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-   -   [REL]Visual and Hydrophone detection issue: a new workaround (https://www.subsim.com/radioroom/showthread.php?t=107989)

Rubini 04-01-07 04:14 PM

Quote:

Originally Posted by Capt.Crackerjack
Excellent mod, Rubini!:up:

I have two versions loaded into my JSGME (39-41 Jungman and 42-45 standard) so that a simple selection covers the entire war in a much more realistic manner.:yep:

Thanks so much for your fine efforts!

Yes, this is as i´m using. I just made some more ajusts over Jungman ones (over the one in the last release of this mod) and now I have a yet more balanced gameplay.;)

HEMISENT 04-01-07 04:20 PM

Quote:

Originally Posted by Rubini
Quote:

Originally Posted by Laffertytig
ok heres a question then. im to attached to the 16km mod to ditch it but the hydrophone changes interest me. in gwx the AI sonar man can only hear up roughly 17km away correct? it gets really tediuos to man the sonar station every few hours so is it possible to just implement your hydrophone changes until u make this mod 16km friendly?

if it is possible i assume i could add the changes during a patrol simply by rolling back sub commander?

thanx in advance

Yes and yes.

Probably tomorrow I will release only the hydrophones section for 16km, ok?;)

Boy Rubini, that would be great. I'd really appreciate getting the hydrophones up to speed for once. Thanks for all the effort.

Rubini 04-01-07 04:44 PM

Quote:

Originally Posted by HEMISENT
Quote:

Originally Posted by Rubini
Quote:

Originally Posted by Laffertytig
ok heres a question then. im to attached to the 16km mod to ditch it but the hydrophone changes interest me. in gwx the AI sonar man can only hear up roughly 17km away correct? it gets really tediuos to man the sonar station every few hours so is it possible to just implement your hydrophone changes until u make this mod 16km friendly?

if it is possible i assume i could add the changes during a patrol simply by rolling back sub commander?

thanx in advance

Yes and yes.

Probably tomorrow I will release only the hydrophones section for 16km, ok?;)

Boy Rubini, that would be great. I'd really appreciate getting the hydrophones up to speed for once. Thanks for all the effort.

Ok. Give me one day!:D

bert8for3 04-01-07 05:36 PM

Here are a couple more visual observations in 16k. I spent a while bouncing around with a convoy, then realized that it's better to have just one target, since it helps for the crew to be reporting the same target you're looking at <g>. So I started a new career, also with activated map/target updates, auto id, etc 'cause that helps getting the info more precise.

I'm going to give more info than is probably necessary but I don't know all the variables that are built into the game (vs real life) for visual distance.
This is pretty accurate on the distances, since I also had a bit of a system. I run t/c until pick up a contact by crew sighting. Then get ship id and speed/course. Then I run ahead but parallel out of crew visual range and then wait for ship to reappear. This means I'm sighting the target myself at earliest moment since I know where to look.

1. Night. 2100. September. Cloud 10/10. Sea abt 4 (on 10). I would say low fog, although it's hard to distinguish sometimes between distant cloud cover and fog. Merchant (like a goof I forgot to get ship id :damn: , so this is probably useless ... not the largest merchant class, but not smallest), sighted by me @abt 9000 metres or a bit less. Crew sighted at 8400 m.
2. Day. 1126. September. Cloud 10/10. Sea abt 2/10. Lightning (occasional). Low fog. Large cargo sighted by me @10,000. Note @10k I could only just see the merchant without binoculars, and because I knew where to look. The merchant was in plain sight at more like 9000 m. Crew sighted at 8200 m. and lost visual at 9500 m. or a bit more. Interesting point, I then flanked ahead and cut hard right to look for another target, in doing so the crew re-acquired visual on the target ... @8700 m. So it's not a constant given same weather conditions? :hmm:

Now that I have the hang of it, I'll be able to do a bunch more pretty quickly over the next couple of days. Stay tuned.

Rubini 04-01-07 06:28 PM

Quote:

Originally Posted by bert8for3
Here are a couple more visual observations in 16k. I spent a while bouncing around with a convoy, then realized that it's better to have just one target, since it helps for the crew to be reporting the same target you're looking at <g>. So I started a new career, also with activated map/target updates, auto id, etc 'cause that helps getting the info more precise.

I'm going to give more info than is probably necessary but I don't know all the variables that are built into the game (vs real life) for visual distance.
This is pretty accurate on the distances, since I also had a bit of a system. I run t/c until pick up a contact by crew sighting. Then get ship id and speed/course. Then I run ahead but parallel out of crew visual range and then wait for ship to reappear. This means I'm sighting the target myself at earliest moment since I know where to look.

