?



You have to understand that our team had good reason for including all of the files that we did... You can indeed use beery's water if you wish, but swapping files randomly might not be such a great idea.

I certainly agree to that.
If you use a .DAT extracter tool and extract old .TGA's and then repack and replace new .TGA's for Beery's water then it's ok. Otherwise you'll will not have the same features :nope:

Marhkimov
10-31-05, 07:05 AM
Serg's new u-boat reflections v2.0 is out and it also includes sensors.dat. Since Serg made his fix on the default sensors.dat, we are going to have to upgrade the sensors.dat from our own atmospheric mod...


Our sensors include Jungman's AI sonar fix (ASW sonar loses track of sub < 200m) and snorkel detection fix.

oRGy
10-31-05, 09:15 AM
A tweak made in AI_Senors.dat in IuB is to increase the max visual range of enemy AI to 12km. This allows them to see you a little longer (potentially) but also allows naval battles out to this distance.

Another tweak is that the sonar depths have been changed for the AI to be more accurate, I'm not sure if this is integrated with the atmosphere mod.

As far as I know this is not included in the atmosphere mod so may cause conflicts with saved games. In any case IuB has everything in there except the fixed skies and markhimov's new reflections.

I'll integrate those properly for the next version of IuB.

Kpt. Lehmann
10-31-05, 09:39 AM
There is a slight problem with the original DL. Somehow the scene.dat used included timetraveller's 1.25x waves.

This has been corrected in the Atmosphere Mod DL post with a new link which I will repeat here.

http://rapidshare.de/files/6991842/16_KM_BASIC_ATMOSPHERE_MOD_v1_1_.0.rar.html

My sincerest apologies if this caused anyone trouble. I have no idea HOW it happened since I don't use the larger wave mods.
(It did look cool though!)

oRGy
10-31-05, 09:48 AM
Maybe you used the IuB scene.dat as a base? I include the 1.25x waves in IuB. (It's sort of necessary to expand the range of the sea to something approaching realistic storms)

Kaleunt
10-31-05, 10:09 AM
The snorkel and sonar fixes from Jungmann are part of the AI_Sensor.dat file not the Sensors.dat wich regulate the capabilities of the sensors of your own boat. Using the corresponding files from RUB (8km standard visibility) or IUB (16km visibilty) the fixes are yet included, AI_Sonar fix and Snorkel fix integrated in the AI_Sensors.dat file, Radar fix and RWR fix integrated in the Sensors.Dat file. If you use the Sensors.dat file from Sergbuto you will obtain all the reflexions fixes but you will loose the benefits of the radar fix and RWR fix as well as the benefits of the 16km
visibility capabilty. If i'm wrong correct me, please,
the ultimate goal being to achieve a coeherent mod.

Redwine
10-31-05, 10:22 AM
Serg's new u-boat reflections v2.0 is out and it also includes sensors.dat. Since Serg made his fix on the default sensors.dat, we are going to have to upgrade the sensors.dat from our own atmospheric mod...


Our sensors include Jungman's AI sonar fix (ASW sonar loses track of sub < 200m) and snorkel detection fix.

Did you used the old <200m one (i preffer it) or the most recent <150m ?

I had installed the new Sergbuto files, all but the sensors.dat, because i do not want to losse the Jungman's and Ortegas changes.

The effect is you do not have reflections or wakes from the snorkel mast, the others works fine.

Kpt. Lehmann
10-31-05, 10:29 AM
The snorkel and sonar fixes from Jungmann are part of the AI_Sensor.dat file not the Sensors.dat wich regulate the capabilities of the sensors of your own boat. Using the corresponding files from RUB (8km standard visibility) or IUB (16km visibilty) the fixes are yet included, AI_Sonar fix and Snorkel fix integrated in the AI_Sensors.dat file, Radar fix and RWR fix integrated in the Sensors.Dat file. If you use the Sensors.dat file from Sergbuto you will obtain all the reflexions fixes but you will loose the benefits of the radar fix and RWR fix as well as the benefits of the 16km
visibility capabilty. If i'm wrong correct me, please,
the ultimate goal being to achieve a coeherent mod.

At the moment... if you feel or see that there are conflicts, you will have to make a personal choice.

Jungman has stated that he will re-do the sensors files after he finishes his damage mod... which will require further adjustments.

Marhkimov and I will look into integrating as much as possible... but this will take time.

Often in SH3, multiple functions may use the same file... which makes modding very difficult.

