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)
-   -   Can This Be A Work Around For The 8 KM Visibility? (https://www.subsim.com/radioroom/showthread.php?t=81936)

jasonb885 08-28-05 03:07 PM

Here's what I've got so far using the 0.91(?) release with both the rapidshare.de rar/zip files included in the mix, too. (Did I need those?)

14:00 No Fog
Crew - 17,200
Me - No smoke until 17,000

14:06 No Fog
Crew 17,300
Me - Nada -- Just appeared like magic at 17,200 though

16:00 No Fog, Wind 15m/s
Crew - 9,400
Me - Of course

18:46 No Fog, Wind 15m/s, Dusk
Crew 17,400
Me - No smoke, started to 'rise' over the horizon at 17,200

22:26 No Fog, Wind 15m/s, Dark
Crew - 13,000
Me - No way, possible hulk at 9,000m

15:22 No Fog, Wind 8m/s
Crew - 17,300
Me - 17,100

19:54 - No Fog, Wind 8m/s
Crew - 12,500
Me 12,500

23:03 - Light Fog, Wind 3m/s
Crew - 6,800m
Me - No way (Little Norway Tug)

Gammel 08-28-05 03:09 PM

Hello oRGy,,

thanks for posting your results.
did you made a try with the sensors.dat and camera.dat files from RUB installed over the mod?
The mod works fine for me with that setup.
So, only use the scene.dat and the 3 files in the Env folder.
Don´t install the files the library folder! or copy them back from RUB.
Can you make some tests with that setup?
I´ll repeat again, i´ve never had a night spotting at 15km.

I use the stock sensors.cfg at the moment, i can confirm your observations with the plane not spottet.

To Krillers landscape mod: I had the same problems (missing terrain textures) it´s his new terrain.cfg file that isn´t working. You can use the new textures, tey work fine with the mod, but don´t use the modified new terrain.cfg.

Thank´s for posting your detailled results too, Jason.
Could you make some testing too with the library files from RUB 1.43 and a cameras.dat of your choice?

Jungman 08-28-05 03:40 PM

I wonder if changing the Stars Background sphere model smaller in radius, it appears at night and limits vision. Always have stars, even a cloudy night is a drawback, Ortega would have to help me there.

That did not work yet. Need to color the stars background solid black and not just transparent to black.

Trying sunlight angles and factors day/night EnvSim.act and scene.dat stuff...still testing.

Gammel
Quote:

I´ll repeat again, i´ve never had a night spotting at 15km.

I use the stock sensors.cfg at the moment, i can confirm your observations with the plane not spottet.
Of course your crew never see to 17 km, the stock sensors.dat visual is set for only 8 km. :shifty: But you can still see to 17 km.

Gammel, Are you sure you have a 'no fog' night? I tried all combos of sensors.dat like you say but my crew still sees quite well to 17 km at night.

Maybe jason and others can try too. Loks like he is getting the vampire vision.

Gammel 08-28-05 04:07 PM

I´ll do furter testing, Jungman but i´ve played my campain with the setup i discribed
(8 patrols so far) and never had a crew spotting at 15km at night.

(best i saw was 8km at night, daytime results like the ones of Jason)
There is a high probability that i run into some traffic in fog-less night isnt it? :P
What´s wrong (right?) with my setup? :-j
They spot "right in the night!" lol
(wasn´t that a song-title)
Quote:

Of course your crew never see to 17 km, the stock sensors.dat visual is set for only 8 km. But you can still see to 17 km.
You got me wrong there. I wrote i use the stock sensors.cfg (which is not touched by RUB) and the sensors.dat file from RUB.


I´ll do furter testing (playing :P ) end of the week. If you like i can post screenshorts with weather reports just after spotting.
A good week to all of you!

Jungman 08-28-05 04:49 PM

Sorry, my mistake. What values does RuB visual use in it? I thought it was set for 10 km maximum. RuB is not set up for the Visibility mod.

Someone from the RuB team could tell us what the value is for sensors.dat visual maximum? I thought it was 8 km to 20 km...or is it at 10 km? :hmm:

We need more beta testers. :yep:

Beery 08-28-05 06:24 PM

Quote:

Originally Posted by Jungman
Sorry, my mistake. What values does RuB visual use in it? I thought it was set for 10 km maximum. RuB is not set up for the Visibility mod.

Someone from the RuB team could tell us what the value is for sensors.dat visual maximum? I thought it was 8 km to 20 km...or is it at 10 km? :hmm:

I think CCIP changed those values.

Gammel 08-28-05 06:29 PM

Hello again :)
I can´t find sleep, so i did some more testing.
And yes, more testers are needed here.

First i modified a single mission i downloaded some time ago here in the forum and modified it to fit our needs. Don´t know who was the Autor, sorry to him for stealing his work.