1. Night. 2100. September. Cloud 10/10. Sea abt 4 (on 10). I would say low fog, although it's hard to distinguish sometimes between distant cloud cover and fog. Merchant (like a goof I forgot to get ship id :damn: , so this is probably useless ... not the largest merchant class, but not smallest), sighted by me @abt 9000 metres or a bit less. Crew sighted at 8400 m.
2. Day. 1126. September. Cloud 10/10. Sea abt 2/10. Lightning (occasional). Low fog. Large cargo sighted by me @10,000. Note @10k I could only just see the merchant without binoculars, and because I knew where to look. The merchant was in plain sight at more like 9000 m. Crew sighted at 8200 m. and lost visual at 9500 m. or a bit more. Interesting point, I then flanked ahead and cut hard right to look for another target, in doing so the crew re-acquired visual on the target ... @8700 m. So it's not a constant given same weather conditions? :hmm:

Now that I have the hang of it, I'll be able to do a bunch more pretty quickly over the next couple of days. Stay tuned.

Thanks mate!

About the weather, to we have the same condition to compare, always ask to your WO what is the weather and then relate it on the report, ok?

In game we have only 4 types of fog: no fog, light, medium and heavy. Night and day. I made my tests in an absolutelly controled environment for 8km then was more easy and quickly to have the correct results and also to test the changes. I always used a same single mission, just changing the weather and time on the mission editor and so on.;)

bert8for3 04-01-07 06:50 PM

Quote:

Originally Posted by Rubini
...
About the weather, to we have the same condition to compare, always ask to your WO what is the weather and then relate it on the report, ok?

ok, I'll do that. :up:

Quote:

Originally Posted by Rubini
...
In game we have only 4 types of fog: no fog, light, medium and heavy. Night and day. I made my tests in an absolutelly controled environment for 8km then was more easy and quickly to have the correct results and also to test the changes. I always used a same single mission, just changing the weather and time on the mission editor and so on.;)

Uummm ... I've never used the mission editor, I can imagine how it would speed things up, ... I'll see if I can figure it out, but if I can't (more likely :doh: ) I'll have to keep doing it through career.

tonyeh 04-01-07 09:26 PM

Hi Rubini,

This is a great mod...thanks!

But, I think the spotting ability of the crew is a little overdone at the moment. My crew can spot ships before they're onscreen. Last night my crew spotted a ship in clear daylight, but it actually took about 2 or 3 minutes before the smoke from the tanker they saw actually appeared faintly.

Is is possible to turn their sight down a liittle bit?

Or am I the only one who has experienced this?

The Hydrophones are a great improvement too!

Tony

Rubini 04-01-07 11:03 PM

Quote:

Originally Posted by tonyeh
Hi Rubini,

This is a great mod...thanks!

But, I think the spotting ability of the crew is a little overdone at the moment. My crew can spot ships before they're onscreen. Last night my crew spotted a ship in clear daylight, but it actually took about 2 or 3 minutes before the smoke from the tanker they saw actually appeared faintly.

Is is possible to turn their sight down a liittle bit?

Or am I the only one who has experienced this?

The Hydrophones are a great improvement too!

Tony

Thanks for the feedback. I pushed the visual section a bit to away after the aircraft adjust.
So, I also noticed in my last patrol that my crew sometimes are seeing things some minutes before I can see. I will lower this eagle eyes a bit. But probably the crew will becomes again a bit blind to small ships and small airplanes. This balance is very dificult to achieve and sometimes just impossible due SH3 limitations.

Please continue to post feedbacks. This is the unique way to we have a better balanced mod!:up:

tonyeh 04-02-07 09:24 AM

Cheers Rubini,

I mst say again that it's a pleasure to have sombody at the hydrophones who can hear!!!:up:


Tony

Capt.Crackerjack 04-02-07 03:45 PM

Please Share the Jungman Adjustment
 
Quote:

Originally Posted by Rubini
Quote:

Originally Posted by Capt.Crackerjack
Excellent mod, Rubini!:up:

I have two versions loaded into my JSGME (39-41 Jungman and 42-45 standard) so that a simple selection covers the entire war in a much more realistic manner.:yep:

Thanks so much for your fine efforts!

Yes, this is as i´m using. I just made some more ajusts over Jungman ones (over the one in the last release of this mod) and now I have a yet more balanced gameplay.;)

Have been on patrol using the Jungman AI sensor. I think it is ok for 1939, but it should be stepped up for 40-41: about halfway between Jungman and Standard AI? Will you be able to do that and provide us with the three AI sensor files?