As the original post stated, this is the base from which we will branch out to tie relevant things together... but once again this will take time.

rulle34
10-31-05, 12:45 PM
The snorkel and sonar fixes from Jungmann are part of the AI_Sensor.dat file not the Sensors.dat wich regulate the capabilities of the sensors of your own boat. Using the corresponding files from RUB (8km standard visibility) or IUB (16km visibilty) the fixes are yet included, AI_Sonar fix and Snorkel fix integrated in the AI_Sensors.dat file, Radar fix and RWR fix integrated in the Sensors.Dat file. If you use the Sensors.dat file from Sergbuto you will obtain all the reflexions fixes but you will loose the benefits of the radar fix and RWR fix as well as the benefits of the 16km
visibility capabilty. If i'm wrong correct me, please,
the ultimate goal being to achieve a coeherent mod.

You are right in this Kaleunt :up:
I think it's more important now than ever to keep in mind what files has what kind of modifications. Otherwise it's quite easy happen that you install a mod, perhaps change one file, it screws up, and blame comes on the mod itself. :o

My proposal is that the mod goes as "clean"as possible.
Then if someone wants 1,25 or 1,5 big waves, use Timetraveller's tool and set what kind of waves you like. About the murkiness in water, use SH 3 commander and change it to the value you like.

Then my next proposal and wish would be if some god modder (or programmer) could put a "SH 3 TOOL" that could do all this tweakings in the same tool. This will hold down the number of variants of the mods. This is important now when mods become more and more complicated.

The "Read me" should also be more informative. Take RUb as a good example. A simple list on what changes respond to what specific file/-es makes it easy not to do the common mistake by "touch" a file without spoiling something else in the mod.

I need to improve this myself. So I don't want to sit here and shoot a canon in a house of glass :rotfl: (Swedish proverb)

Don't take this as some correction to someone, it's just a suggestion of development and one way to keep modifications clean and easy to make your own changes.

What is your opinion in this suggestion?

Marhkimov
10-31-05, 12:57 PM
Oh ok, it is 'AI_sensors.dat' that holds all of the sonar and snorkel settings. It is 'sensor.dat' that holds the u-boat sightseeing capabilities. My mistake for confusing the two...

So who is the God programmer that will make us our SH3 God TOOL? timetraveller could always "whip" out a newer edition of his tool, but does he even play anymore? Someone else could try... We normal people should be able to edit AI_sensors and sensors.dat on our own.

Anyone else have any thoughts?

Panama Red
10-31-05, 12:59 PM
rulle34:
When I go to timetravaler's site, all I find is his modified "scene.dat" files that have the waves preset at 1.25, 1.50 or 2.00. I did not find a tool to modify an existing "scene.dat" file like SH3 Commander modifing the water clarity.

Do you have such a tool ???

rulle34
10-31-05, 01:20 PM
rulle34:
When I go to timetravaler's site, all I find is his modified "scene.dat" files that have the waves preset at 1.25, 1.50 or 2.00. I did not find a tool to modify an existing "scene.dat" file like SH3 Commander modifing the water clarity.

Do you have such a tool ???

Hello Panama red :)

If you download Timetravellers "SH 3 Inspector tool", open the program (after installing it) and click on the tab "misc"
There you have an option to set wave height your self.
There is also values set for 1.25, 1,5 etc, but as I can see you can set any value you want :up:

Panama Red
10-31-05, 01:26 PM
rulle34:
Thanks, I will try it tonight when I get home.

rulle34
10-31-05, 02:14 PM
So who is the God programmer that will make us our SH3 God TOOL? timetraveller could always "whip" out a newer edition of his tool, but does he even play anymore? Someone else could try... We normal people should be able to edit AI_sensors and sensors.dat on our own.

Anyone else have any thoughts?

Lets put this out in a new thread. Maybe someone will make a try for it?

An please put up some whises you want this tool to perform.

As I can see this tool must be updated when new mods and features will pop up :hmm:

sultanoswing
10-31-05, 02:35 PM
Switching back to beery's water is fine and all...

BUT...

doing so will likely give you unwanted side-effects. Can you explain in more details how you swapped to Beery's water?

I have to admit, I just simply swapped out the 3 'EnvColors_*.dat' files from RuB. While I didn't notice any problems, unfortunately the fishbowl remained. Hmmmm.

SoS

Marhkimov
10-31-05, 05:36 PM
Switching back to beery's water is fine and all...

BUT...

doing so will likely give you unwanted side-effects. Can you explain in more details how you swapped to Beery's water?

I have to admit, I just simply swapped out the 3 'EnvColors_*.dat' files from RuB. While I didn't notice any problems, unfortunately the fishbowl remained. Hmmmm.

