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

Gammel 08-06-05 01:25 PM

Quote:

Visual range factor=1.8 ;0.5
Visual fog factor=0.5 ;0.85
Visual light factor=6.5 ;0.5
anyone else here plays around with those values?
The above ones are best i´ve got so far. Needs much more testing...

Jungman 08-06-05 02:15 PM

Gammel, that is about what I come up with. The problem is if you make it nerfed so they lose thier 'vampire see in the dark' vision at 17 km, it affects them during the day also.

So a ship can pop out the fog in front of you and the Watch will not see it until it rams your ship.

Gammel 08-06-05 03:46 PM

I just did a no timecompression voyage out of Kiel Harbour at dawn.
Harbour traffic mod is installed and as always it was a great experience. Time was just at sunset, so there were good testing conditions.
I used the above values, all sea and airtraffic was spotted fine by my crew. But not too soon. Traffic was mostly visible to me before they spotted, sometimes they were faster than me.
I think with a little more tweaking to to sensors.cfg file we´ll get good results.
I also think it´s not a big problem if they miss a single ship or a plane and don´t report, for me this is realistic.
If not made any test in fog so far, but i don´t think we´ll run into problems here. Havn´t touched the fog yet., but if it behaves light the light value it sould be easy to find an optimal setting.

Manuel´s mod is an important step for the game, so we should not give up here. It´s probably just a matter of finding the right balance in the settings.

Jungman, do you have an idea what the "noise factor" value is about? I guess it has nothing to do with acoustics...

Laffertytig 08-06-05 06:53 PM

is this mod at a level where it can be included in the upcoming rub and ops mod?

Jungman 08-07-05 06:55 PM

Well, it seems that the visual spotting during the day and no fog is great. :)

The problem is at night they still spot at 17 km, is that realistic? :nope:

Then the devs have the other devices on your sub and the enemy AI set for the original 8 km distance -which leads to unbalance, that can be worked out, I believe.

It is the watch crew Vampire Vision at night that needs to be cut down drasticaly. But any nerf to visual, hurts the daytime spotting.

Gammel is doing the same I have done, but it nerfs both the day and night, as if the game engine does not care about night light levels for your crew, but the enemy AI vision is definitely affected by night time vision reduction.

I wish I had a tool to open the packed data in order to fix the 3D model of the moon, it is farther away and smaller. it cannot be made bigger, the TGA is already maxxed. As was said, the moon model itself would need to be made bigger.

As for the night vision, I think it is in the EXE itself. I would have thought changes to the light level as Gammel said, would reduce the watch vision at night, but it does not seem to work.? :-?

Gammel 08-08-05 04:26 AM

Hello Jungman,

mhh, strange that it didn´t work for you.
When you do your tests, don´t use a savegame where a vessel is already spotted by the crew. You´ll get strange results.

Good mission to test the night spotting abilities of the crew is the scapa flow one.

Here are some screenshots i made with tis sensors.cfg, RUB 1.43 installed and Manuel Ortegas Mod. Nothing else changes to sh3.

1. One Mission is just started, at 70 degrees you can see the shoreline ~14KM so the visibility mod is working:
http://img206.imageshack.us/img206/9...line1lh.th.jpg

2. Set curse to something like this (I know it´s suicide, but just for testing:
http://img86.imageshack.us/img86/3185/map6gk.th.jpg

3. Smoke on the Horizon! But this one isn´t spotted by my crew! No Vampires on board here the garlic helps alot it seems lol:
http://img86.imageshack.us/img86/973...tted9kz.th.jpg

4. But closer to the harbour entrance they spotted this guard. Their reputation is restored. The Ship is very hard to see for human eyes, so i set a mark, i also lowered brightness a little so it´s better to see:
http://img86.imageshack.us/img86/3779/spotted0ol.th.jpg

I used following values in the sensors.cfg:
Visual range factor=1.9
Visual fog factor=0.5
Visual light factor=6.45
Visual already tracking modifier=300


This is my whole sensors.cfg:


Quote:

[SensorParameters]
; Sensors Detection Parameters

;Visual.
Visual range factor=1.9 ;0.5 ;[>=0]
Visual fog factor=0.5 ;0.85 ;[>=0]
Visual light factor=6.45 ;0.5 ;[>=0]
Visual waves factor=0.8 ;[>=0]
Visual speed factor=0 ;[>=0]
Visual aspect=0.9 ;[>=0]
Visual enemy speed=0.2 ;[>=0]
Visual noise factor=0 ;0 ;[>=0]
Visual sensor height factor=0.5 ;[>=0]
Visual already tracking modifier=300;600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard
Visual decay time=200 ;[>0] already tracking bonus decay, in seconds
Visual uses crew efficiency=false ;[true or false]

;Radar.
Radar range factor=1 ;[>=0]
Radar fog factor=0 ;[>=0]
Radar light factor=0 ;[>=0]
Radar waves factor=0 ;[>=0]
Radar speed factor=0 ;[>=0]
Radar aspect=1 ;[>=0]
Radar enemy speed=0 ;[>=0]
Radar noise factor=0 ;[>=0]
Radar sensor height factor=0 ;[>=0]
Radar already tracking modifier=10 ;[detection probability modifier]
Radar decay time=150 ;[>0] already tracking bonus decay, in seconds
Radar uses crew efficiency=false ;[true or false]

;Hydrophone
Hydrophone range factor=1 ;[>=0]
Hydrophone fog factor=0 ;[>=0]
Hydrophone light factor=0 ;[>=0]
Hydrophone waves factor=0.2 ;[>=0]
Hydrophone speed factor=0.5 ;[>=0]
Hydrophone enemy speed=0 ;[>=0]
Hydrophone aspect=0 ;[>=0]
Hydrophone noise factor=0.5 ;[>=0]
Hydrophone sensor height factor=0 ;[>=0]
Hydrophone already tracking modifier=20 ;[detection probability modifier]
Hydrophone decay time=150 ;[>0] already tracking bonus decay, in seconds
Hydrophone uses crew efficiency=true ;[true or false]

;Sonar active.
Sonar range factor=1 ;[>=0]
Sonar fog factor=0 ;[>=0]
Sonar light factor=0 ;[>=0]
Sonar waves factor=0 ;[>=0]
Sonar speed factor=0 ;[>=0]
Sonar aspect=1 ;[>=0]
Sonar enemy speed=0 ;[>=0]
Sonar noise factor=0 ;[>=0]
Sonar sensor height factor=0 ;[>=0]
Sonar already tracking modifier=20 ;[detection probability modifier]
Sonar decay time=150 ;[>0] already tracking bonus decay, in seconds
Sonar uses crew efficiency=true ;[true or false]

;Radar Warning
Radar Warning range factor=1 ;[>=0]
Radar Warning fog factor=0 ;[>=0]
Radar Warning light factor=0 ;[>=0]
Radar Warning waves factor=0 ;[>=0]
Radar Warning speed factor=0 ;[>=0]
Radar Warning aspect=0 ;[>=0]
Radar Warning enemy speed=0 ;[>=0]
Radar Warning noise factor=0 ;[>=0]
Radar Warning sensor height factor=0 ;[>=0]
Radar Warning already tracking modifier=2 ;[detection probability modifier]
Radar Warning decay time=30 ;[>0] already tracking bonus decay, in seconds
Radar Warning uses crew efficiency=true ;[true or false]

;Radio DF
Radio DF range factor=1 ;[>=0]
Radio DF fog factor=0 ;[>=0]
Radio DF light factor=0 ;[>=0]
Radio DF waves factor=0 ;[>=0]
Radio DF speed factor=0 ;[>=0]
Radio DF enemy aspect=0 ;[>=0]
Radio DF enemy speed=0 ;[>=0]
Radio DF noise factor=0 ;[>=0]
Radio DF sensor height factor=0 ;[>=0]
Radio DF already tracking modifier=2 ;[detection probability modifier]
Radio DF decay time=30 ;[>0] already tracking bonus decay, in seconds
Radio DF uses crew efficiency=false ;[true or false]

Manuel Ortega 08-08-05 04:37 AM

For making the moon bigger you need to scale the vertices of the 3d object. Just select the moon vertices chunk in the scene.dat (they must be four vertices, with 3 xyz coordinates each = 12 floats) and multiply them by the scale factor (2x for example).

martes86 08-08-05 10:31 AM

Quote:

Originally Posted by Manuel Ortega
For making the moon bigger you need to scale the vertices of the 3d object. Just select the moon vertices chunk in the scene.dat (they must be four vertices, with 3 xyz coordinates each = 12 floats) and multiply them by the scale factor (2x for example).