Also, I think the visual eagle eye crew is fine, although a slight (!) reduction might be ok, but please do not decrease this too much!

Lastly, here are some sightings data:

1) Crew sighted DD in late afternoon at 8800m with partial clouds, no precip, no fog; I spotted* it at 8400m.

2) Sonar contact with MV coastal merchant at 21.4km.

3) Crew sighted same MV coastal merchant at 5000m during night with partial clouds, no precip, light fog: I spotted* it at 4800m.

4) Crew sighted Swordfish aircraft at 3500m with partial clouds, no precip, light fog: I spotted* it at 3200m.

*I normally do not spend much time scanning with binocs, because that is why I have the Watch Officer and crew on deck. I usually spot after being alerted by the WO.

This is truly a great mod, Rubini, and I prefer it with the default 8km mode. Thanks for your great efforts!

bert8for3 04-02-07 07:31 PM

@Rubini:
So I have the mission editor figured out, at least to the point that I can set up a simple visual sighting mission. I see what you mean about being able to set the weather conditions. It'll be easy to set up a series of different missions with different weather conditions.

Here's a first one, mainly as an example for you, under "controlled" conditions:
Day / light fog / merchant - Large tanker / weather report "Clouds clear, precipitations none, fog light, wind speed 5 mps, direction 0" / Player sights merchant at 8600 m / Crew sights merchant at 8600 m. /

This prompts a few questions before I go any further:

Should I have realistic sensors selected in difficulty?

Should the player visual acquisition distance be based on the naked eye under best possible circumstances? i.e. using binoculars and knowing where to look for the target, I could just make it out at as a pretty faint blur at 8800-9000 m or maybe even a bit more than 9000. But under normal conditions scanning the horizon, and without binoculars, it is very unlikely that I would have seen the target before it showed a better outline with a touch of smoke on the horizon, which is the 8600 m. distance.

Does AoB of sighting make a difference? This was at pretty much 90deg.
There are obviously a lot of in-game variables. How many and which of these should be tested for each ship. And how many ships, or types?

Rubini 04-02-07 08:04 PM

Quote:

Originally Posted by Capt.Crackerjack
Quote:

Originally Posted by Rubini
Quote:

Originally Posted by Capt.Crackerjack
Excellent mod, Rubini!:up:

I have two versions loaded into my JSGME (39-41 Jungman and 42-45 standard) so that a simple selection covers the entire war in a much more realistic manner.:yep:

Thanks so much for your fine efforts!

Yes, this is as i´m using. I just made some more ajusts over Jungman ones (over the one in the last release of this mod) and now I have a yet more balanced gameplay.;)

Have been on patrol using the Jungman AI sensor. I think it is ok for 1939, but it should be stepped up for 40-41: about halfway between Jungman and Standard AI? Will you be able to do that and provide us with the three AI sensor files?

Also, I think the visual eagle eye crew is fine, although a slight (!) reduction might be ok, but please do not decrease this too much!

Lastly, here are some sightings data:

1) Crew sighted DD in late afternoon at 8800m with partial clouds, no precip, no fog; I spotted* it at 8400m.

2) Sonar contact with MV coastal merchant at 21.4km.

3) Crew sighted same MV coastal merchant at 5000m during night with partial clouds, no precip, light fog: I spotted* it at 4800m.

4) Crew sighted Swordfish aircraft at 3500m with partial clouds, no precip, light fog: I spotted* it at 3200m.

*I normally do not spend much time scanning with binocs, because that is why I have the Watch Officer and crew on deck. I usually spot after being alerted by the WO.

This is truly a great mod, Rubini, and I prefer it with the default 8km mode. Thanks for your great efforts!

Again, thanks for the feedback and is good to know that you also have good results as I have.:up:

And yes, I have now three AI_sensors: The more like Jungman ones (that are in the mod), a second a bit more hard over Jungman's one and finally the adapted GWX one (also on the mod). If you want it (the second one) just PM me with your email.

About the reduction on the crew hability to see things...it's really only necessary a slight reduce...but all we need to not forget that SH3 always put some random on calculation (what is good in my opinion) so we never will have always the same exact spot for the player and the crew, but we in truth will have the best average distances where the crew and player will almost see at same time.