SoS

As far as I know, 'EnvColor_*.dat' files can be totally interchangeable. No side-effects here...

But as for the 'SkyColor_*.dat' files, you MUST use the .dat files from the atmospheric mod in order for everything to work properly. If you decide you would like to use beery's colors, you must use a DATextractor tool and extract the .tga files from beery's SkyColors and insert them into the .dat files of the atmospheric mod. Not doing this will probably lead to the black skies that people are reporting...

Syxx_Killer
11-01-05, 09:48 AM
With all these new mods coming out at once like wildfire I have literally become quite lost. :oops: This mod changes the Sensor.DAT file, right? I use Jungman's Sensor Pack. I need the Sensor file from that mod because it fixes the snorkels. Can Jungman's Sensor file be made compatible with this mod?

If anyone wants to take a look at it here it is:

http://www.filefactory.com/get/f.php?f=7df540d26ec58e62a3acca81

rulle34
11-01-05, 10:16 AM
With all these new mods coming out at once like wildfire I have literally become quite lost. :oops: This mod changes the Sensor.DAT file, right? I use Jungman's Sensor Pack. I need the Sensor file from that mod because it fixes the snorkels. Can Jungman's Sensor file be made compatible with this mod?

If anyone wants to take a look at it here it is:

http://www.filefactory.com/get/f.php?f=7df540d26ec58e62a3acca81

Hello Syxx_Killer

You don't have to worry
Just to sort this out:
1.Jungmans snorchel fix and also the über DD fix is in "AI_sensors.dat"
2.Visibility mod and environmental mod is based on "Sensors.dat" "Scene.dat" and "sky/env dat files". Just use Jungmans Ai_sensors.dat together with environmental or just visibility mod and all is just fine.
3. In Jungmans Sensor pak you find the file "Sensors.dat" In that file is Jungmans "RF_Detect Mod" These values is now merged in to the 16km visibility mod by Jungman himself and now also includes in the new "environmental mod" who is based on the 16km visibility mod.

I hope It helped :huh:

Maybe the new "environmental mod" should include Jungmans snorchel fix and DD fix to avoid confusion?

Syxx_Killer
11-01-05, 11:36 AM
Thanks, rulle! :up: I went through the thread again and read the new posts (should have done that in the first place :oops: :oops: :damn: :damn: ), and was wondering about these black skies and things. I currently use Ail's skymod and moon mod. Will these be compatible with the atmosphere mod, or will I have to do yet some more DAT repacking?

rulle34
11-01-05, 11:46 AM
Thanks, rulle! :up: I went through the thread again and read the new posts (should have done that in the first place :oops: :oops: :damn: :damn: ), and was wondering about these black skies and things. I currently use Ail's skymod and moon mod. Will these be compatible with the atmosphere mod, or will I have to do yet some more DAT repacking?

No, I use them myself and last test with environmental mod was just great :up:

Marhkimov
11-01-05, 01:02 PM
With all these new mods coming out at once like wildfire I have literally become quite lost. :oops: This mod changes the Sensor.DAT file, right? I use Jungman's Sensor Pack. I need the Sensor file from that mod because it fixes the snorkels. Can Jungman's Sensor file be made compatible with this mod?

If anyone wants to take a look at it here it is:

http://www.filefactory.com/get/f.php?f=7df540d26ec58e62a3acca81

You are confused between sensors.dat and AI_sensors.dat.

Sensors.dat only contains values for the player's OWN u-boat, such as visibility range and radar range. It includes jungman's radar tweeks. This is the file that is included with the atmospheric mod.

AI_Sensors.dat is the file that contains snorkel detection values and sonar fixes, among other things. This file is NOT included as part of the atmosperic mod. If you are currently using jungman's radar fixes, though, it can be used in conjunction with the atmospheric mod.





P.S. I have tweeked sensors.dat to include Sergbuto's snorkel & wake reflections. A new version of Atmopheric Mod, compatible with serg's reflecions v2.0, will be out shortly... :up:

Kpt. Lehmann
11-01-05, 03:41 PM
Version 1.5 of 16 Km Basic Atmosphere mod now available.

Changes to 8 Km version and 1.25 waves version are coming up hopefully today.

Changes made:Version 1.5 now includes Sergbuto's corrected periscope and snorkel- wake and reflection fixes. (Changed sensors.dat and sensors .val files in data/library folder) This makes it VERY important that when using Sergbuto's Version two reflection and wake fixes... you must delete the sensors.dat and sensors.val files from that mod before application or you will overwrite important changes made to the 16 KM visibility mod incorporated here.