When you start the mission you have perfect conditions: Zero wind, fog, time is 1h after midnight, its mid june. You´ll hardly find such conditions in the real gaming world ;)
A Battleship is heading toward you, starting at a distance ~20km.

Here is it. Copy and paste, give it a name and load the game. Before start testing, double check your gamma!

Quote:

[Mission]
Title=
MissionType=0
MissionDataType=0
Year=1941
Month=6
Day=1
Hour=1
Minute=0
Fog=0
FogRand=0
Clouds=0
CloudsRand=0
Precip=0
PrecipRand=0
WindHeading=0
WindSpeed=0.000000
WindRand=0
WeatherRndInterval=5
SeaType=0
Briefing=



[Unit 1]
Name=BR BB King George V#1
Class=BBKingGeorgeV
Type=11
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19400601
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19401211
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=19305838.000000
Lat=3352230.000000
Height=0.000000
Heading=269.960449
Speed=15.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Unit 1.Waypoint 1]
Speed=15.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=19289228.000000
Lat=3352276.000000
Height=0.000000

[Unit 2]
Name=Type VIIB#1
Class=SSTypeVIIB
Type=200
Origin=German
Side=0
Commander=1
CargoExt=-1
CargoInt=-1
CfgDate=19380601
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380625
GameEntryTime=0
GameExitDate=19450503
GameExitTime=0
EvolveFromEntryDate=false
Long=19288994.000000
Lat=3351818.000000
Height=0.000000
Heading=90.000008
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Unit 2.Waypoint 1]
Speed=0.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=19292314.000000
Lat=3351818.000000
Height=-12.000000

[EditorParams]
InitLongOff=182799504.000000
InitLatOff=-26446500.000000
ZoomIndex=0

Gammel 08-28-05 06:54 PM

So i did some tests with the setup i tried to discribed with interesting results.
Yes my crew was spotting for the first time at night at a distance i never saw them spot before: 12600 meters!
But: I saw the ship before they spotted!
I´ve made some screenshots, but ran into problems.
The jpg compression destroyed most of the important parts. I tried to modify the screenis a bit for posting them here,
but lost image information isn´t recoverable.

1. one - Mission start
http://img394.imageshack.us/img394/5898/start9ei.jpg
The enemy Battleship is at a bearing of +350. If you know where he is and your monitor and videocard is set up correct you can "nearly see him" in the game. :-j Impossible to see on this screenshot...

2. one - ship spotted.
http://img354.imageshack.us/img354/8703/kontakt0ff.jpg
Clearly visible in the game now for the player (me) hard on the screeni. I tried to improve contast and marked the ship with the gimp.

3. one - give me the range, man
http://img265.imageshack.us/img265/8...fernung6li.jpg


final words:
I have to pull back. My crew is able to spot at a distance greater than 8km, even at night.
But they did not spot better than me, the player.
Target is huge (battleship)
Conditions are perfect (never saw that in game)


For me the mod is working well. If i can see the ship, it´s good my crew is spotting at similar distance.

Here´s my game setup:
Sh3 v1.4
RUB 1.43
The scene.dat file from the visibility mod
The 3 SkyColors.dat files frome the visibility mod
of course lots of eye cand, as you can see on the screenies, but don´t think that matters here.

Question: what is a realistic spotting distance for a huge target like that battleship in these perfect conditions?
Did anyone have battlereports from the japanese early war (pre radar) navy? I read they were masters at spotting witout electronics.

Treads that had drawn my attention together with my observations here:
http://www.subsim.com/phpBB/viewtopic.php?t=42116
http://www.subsim.com/phpBB/viewtopic.php?t=42283



@ Beery
Please fix my water :-j

kriller2 08-28-05 07:17 PM

hi guys, thank for working on this mod :up: I I will try look into what causes the conflict with my mod and this, The strange tihng is I am using this mod together with my terrain-mod and everything works ok? :hmm: Hope you solve the vampire eyes-thing. By the way Gammel where do you get the icons to the left of your screenshots from?, they look very nice.

Gammel 08-28-05 07:47 PM

Hello kriller2

I use your mod too (like it very much), together with some parts of the visibily mod.
The new terrain.cfg file seems to be the problem. When i use it, i´ve missing land textures, doesn´t look good.
So i dicided to use only the .tga files (like v1.6) and all was fine again. Great textures!

The mod is called "CA_Officer_Icon_Mod", i downloaded it here from the forum (rapidshare)
Autor is captain america. I bet terrapin has hosted it already on his side.
Here is the link to the tread:
http://www.subsim.com/phpBB/viewtopic.php?t=41661
If you can´t download it, pm me an email adress, it´s a small file and i could send it to you.

