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-   -   Detection range for hydrophones (https://www.subsim.com/radioroom/showthread.php?t=86590)

timetraveller 11-16-05 02:13 PM

Quote:

Originally Posted by rulle34
Thank's for helping TT :up:
hmm I wonder what Ortega has changed in SkyColour.dat files then..Im quite sure it's changed for visibility mod and the larger skydome. What are this "byte values" you mensioned?

The Two byte values I meant are the Reflection and Refraction.

I seem to remember something about sky dome value in a thread awhile ago. If we can find it we might be able to locate the value.

TT

timetraveller 11-16-05 02:28 PM

Sky dome is discussed in the 8KM visibility thread starting page 7 to about page 11. I don't see any reference to it after that.

TT

rulle34 11-16-05 03:12 PM

I'll try to go through all this about visibility again..Phuu..see if I can find something.. :hmm:
Modding is for sure nothing for impatience people :rotfl:

rulle34 11-16-05 04:51 PM

Quote:

Originally Posted by timetraveller
rulle34,

Try this for your SkyColors...dat files

The Atlantic, for example:

// Path to the file we are changing.
Path=data\Env\SkyColors_Atl.dat


[1]
DropDownName=Water Reflection
search,ClipHeight,1,single,>2,ClipHeight
search,Reflection,1,byte,>2,Reflection
search,Refraction,1,byte,>2,Refraction
search,FrustumTest,1,byte,>2,FrustumTest
search,MinVisDim,1,single,>2,MinVisDim
search,MaxVisDim,1,single,>2,MaxVisDim

I don't see any other changable values in these files. I played some with the reflectioon and refraction numbers. I pretty sure they are byte values. They're very touchy.

TT

Wow!! I just made my first rule to this magic tool :up:

Used that text, found out that I have to add:
// Game version for these changes.
Version=1.4b


// Path to the file we are changing.
Path=data\Env\SkyColors_Atl.dat


[1]
DropDownName=Water Reflection
search,ClipHeight,1,single,>2,ClipHeight
search,Reflection,1,byte,>2,Reflection
search,Refraction,1,byte,>2,Refraction
search,FrustumTest,1,byte,>2,FrustumTest
search,MinVisDim,1,single,>2,MinVisDim
search,MaxVisDim,1,single,>2,MaxVisDim

Named the file "SkyColors_Atl_dat", paste it in to the "TweakFiles-folder" And woula, I had a new rule to load in the mini-tweaker :sunny:

Well, tested this rule to a stock 1.4 clean install and compared values from visibility mod and they are identical :huh:
I wonder if there are some changes made. and in that case are there any other values that can be changed that this rule dont give us?? Is it possible or have some of lived in the beliefe that this file was changed for visibility? :hmm:
Some suggestions anyone? :o :o :o

rulle34 11-16-05 06:10 PM

Quote:

Originally Posted by timetraveller
Sky dome is discussed in the 8KM visibility thread starting page 7 to about page 11. I don't see any reference to it after that.

TT

Quote:

Originally Posted by rulle34
I'll try to go through all this about visibility again..Phuu..see if I can find something.. :hmm:
Modding is for sure nothing for impatience people :rotfl:

Well, after some heavy reading I found this on page 11 in the visibility thread:

"All that was changed with Skycolors is the 3D model was made larger in size to fit the bigger world"

"About the skycolor files, the only item changed is the sky 3d hemi-sphere.
In the three files it is from address 111 (decimal) to 5402."


I guess that these are the values I have been looking for that makes the skydome larger!
@TT:Is it possible to implement that in the rules so it can be used in the tool? :o
(..hoping..) :roll:

timetraveller 11-16-05 07:05 PM

Quote:

Originally Posted by rulle34
Quote:

Originally Posted by timetraveller
Sky dome is discussed in the 8KM visibility thread starting page 7 to about page 11. I don't see any reference to it after that.

TT

Quote:

Originally Posted by rulle34
I'll try to go through all this about visibility again..Phuu..see if I can find something.. :hmm:
Modding is for sure nothing for impatience people :rotfl:

Well, after some heavy reading I found this on page 11 in the visibility thread:

"All that was changed with Skycolors is the 3D model was made larger in size to fit the bigger world"

"About the skycolor files, the only item changed is the sky 3d hemi-sphere.
In the three files it is from address 111 (decimal) to 5402."


I guess that these are the values I have been looking for that makes the skydome larger!
@TT:Is it possible to implement that in the rules so it can be used in the tool? :o
(..hoping..) :roll:

I see the area you are talking about. That's a lot of data, more than one value (5292 bytes). And we don't really know what it is.

Probably not a job for the tweaker. But, can you find out what the new data for this section is?

TT

rulle34 11-16-05 07:23 PM

It must be the changes to sky 3d hemi-sphere that Manuel Ortega did so the skydome become bigger.
I can't read or do hexediting(.....yet :lol: ) so unfortunately I cant tell you any better than this :oops:

So if I understand you right, in that sektion, there is not some values that are changed for this?

Kaleunt 11-17-05 08:35 AM

Rulle 34, the scene.dat file affects only the SHIII 3D world, with the 16km
scene.dat the 3D world was extended from 10000m to 20000m.
All detections values can be adjusted to the new scale, you can compare
the stockgame sensors values and adjust these values accordingly.
The only parameters wich can have an effect on a detection value(visual spotting) are the fog parameters defined in the scene.dat file.
The answer to your problem is not in the scene.dat file.
But has you know the new 3D limits (20000m) you can raise the hydrophone values in proportion.Exemple stockgame 3D world=10000m
stockgame hydrophone detection range=20000m.
You can go as far as 40000m for the hydrophone detection range in the
16 km mod.

rulle34 11-17-05 09:02 AM

Hello Kaleunt
This is exactly what Im going for here, BUT whenalter values in sensors.dat and in .cfg files, there are no difference at all :damn:

The thing I want to do is to achieve some realistic sonar values.