I will not release a new update with new adjusts, etc, etc.
I will say how to make this by yourself, I´m sure that this is the more democratic way.
The trick is simple: open your sensors.cfg (on data/cfg folder) - I´m speaking about the files that are in this mod - don´t use others files outside this mod because you will not get the same result.
It´s a text file. Locate this entry under visual section:

[SensorParameters]
; Sensors Detection Parameters

;Visual.
Visual range factor=0.5 ;[>=0]
Visual fog factor=0.8 ;[>=0]1 (use 0.9 to 0.8)
Visual light factor=0.9

And change (raise) it to 0.82 or 0.83 to have a less eagle eyes crew.
Lower it to have a more eagle eye crew. Notice that I already wrote the possible interval for this mod on that line: (0.9 to 0.8), 1 was the stock number.;)
Remember that I said that the devs left it almost balanced? lol.
The changes needs to be very slight because if you do so much you will have a non balanced game in the end (poblems in fog or at night, etc)

Hopes that this could help and open new possibilities to all users of this mod.
I adjusted my game to 0.82 after some patrols. This is necessary because after i made the adjusts for airplanes this value becomes a bit to the "eagle eyes" side. Then a small adjust will be enough if you really want it!:know:

Rubini 04-02-07 08:27 PM

Quote:

Originally Posted by bert8for3
@Rubini:
So I have the mission editor figured out, at least to the point that I can set up a simple visual sighting mission. I see what you mean about being able to set the weather conditions. It'll be easy to set up a series of different missions with different weather conditions.

Here's a first one, mainly as an example for you, under "controlled" conditions:
Day / light fog / merchant - Large tanker / weather report "Clouds clear, precipitations none, fog light, wind speed 5 mps, direction 0" / Player sights merchant at 8600 m / Crew sights merchant at 8600 m. /

This prompts a few questions before I go any further:

Should I have realistic sensors selected in difficulty?

Should the player visual acquisition distance be based on the naked eye under best possible circumstances? i.e. using binoculars and knowing where to look for the target, I could just make it out at as a pretty faint blur at 8800-9000 m or maybe even a bit more than 9000. But under normal conditions scanning the horizon, and without binoculars, it is very unlikely that I would have seen the target before it showed a better outline with a touch of smoke on the horizon, which is the 8600 m. distance.

Does AoB of sighting make a difference? This was at pretty much 90deg.
There are obviously a lot of in-game variables. How many and which of these should be tested for each ship. And how many ships, or types?

You are learning fast my friend!

Yes i also uses the ME (mission editor) and make a simple single mission to test the visual contact. I always use these main settings: 12:30 and 23:30, near equator line and runs my tests windowed without sounds but listening music to make this process less boring.
Then after each test you could just clik on your ME that is opened on the background, changes the weather varibales, save the SM again and restart the patrol without restart the game. I also uses a special mini mod with empty campaign files that i enable or disable with JSGME only for testing purposes to speedy up my load times more than five times. I also always test with small and big ships, small and big planes, day and night with all the four fog types. Also After good results i tested on the transition between day and night (SH3 makes different results here...). And i make this at least 5 or 6 time per test. Ufff... I´m crazy!
Ah, don´t forget that you will have medium and heavy fogs only using the heavy clouds on ME. Check this on the tests.;)

Yes, always use the Realistic sensors checked!

The best distance for the player is that where you can see the smoke (even a faint one) using binoculars on the tower watch. This probably will show some individual limitation between all us and is also dependant of how dark is the room where you are making the test. So an average one is enough! :cool:

And to finish, yes the AOB makes a huge difference. In the edges SH3 shows a smoke that isn´t visible in a +/- 45 degrees from your ahead. I made this mod using +/- 90 degrees maximum!

After all this I´m waiting yours reports to make the 16km mod.
Just kidding! I´m really without free time for the next days....

bert8for3 04-02-07 08:50 PM

@Rubini:

Not sure what you mean by this: "I also uses a special mini mod with empty campaign files that i enable or disable with JSGME only for testing purposes to speedy up my load times more than five times." AFAIK, I'm not working any campaign files, just single mis files.

edit: Oh, and btw, the results I posted just earlier were with realistic sensors on.

Rubini 04-02-07 09:02 PM

Quote:

Originally Posted by bert8for3
@Rubini:

Not sure what you mean by this: "I also uses a special mini mod with empty campaign files that i enable or disable with JSGME only for testing purposes to speedy up my load times more than five times." AFAIK, I'm not working any campaign files, just single mis files.

edit: Oh, and btw, the results I posted just earlier were with realistic sensors on.

You don´t are messing with the campaign files but SH3 ready them and all the hundreds of units inside each time that you fire a simple single mission...then the load time is very long...

Here. Install using JSGME at anytime that you need to make tests!
http://rapidshare.com/files/24059901...mpaign.7z.html


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