Please be patient with our evolution of this mod... when you fix one problem, often others appear.

Thank you Sergbuto!

oRGy
11-01-05, 03:42 PM
Will the new version of the sensors.dat include appropriate values for the RWR ranges? Jungman helped me on the ones in IuB and I'm too lazy to want to update them again.

Kpt. Lehmann
11-01-05, 03:50 PM
Will the new version of the sensors.dat include appropriate values for the RWR ranges? Jungman helped me on the ones in IuB.

I will say that is certainly our intention. I know Jungman stated he is intending to re-visit sensors concerns after finishing up the Diehard mod. Hopefully we will all have a consolidated/universally acceptable version of sensor changes.

To everyone, I know it is a bit irritating when things change often.
We have fixed a problem or two and in the process discover other problems. The issues are finite and there is an end-point here... We have a few things to sort out, but all will come together in the end. ;)

Kpt. Lehmann
11-01-05, 04:34 PM
Will the new version of the sensors.dat include appropriate values for the RWR ranges? Jungman helped me on the ones in IuB and I'm too lazy to want to update them again.

Yes the Naxos RWR is set to 12,000 for range.

Kpt. Lehmann
11-01-05, 04:39 PM
Will the new version of the sensors.dat include appropriate values for the RWR ranges? Jungman helped me on the ones in IuB and I'm too lazy to want to update them again.

Yes the Naxos RWR is set to 12,000 for range.

... as well as various other changes/tweaks made by Jungman as per the last 16 Km visibility mod.

glenno
11-01-05, 04:45 PM
Is there a possibility to make the night sky a bit darker as an option. Unfortunately with my video card , radeon x800 pro it looks like this .
http://img373.imageshack.us/img373/4540/sh3img2112005739554685it.th.jpg (http://img373.imageshack.us/my.php?image=sh3img2112005739554685it.jpg)

Kpt. Lehmann
11-01-05, 04:48 PM
Is there a possibility to make the night sky a bit darker as an option. Unfortunately with my video card , radeon x800 pro it looks like this .
http://img373.imageshack.us/img373/4540/sh3img2112005739554685it.th.jpg (http://img373.imageshack.us/my.php?image=sh3img2112005739554685it.jpg)

Sure no problem Glenno... once we get all the potential compatability problems worked out... we can address that.

mferrulo
11-01-05, 08:51 PM
Changes made:Version 1.5 now includes Sergbuto's corrected periscope and snorkel- wake and reflection fixes. (Changed sensors.dat and sensors .val files in data/library folder) This makes it VERY important that when using Sergbuto's Version two reflection and wake fixes... you must delete the sensors.dat and sensors.val files from that mod before application or you will overwrite important changes made to the 16 KM visibility mod incorporated here.

So just to be sure - I should uninstall the Uboatreflections 2.0 mod - then delete the sensors.dat and sensors.val files from that mod before I reinstall it. And then Install the Atmosphere Mod.

Do I got that right?

Also - should this fix and this mod be installed only when in port? Or do I have a reasonable chance of getting this to work in mid-patrol?


Capt. Ferrulo

rulle34
11-01-05, 08:58 PM
Also - should this fix and this mod be installed only when in port? Or do I have a reasonable chance of getting this to work in mid-patrol?


Capt. Ferrulo

My experience is that only texture files is possible to change without go to port. All other changes requires that you are in port, or even sometimes start a new carrier.

Kpt. Lehmann
11-01-05, 09:00 PM
Changes made:Version 1.5 now includes Sergbuto's corrected periscope and snorkel- wake and reflection fixes. (Changed sensors.dat and sensors .val files in data/library folder) This makes it VERY important that when using Sergbuto's Version two reflection and wake fixes... you must delete the sensors.dat and sensors.val files from that mod before application or you will overwrite important changes made to the 16 KM visibility mod incorporated here.

So just to be sure - I should uninstall the Uboatreflections 2.0 mod - then delete the sensors.dat and sensors.val files from that mod before I reinstall it. And then Install the Atmosphere Mod.

Do I got that right?

Also - should this fix and this mod be installed only when in port? Or do I have a reasonable chance of getting this to work in mid-patrol?


Capt. Ferrulo

Yes... or you can just install version 1.5 over what you have and over-write.

I would make the changes in port. It may work in mid-patrol, but it is best to not take chances.

