SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   NYGM 3 Super-mod (Current: 3.6 F, January 13th 2015) (https://www.subsim.com/radioroom/showthread.php?t=139231)

John Pancoast 02-18-21 02:43 PM

Quote:

Originally Posted by Mad Mardigan (Post 2731072)
If I think of any, during the course of times passage... I'll do that...

If I haven't done so, shall rectify it now.. some stuff that you've posted about, have helped with things I've run across that weren't right or made game more better as a result.. & for that.. as with all others like yourself, John.. many thanks & a tip o' the hat to ya, ol' bean.. :Kaleun_Thumbs_Up: :Kaleun_Wink::Kaleun_Cheers: :Kaleun_Salute:

M. M.

:Kaleun_Salute:

:salute: I haven't done anything much. Now propbeanie on the other hand. :o

LGN1 02-18-21 03:05 PM

Hi,


I think it's exactly the opposite with the sensitivity value of the visual sensor: larger values mean better detection. Here's why I think so:


- A larger detection time means a smaller probability of being spotted at a single instant in time.
- With growing distance the probability of being spotted is decreased
- The text says "at (sensitivity * max range) we have a double detection time". Suppose Max_range = 10000; sensitivtiy = 0.1 --> at 1000 we have twice the detection time and thus half the probability at one instance in time. Suppose now sensitivity = 1 --> only at 10000 we have twice the detection time, i.e., the probability of being detected drops much slower with distance than in case of sens.=0.1.


To find out the truth I propose to create a test setup and make two experiments with sens.=0.1 and sens.=0.9 or even larger. The results should be very different.


Best, LGN1

John Pancoast 02-18-21 06:26 PM

Here you go PB, the NYGM files. I enclosed the Sunderland files because it seems to be the one most blind. :) The "AirS" node in the AI_sensors.dat file is the aircraft node.

John Pancoast 02-18-21 06:27 PM

Quote:

Originally Posted by LGN1 (Post 2731080)
Hi,


I think it's exactly the opposite with the sensitivity value of the visual sensor: larger values mean better detection. Here's why I think so:


- A larger detection time means a smaller probability of being spotted at a single instant in time.
- With growing distance the probability of being spotted is decreased
- The text says "at (sensitivity * max range) we have a double detection time". Suppose Max_range = 10000; sensitivtiy = 0.1 --> at 1000 we have twice the detection time and thus half the probability at one instance in time. Suppose now sensitivity = 1 --> only at 10000 we have twice the detection time, i.e., the probability of being detected drops much slower with distance than in case of sens.=0.1.


To find out the truth I propose to create a test setup and make two experiments with sens.=0.1 and sens.=0.9 or even larger. The results should be very different.


Best, LGN1


Thanks LGN1. Though PB's above test info. of the setting with FotRSU seems to show that a lower value means quicker detection ?

propbeanie 02-18-21 10:08 PM

Quote:

Originally Posted by John Pancoast (Post 2731108)
Here you go PB, the NYGM files. I enclosed the Sunderland files because it seems to be the one most blind. :) The "AirS" node in the AI_sensors.dat file is the aircraft node.

Well, I keep forgetting my mods... the NYGM SunderlandIII is the same as the Stock version... One difference is:
https://i.imgur.com/M5URM0v.jpg

The sensors.dat, which you kindly included... The Sunderland's *.sns file will tell you which it uses. My guess is it would be the top listing there, "AirB_Visual", of which I am guessing would be for "Bomber"... The settings are there in the dat file, under the "obj_Sensor" node.

Quote:

Originally Posted by LGN1 (Post 2731080)
Hi,


I think it's exactly the opposite with the sensitivity value of the visual sensor: larger values mean better detection. Here's why I think so:

- A larger detection time means a smaller probability of being spotted at a single instant in time.
- With growing distance the probability of being spotted is decreased
- The text says "at (sensitivity * max range) we have a double detection time". Suppose Max_range = 10000; sensitivtiy = 0.1 --> at 1000 we have twice the detection time and thus half the probability at one instance in time. Suppose now sensitivity = 1 --> only at 10000 we have twice the detection time, i.e., the probability of being detected drops much slower with distance than in case of sens.=0.1.

To find out the truth I propose to create a test setup and make two experiments with sens.=0.1 and sens.=0.9 or even larger. The results should be very different.

Best, LGN1

That would be greatly appreciated, to see what you find. I will try to do a test on the orientation of the node in the near future, but I am not certain how "near" that future is... sigh... :roll: :salute:

John Pancoast 02-18-21 10:24 PM

PB you are correct; via the sns files AirB is the visual node used in the first sensor listing.

Fifi 03-31-21 05:26 AM

If some guys are interested in my enhancements for NYGM, i could eventually share it :03:

(Crew on deck, pennants on periscope, better crew looking, splashes and water stream, environment as my Ccom & LSH3 mods etc)

https://i.goopics.net/d0ae7.jpg

https://i.goopics.net/wlbaD.jpg

https://i.goopics.net/ex3XL.jpg

https://i.goopics.net/GZ3xp.jpg

:Kaleun_Salute:

U301 03-31-21 05:46 AM

Hi Fifi,
I am very interested!
Thanks if you can help.
:Kaleun_Cheers:
KUrtz

Jimbuna 03-31-21 10:10 AM

Quote:

Originally Posted by Fifi (Post 2739546)
If some guys are interested in my enhancements for NYGM, i could eventually share it :03:

Do you have the crew on deck and red distress flares as separate standalone mods?

Fifi 03-31-21 11:42 AM

Quote:

Originally Posted by Jimbuna (Post 2739592)
Do you have the crew on deck and red distress flares as separate standalone mods?

No, because crew on deck is included in my U-Boats hulls.
Don’t have the red distress flares...they are not included in NYGM already?

Jimbuna 03-31-21 12:12 PM

Quote:

Originally Posted by Fifi (Post 2739598)
No, because crew on deck is included in my U-Boats hulls.
Don’t have the red distress flares...they are not included in NYGM already?

Okay, thanks anyway.

Subtype Zero 03-31-21 04:36 PM

Quote:

Originally Posted by Fifi (Post 2739546)
If some guys are interested in my enhancements for NYGM, i could eventually share it :03:

(Crew on deck, pennants on periscope, better crew looking, splashes and water stream, environment as my Ccom & LSH3 mods etc)


Yes, please!

Fifi 04-01-21 03:19 AM

Ok, so i will share my enhancements for NYGM once tests finished :up:

It’s adding a new dimension to this mega mod originally harder than others, bringing accurate darker nights and better sea states (to me anyway)
Meteorology is new important factor, making NYGM even more not for your gran mother :D

Will not change any original Stiebler settings values, except the AI guns accuracy that i find still too bad.

I’m using DGUI V1.4 for it, so i will recommend this GUI.

midnightcrisis 04-01-21 07:06 AM

The real hunter- mod:salute:

Fifi 04-02-21 03:51 AM

Forgot to say my mod will NOT be compatible with German U-Boat compilation, in any ways ... only high resolution original NYGM U-Boats :03:
(Like on my pictures above)

:Kaleun_Salute:


All times are GMT -5. The time now is 11:12 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.