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best spottings in dark i´ve seen so far are around 7km´s |
"best spottings in dark i´ve seen so far are around 7km´s"
That would make sense since your precise range in Rub 1.43 is set for 8 km. Thus at night you really do not see further than that. You know, I thinking it is the precise range must be set low, and the max range set high. I need to retest that idea, Gammel. I think we may have discoverd the problem. I am going to use the settings of precise range 5 km (for precise max night range) and (17.5 km max range for daytime). The light factor of 10. And range factor of 2. That should work, you think? Needs testing. Very similar to what you are using? :D I think it may be the perimeter boundries. |
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Hello Jungman,
have to add i used the stock sensors.cfg file for the postings i made the last days. As you know i was playing around with the light factor setting in the sensors.cfg file. But after some testing i guess the combination of the scene.dat + the env-colours files from Manuel Ortega, the library files from RUB1.43 and the stock sensors.cfg works pretty well. Great if you´d succeed in lowering the night time spotting range just a little bit, (but not too much, most of my spottings at night are 5-6 KM, and with a good calibrated monitor you can even see the ships spotted by the crew at that range) :up: to you Jungman for all the time you spend making the game better. |
So whats the divvy on this spivvy looking stuff?
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*Bump*
Ouch! |
My testing still have them seeing 15 km at mid night.
Gammel, Scapa Flora single mission you test with has light fog, which means only below 9500m. Anyone else test this vampire night vision? |
Dunno, *bump*
I'm going to try and install it on top of RuB, but backup the sensors stuff first and reapply. I just can't handle the default view distance any more, it looks absurd, seeing ships "hovering" in the fog and not being able to see battleships 8km away behind the wall of fog. |
:up: @ oRGy
more testers are needed here. Please post your results soon. I play my career with the mod installed and never will go back to that 8 km limit... The mod is at it´s best without external camera... For me it works great with only the 3 skycolours.env files + the scene.dat installed. Rest is stock RUB1.43, but i already wrote that, i guess ;) :) |
Cool, thanks for that Gammel. I'll apply the patch tonight and see how she goes.
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Can someone tell me what are the outstanding problems with this mod now? Is it finished?
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That, is the outstanding issue, as I understand it. :know: |
I'm stuck with that issue. I can't find how to fix the night visibility problem without getting more (worse) problems while at dawn or dusk time...
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But this issue also occurs in the standard game too, right? So it's not really a bug. Is it?
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It's been broken from day one of SH3 as far as I know, but it's very noticeable with a 20km visibility. Whether or not it'll bother people, I don't know. I just installed 0.91 last night. Got the 17km sighting during the day, but haven't played a real game to test it yet at night. |
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Nice view with 18km :up:
I tried to allow the AI-Ships in sim.cfg to fire beyond 8000 m (8000m works), but they won't. I also think, that the ai-units spot other ships later than the player boat. Is there a way to alter this? |
Yes, change the AI_Sensors.dat value for Visual from 8 km to whatever, they will see you further out and if the fire range is increased, they will take shots at you, as long as the gun shell range in the shell gun stuff is set for the max range you want.
No success in the fix for super night vision. It has been ther since day one, as others remarked above. You could reload the game at night and daytime for two sets of sensors.dat, but that is a pain; and the weather would never change, even the AI combat 'status' will be reset. I thought about trying to alter the value held in dynamic memory using an editor, then write a program to change on the fly...windows allocates the memory map different every time, but it could be done. I would not know what form the data may take, I assume machine binary, if I find it, then easy to write a program so it changes on the fly dynamically without a reload. I hope it is only held in one location. :-? |
A sort of fix maybe would be to make crewefficency=true instead of false. When darkness arrives, you could take a couple of guys off of watch, the green bar goes down to halb and they would spot half as much. Maybe? I should try it.
Anyway my experiences: First, don't install kriller2's landscape mod on top of it, it ****s it all up. ;) After having it installed, on top of RuB, it seemed fine except for the fact that the crew spots everything out to 19km even at night. Now, even with the UZO I couldn't see anything out at that range. It was about 15-16km before they became visible during the day. So the crew viewing range should probably be set to 15km max as first orders. Anyway, completed a patrol with that. The side effect of vampire-vision is to make the sonarman less useful, basically. The glowing skies irritated me but I got rid of them through repacking the rub tga's. So, I put in gammels values with one exception (fog factor left at 1.0 rather than what he set it to) and at night, in the Scapa Flow mission, crew didn't spot a destroyer till 2600m. That's more like it... Unfortunately, trying it during dawn was a bit of the flop. In the custom mission "Ice Ice Baby", which is light fog (12km) with icebergs and a convoy, I was jumped by a plane which could be clearly seen miles away due to an utter lack of concern on the part of the crew. I was only aware of it after my boat got shot at. Thats it so far. Id experiment with values but, what the different settings in the actual sensors.cfg file do is rather ambiguous to my eyes. Can someone explain what exactly it is they do, i.e. what does each line in the visual section mean and what happens when you change it? And sensors.dat needs to be edited too? How, hex editor? -Jungman: Your idea of writing a program sounds like a good one. As I've mentioned before on these forums, the program "Tes Optimiser" did this for the RPG Morrowind that enabled a load of features and fixed fog problems. |
how can my mod **** this visibility mod up? it's a graphic mod which changes the detail of the landscape and some new textures???
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