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you think that these 'detection probabilities settings' at sim.cfg MAYBE effects all units ?? i mean both own sensors and ai ? i think that it will help us very much to 'locate' what is cuasing this randomness(wish to be only at cfg's or dat's files) and totally eliminate it during the development of mod.after the finishing of mod we can adjust this randomness back again to our needs. about your readme there: i had studied it very carefully Rubini ! you were something like my 'teacher' ;) Quote:
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this 'somebody' has nickname and it is makman94 reading more carefully my post you will see that i said ''seems to be broken'' and not that it is broken for sure. about your post: i did a small test yesterday and i set light factor=500(!) at sim.cfg and light factor=1,6 at sensors.cfg (no other changes). The result is that at deep night (with a mission that target is showing the less hull) ,the ship was spotted at 14.400 m , so the light factor at sim.cfg seems that is NOT effecting the own crew visuals. better check this you too again and confirm (mission was tested on a clean install of NYGM with only the light factors tweaked and no other mods installed) Quote:
this is FANTASTIC (if i get it right) !!! yea,sure this is way cooler tool than i ever expected to have at adjustments !! don't worry about the testings....i will help as much i can ! @H.Sie and Rubini, i am doing some tests , MAYBE ,there is the chance to avoid the hardcode way .can't say anything more yet for sure. need to make more tests , i am having some 'good' results but need to locate either if ambientlightcolor(at envcolors during night settings--this is very 'powerfull' value that effecting the detection ranges) is responsible,either if some extreme values i am using at sensors.cfg are responsible.(light factor=500 seems to making -need to make more tests,not sure yet- completely 'blind' the crew .this is good becuase it 'shows' that factor is working but i remember that trying to reduce it to lower values like 200 or 100 the crew is starting having view again but this is getting suddenly and vampire visual is back at all its glory.maybe there is a value ,even using demicals digits, to find a factor ,something like 98,5 or 198,5 -haven't locate yet where the 'change' is happening- and manage to have a 'logical' detection range during deep night.) i will let you know if this 'leads' to anywhere. |
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Just kidding but IIRC 2 years ago I tried to mess with this and don't be able to have a good adjust of the whole thing at the end. But you knows, sometimes we try again and we achieve it! |
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back to topic: the ambientlightcolor(at envcolors) is very powerfull value Rubini ! i discover it by...accident (!) and maybe is the ONLY ONE value that sh3's engine is taking in consideration for understanding the 'night' ! i am telling you this becuase when i messed with it (long time ago!) i discovered that at same mission(time,sea state...etc) ,different values at ambientlightcolor were giving different detection ranges. but it was this randomness thing that it doesn't let me say it for sure (i mean that it is the only value for engine to understand the 'night' and not the sun's position). thats why i am saying that will help us a lot to find and totally 'eliminate' the randomness! will get it back at the end...it is not big deal after the completion of mod. edit: this idea just came: lets create an envcolors.dat which has a totally darked (0,0,0) ambientlightcolor value during sunny DAY and see if the detection ranges are reduced like it is night! if this is happening then my 'theory' about the sh3's engine reading the 'night' maybe is correct ! i will keep trying to locate a value at light factor ...you never know ! (i am trying this from time to time ,when i want to 'kill' some time, from the first moment that i started tweaking the sensors but i forgot about where i was !:DL) . maybe there is this value...(not very optimistic though...) |
OK, 3 beers! :D But if ou really solve the vampire night vision, well, we will need to share that 1Ton shippment of brazilian beer between you and h.sie!
Looking forward mate!:up: |
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Sorry though the thread was for all sensor investigations :oops: Posted this info in other thread where it may be used :up: Hope you have success with the ambientlightcolor :salute: |
Could I suggest that, while H.sie is looking into the code side of things, he could perhaps try to cure the very irritating multiple 'ship spotted' reports that you obtain repeatedly as a ship (usually a warship) comes in and out of sight in light mist. Light mist is nearly always the cause.
One possibility would be simply to put a fixed time interval (game-time) between these reports. It really does not matter if the watch-officer fails to report every ship in a convoy as a consequence. Stiebler. |
@Very short answer, since very busy: Yes, makman94, you'll be able to change the value 'online' during gameplay. This makes testing much easier.
But: I'll start to do this after having finished with my current 'project'. |
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sure the thread is for all sensors (if this interests) but i wasn't sure if you were replied to me mate and was trying to understand the 'connection' to visual sensors . all cleared now Quote:
whenever you are ready :up: we don't have 'time' limits....the slower ...the better ! |
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In the words of science-fiction writer Robert A. Heinlein: "They didn't want it good, they wanted it Wednesday." Alternately, there is an old model-builders' saying: "If you don't have time to do it right, when will you have time to do it over?" |
Earlier, I suggested:
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No need for H.sie (or anyone else) to waste time on it. Stiebler. |
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finally , you got this sorted ? one question is : what if one more ship from totally other direction(not a unit of the allready spotted convoy) appears in short time? @Rubini : the ambientlightcolor is NOT doing the trick at day (i am talking for this: edit: this idea just came: lets create an envcolors.dat which has a totally darked (0,0,0) ambientlightcolor value during sunny DAY and see if the detection ranges are reduced like it is night! if this is happening then my 'theory' about the sh3's engine reading the 'night' maybe is correct !) ....BUT i discover that by setting ambientlightcolor to 0-0-0 at night (without changing anything else at NYGM's visual sensors) i am getting MUCH MUCH better results ! i haven't made any tests the last week (becuase i am spending my free time for u-boot-hahd stuff) but i am almost sure that ambientlightcolor (and probably all other 'lights' during night like the 'SunReflectColor') if reduced (to zero if necessery) are giving 'good' results ! need to make more tests ,all that i am saying here are something like 'observations' and not facts . try it ,without changing anything at your sensors settings ,reduce to zero the ambientlightcolor and SunReflectColor during night and tell me : are you getting better results ? |
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....BUT....for the second one...:hmmm:...i am wondering : thats what the builders are saying....the truth is that even if they had all the time of the world to do it over ....very few of them will do it...right !! point is : start something right no matter what. if it is finished...then ok,if not...then maybe later someone else take it further :up:(Leonardo da Vinci was the one that never ...finished anything of his brilliant ideas ? am i right ?) |
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BTW, IMO, too dark nights in game will make the game (in ours houses) unplayable in normal conditions - i mean, during daytime, night with lights on, etc. So, I am not sure that using a so dark nights in game as unique solution (if it works) for vampire nights is a good solution. Will perhaps fix something but will narrow the game environment options to the players. |
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