¿"Vertices"? ¿No habras querido decir "vertex"? :P

Saludetes.

shipkiller 08-08-05 05:01 PM

Are there any issues in using this mod with RUB 1.43?

Gammel 08-08-05 05:08 PM

They are lot´s of issues even without RUB. :-j
But i can´t play the game any longer without it.

It´s worth a try, there are not so many files being replaced by the mod, make a backup of those before and you´re safe.

When you install it above RUB 1.43 your water will look a little "shine" and colourful, lower the contrast of your monitor, looks better then.

For further details ask Manuel Ortega and Jungman.
If you like make some tests with different values in the sensors.cfg file and share experiences.

lbhskier37 08-11-05 12:09 PM

Bump, this still being looked into? What is the current status of this mod, I would really like to have correct visibility before my next patrol.

Jungman 08-11-05 05:19 PM

My crew with visibility set for 7 and range 2, still spot ships at 17 km at NIGHT. That is not realistic at all. It has to do with the game itself. :-?

How far should a watch crew be able to see at night??

It seems the factors in sensors.cfg only slow down the detection time, but it still will detect ships from 17 km away in the darkness of midnight. :o Just not quite as fast as compared to the daytime spotting at 17 km.

This problem has been ther all along. The watch crew will spot a ship from 7 km away in the pitch black darkness. It has always been a problem, just more pronounced when seeing 17 km.

If it worked as it should, then the radar and RWR would be of value, but since they can see 17 km, they do not work correctly (unless there is fog). Play balance is destroyed. I suppose it can be tweaked in the sensors.dat file for the new fog ranges, and changes to the RWR as in the RF_Detect mod which increases the range -just for play balance sake, not reality.

jasonb885 08-12-05 12:47 AM

Quote:

Originally Posted by Jungman
...
If it worked as it should, then the radar and RWR would be of value, but since they can see 17 km, they do not work correctly (unless there is fog). Play balance is destroyed. I suppose it can be tweaked in the sensors.dat file for the new fog ranges, and changes to the RWR as in the RF_Detect mod which increases the range -just for play balance sake, not reality.

Don't have much choice. It's either that or give up the improved realism of having a sane visual range.

I guess everything will have to be tuned for playability.

rulle34 08-13-05 10:06 AM

Quote:

Originally Posted by Gammel
I did some testing with the sensors.cfg file
today. (Manuel Ortegas Visibility mod installed)
Im quite happy with the following values:
Quote:

[SensorParameters]
; Sensors Detection Parameters

;Visual.
Visual range factor=1.9;0.5 ;[>=0]
Visual fog factor=1.5;0.85 ;[>=0]
Visual light factor=8.5;0.5 ;[>=0]
Visual waves factor=0.8 ;[>=0]
Visual speed factor=0 ;[>=0]
Visual aspect=0.9 ;[>=0]
Visual enemy speed=0.2 ;[>=0]
Visual noise factor=0 ;[>=0]
Visual sensor height factor=0.5 ;[>=0]
Visual already tracking modifier=100;600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard
Visual decay time=200 ;[>0] already tracking bonus decay, in seconds
Visual uses crew efficiency=false ;[true or false]
Havn´t made tests in foggy weather so far.

Gammel! Have you made any more testings with your settings?

Another question: What effect has the "uses crew efficiency=true ;[true or false] " do in game and why is it set to "false" in visual? What will happen if you change it to "true" instead?

oRGy 08-13-05 10:11 AM

Jungman;

The crew can spot ships at night it seems, but can the player spot those ships to the same distance?

I'd test, but SH3 is unplayable for me due to a glitch with my system.


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