Convoys up to 100km and single ship up to 20 km.
I also want somar man to report as soon something can be heard at sonar. Now its a HUGE difference from where you can hear something your self and when sonarman reports a contact.

But all my attempts to change settings has ended up in no result at all :damn:

I was trying to identify skydome changes to see if there was some value there that can affect this.
I guess I just have to give up on this :hulk:

timetraveller 11-17-05 09:18 AM

Quote:

Originally Posted by rulle34
It must be the changes to sky 3d hemi-sphere that Manuel Ortega did so the skydome become bigger.
I can't read or do hexediting(.....yet :lol: ) so unfortunately I cant tell you any better than this :oops:

So if I understand you right, in that sektion, there is not some values that are changed for this?

Unfortunately, the values or whatever data is in that area doesn't make any sense to me. We can keep the topic open till we learn what it is.

TT

Kaleunt 11-18-05 06:18 AM

Hello Rulle 34, detecting undewater sounds up to 100km or over 100km
can only be possible via convergence zones, i don't know if this natural
effect is modeled in SHIII.
But on another subject, i wish to give some hints on visual range, maybe
it will be usefull for tweak the night vision capability.
In the scene.dat file you have some parameters wich affect the visual range;the fog factor and light factor: iF you use the Timetraller tolls you will find 4 values for Fog:
Fog 1= no fog, Fog 2= light fog, fog 3= Medium fog and Fog 4 = Heavy Fog.
All value for each case are percentage of max 3D range (10000m stock game, 20000m 16km visibility mod)
a value like "objectrelativezmax= 0,9" make a ship visible at 90%
of max range of the 3D world (so 9000m stockgame, 18000m 16km visibility mod)
Another paremeter is in "other environement" wich can be readable
SHIII miniTweaker you "Lightoverhorizon=25" wich means that the
light is displayed on a radis of 25000m stock game (25x10000m)
And now you begin to see that all parameters concerning the fog and light in 3D world
of the 16km visibility mod are out of proportion..........because they stay on base of 10000m and not 20000m. The problem can be found too in the camera.dat wich was forgotten. Manuel Ortega was right when he wanted
to give a new camera.dat file in is mod, file wich was overlooked.
To display the 3D world to 20000m Manuel as multiplied the camera parameter by 2 from 1000 to 2000. As the scale of the 3D worls is 10
you obtain camera 1000 = 1000x10(stockgame parameter, so 10000m)
or camera 2000= 2000x10(16km visibilty mod, so 20000m)
So real importants corrections need to be done to the 16km mod .

rulle34 11-18-05 07:17 AM

:o :o :o
Hello Kaleunt. I'm impressed
You should be calculating on next spaceship instead of waisting your time on a subsimforum :rotfl:
Just joking :P
There is absolute sense in this and you mean that values should be doubled because of basis now is 20000m instead of stock 10000m? Logic, but how to I know what values to be changed?
And what values did what to visibility in darkness? (im stupid cos i didn't quite understand that)

Kaleunt 11-18-05 07:36 AM

I point your attention on the fact that the fog parameters as soon as are
maitrised can be put at any range wanted to make the visual range more or less important from your uboat. But a little detail Manuel Ortega has totally disabled the Fog= 1 parameter to make the visual range to go as far as 20000m so without this limit the night visual range is really too important.

rulle34 11-18-05 12:42 PM

Quote:

Originally Posted by Kaleunt
But a little detail Manuel Ortega has totally disabled the Fog= 1 parameter to make the visual range to go as far as 20000m so without this limit the night visual range is really too important.

I have checked Fog=1 value in scene.dat for manuels vis mod, 16km Atmosph mod and in stock 1.4 scene.dat.
I can't see any difference.

Can you please be more specific in what value Ortega disabled and what other values to be changed for less night vampire visibility :roll:

I have now tweaked CCIP camera mod so it's now set for 25000m in all distances it was set for 10000m :up: There where 132 entrys so it was some lines to check :o
But now it's done. Will check if it'll be any difference in game though.

Im really devoted to this increased visibility so if you could help me in this so we can have a increased visibility mod without side-effects I (and many more I guess) would be very happy

I'll check in to this fog/lightning and come back with some suggestions/questions.
Big thank's for your help Kaleunt :up:

Kaleunt 11-18-05 01:56 PM

For the cameras values you need to divide the Clip distance by 2 if you increase the visibility range to 20000m, i don't like the 25000m option because you give a greater visibilty range than the 3D world. The change
to the clip distance give better proportions to the 3D world.
The rule is simple: to make the things closer divide the values by 2,
multiply the values by 2 and you go on the oposite way.
For the fog distance disabled at fog=1, i didn't use SHIII tweaker
but an hex editor. But in SHIII mini Tweaker you have a parameter
called "Other fog distances" this parameter is the line just before
"Fog=1", click on it and you can read "Fogdistances=303" and
"Fogdistances=24" if the value of this parameter is not set at "24"
in your 16 km visibility mod, enter this value. Evidently at fog=1
you can't see a real difference but this has an impact anyway.
This fog distances values are the value ruling the position of the 3D
Fog object ,a kind of curtain closing the horizon of the 3D world.
Don't make any change to these values, if you divide the "Fogdistance=303" by 2, SHIII crashes to desktop, if you multiply the
"Fogdistances=303" and "Fogdistances=24" by 2 all fog effects in all weather conditions diseappear totally.
But have you tried to tweak the"Light value over Horizon"?
I'm pretty sure that is the luminosity factor wich has an effect on the detection potential, day and night.


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