I hope that helps. ;)

Marhkimov
11-01-05, 09:04 PM
So just to be sure - I should uninstall the Uboatreflections 2.0 mod - then delete the sensors.dat and sensors.val files from that mod before I reinstall it. And then Install the Atmosphere Mod.

Do I got that right?
It doesn't matter if you uninstall Uboatreflections 2.0 mod. Just install the new Atmospheric mod over top of it. To be sure, use these basic install steps:

1) Install Uboatreflections 2.0 mod first.
2) Then install the Atmospheric mod on top of it (some files will overwrite the reflection fix, that is normal).



Also - should this fix and this mod be installed only when in port? Or do I have a reasonable chance of getting this to work in mid-patrol?
Since I don't know for sure, you should most definately install only when in port. That being said, there is a good chance for CTD if you don't, because the sensor files are being altered.

JScones
11-02-05, 01:26 AM
I'm sure the guys won't mind me jumping in here, but for anyone that is getting the "black sky during day" problem *and* they are using SH3Cmdr and JSGME, try this FIRST:

1. Perform a rollback in SH3Cmdr.
2. Disable the Atmosphere mod in JSGME.
3. Re-enable the Atmosphere mod in JSGME.

This combination of steps "cleans" your SH3 files. And, as a number of people have already attested, it has worked for them with this and many other mods.

To avoid similar file problems with *any* mod in the future, ALWAYS rollback SH3Cmdr BEFORE installing/enabling new mods. Whilst usually not a problem, it is always a good habit to get into to ensure that you limit the potential for file clashes.

Also note that you can adjust water density via SH3Cmdr in conjunction with running this mod without causing side effects.

Kpt. Lehmann
11-02-05, 02:20 AM
Thank you Jaeson! Good advice. :up:

Fangschuss
11-03-05, 05:47 AM
Any chance to add some moon reflection ? I only get reflections by using the Binoc or UZO ! Is it possible to add this reflection ? Like the Sun reflection ?

Like this >>one (http://www.helgeoveras.com/images/full_moon.jpg)<<

Kpt. Lehmann
11-03-05, 10:35 AM
Nice pic Fangschusse :yep:

We will look into it.

It could be that the problem is somewhat similar to the U-Boat reflection problems that Sergbuto has fixed.

Maybe Sergbuto will have some thoughts on this issue.

oRGy
11-03-05, 10:39 AM
Yeah, maybe.

I suspect the problem is that the moon is so far away from the player that the reflection doesn't get rendered. The moon is somewhere between the clouds 3d dome and the sky 3d dome in terms of position. Manel Ortega would know best here.

Hartmann
11-03-05, 04:07 PM
A good mon reflection makes the difference in the night sailing.

no is the same game but its a example of a nice moon in the water.

http://img142.imageshack.us/img142/3374/dibujo2bmp2ie.th.jpg (http://img142.imageshack.us/my.php?image=dibujo2bmp2ie.jpg)


Perhaps a genius of the moders here could do something... :roll:

Fangschuss
11-03-05, 06:21 PM
Hope so :up:

Reece
11-05-05, 06:17 AM
Hmmm, having a little trouble here, I remove "Marhkimov's LIGHT NIGHT mod" and installed the new Map update "4320_2160.raw"and this mod "16 KM BASIC ATMOSPHERE MOD v1.0", then the computer, after about half hour playing sh3, reboots & reports that my processor has recovered from a serious error! :-?
Each time I rolled back in SH3 Commander Installed new mod via Mod enabler then launched in SH3 Commander starting a new patrol.
Reverting back fixes the problem, I would doubt that the map update would cause any probs. Any Ideas? :huh:
Thanks.

Marhkimov
11-05-05, 10:03 AM
Version 2.0 atmosphere mods are due out sometime today. There will be 4 versions:

8km dark
8km light
16km dark
16km light

These will be the more formal versions than our previous releases, and much nearer to the final version. Keep your eyes peeled! :up:

Hartmann
11-05-05, 11:53 AM
I have this mod 16_km_visibility_mod_RWR_Moon_fix_Clear_water_Ocea n_Reflections_wavesx2_cloudsfix

in the top of rub , but i have a strange effect that i don`t know if is normal.

I see a little intermitent pixelation when i look near the water, like a big drain drops :hmm: no is very annoying but i´am curious.

some one has the same effect ?? perhaps is a driver issue or something.. :roll:

Kpt-Wolf
03-04-06, 02:19 PM
Question:

Can the Destroyer see u from about 12 km when u can see them. Or do they have to get close to you like in the normal version ??
Greetz
Wolf

Kpt. Lehmann
03-04-06, 02:47 PM
The can see you too!