Beery 08-28-05 09:46 PM

Quote:

Originally Posted by Gammel
http://img265.imageshack.us/img265/8...fernung6li.jpg


final words:
I have to pull back. My crew is able to spot at a distance greater than 8km, even at night.
But they did not spot better than me, the player.

Just a quick observation: this is not pure RUb 1.43. What I think you're seeing there is the stock 'glowy' water reflecting off the side of the ship. With RUb you could not see the ship at that distance because you would not see any reflection because RUb water doesn't glow. The AI crew would spot this ship well before we would because their eyesight is based on a calculation of distance plus SH3's (poorly-implemented) night light effect modifier. Thus, the mod would work fine with stock 'glowy' water - at least in terms of how the AI matches a human ability to see (although the glow probably enhances a human's ability to see to ranges well beyond the realistic), but true RUb is a completely different story. Ships are much darker in RUb's night.

Jungman 08-28-05 10:32 PM

Good test ,Gammel. I already know what Rub 1.43 is, it was posted two pages back :know: . I was getting people to see what results they got themselves.

Quote:

Rub 1.43 is 8 km and 20 km.

Visibility mod is set for 17.0 km and 17.5 km.
That is precise range and maximum range under visual for Sensors.dat. Can you confirm, Berry or CCIP? THX.

I am trying to resize the Stars Sphere background, and playing with Sunglight Angle and Factor multiplier from sun angle to horizon. The first will stop all sight at night as soon as rig for red comes on. The second will make the sun angle above and below the horizon more pronounced, individually. Rather odd stuff, but desperate.

I wonder if it is possible to use a memory editor to change the visual on the fly?

oRGy 08-29-05 05:12 AM

I've made some tests too! More detailed, will post them up in a few hours.

However, I think I've made a discovery - I'm pretty sure that applying the visibilty mod in a campaign ****s up the sighting in the campaign, and you have start a new career!

As I was getting reasonable values in single missions with stock RuB values. When I loaded my career (from inbase) I'm getting 19200m at night.

BTW Beery, changing the glowy water - I'm using the RuB non-glowy water now with vismod - doesn't change the visibility of the ships. In fact they should be visible that distance but as silhouttes against a lighter sky, as mentioned earlier the game has it ass-backwards.

Beery 08-29-05 06:46 AM

Quote:

Originally Posted by oRGy
BTW Beery, changing the glowy water - I'm using the RuB non-glowy water now with vismod - doesn't change the visibility of the ships. In fact they should be visible that distance but as silhouttes against a lighter sky, as mentioned earlier the game has it ass-backwards.

Players who are not using the RUb water will definitely experience a change in the visibility of ships at night. RUb's ships have less reflectivity, so they will not be as bright in darkness. This was a property added to RUb's ships the second time the water was adjusted - when the 'glowy' water was removed and when wakes were darkened.

oRGy 08-29-05 07:16 AM

Which file edited the reflectivity of the ships? Do you mean the ambient light brightness or something?

Beery 08-29-05 07:49 AM

Quote:

Originally Posted by oRGy
Which file edited the reflectivity of the ships? Do you mean the ambient light brightness or something?

That's it! Ambient light.

oRGy 08-29-05 07:53 AM

Ah, you edited the ambient light, ok! But which file and values did you use to edit it?? Or did you use the SH3 Color Inspector?

Beery 08-29-05 07:59 AM

Quote:

Originally Posted by oRGy
Ah, you edited the ambient light, ok! But which file and values did you use to edit it??

I don't remember if it was a case of me actually editing the ambient light. The thing is, every time you edit anything in the EnvColors_***.dat files it alters other values, sometimes drastically. It may have been the ambient light value that I altered in order to reduce the wake brightness - I really don't remember all that clearly. I only really recall that it was a job I don't ever want to have to do again, LOL. What I do remember is that whatever I did, it did change the visibility of the boat (and presumably therefore the visibility of every ship). I remember it because it was one of those unforeseen things that always pop up when adjusting those files, so it kept me up into the small hours trying to balance it.

oRGy 08-29-05 08:02 AM

You must have done with version 1 of the color inspector then - v2 allows you to edit the light conditions for all the different states individually.

Anyway I changed the waterlight version down... so not sure. Anyhow in reality on a clear light the sky would have been brighter than it is in sh3, its only when cloudy you wouldn't see anything...

Anyway will post up my test results later.

Beery 08-29-05 08:06 AM

Quote:

Originally Posted by oRGy
You must have done with version 1 of the color inspector then - v2 allows you to edit the light conditions for all the different states individually.

No. This was a value that wasn't covered in either colour inspector. It was well after the colour inspectors had come out. This value had to be changed by hex editing. I do seem to remember that pretty clearly.


All times are GMT -5. The time now is 02:39 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.