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I asked about this earlier, and I was obviously misinformed.
About Jungmann's sonar fix I thought it was in Ai_sensors, DepthCharges.sim, DepthCharges.zon and these files are not included in visibility_mod. Nevertheless I was wrong and Im glad you corrected Didn't mean to start misinform. That was the reason I first removed my post! |
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Ooops! You're absolutely right. Hehe, now I'm spreading misinformation. Sensors.dat only affects the radar. |
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I was kidding. :cool: |
Beery, any chance you remember what image file contains the reflections that are seen on the water again?
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I don't think it would be in an image file. It would probably be some property of a 3D mesh.
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No, I definitely recall a thread where the texture was posted. I think mad-h might have posted it.
Hey! In fact, I posted a link to it... http://www.subsim.com/phpBB/viewtopi...=asc&start=100 Its the reflex_atlantic.tga in the skycolors_atl.dat file. Did you include a version of that mod with RuB? Can't check myself because my computer has a glitch. How does one open and edit those .dat files by the way? -EDIT- Back to Topic: In regards to the nightime visibility, what about sensors.cfg, does the light/visibility value in there do anything? Even at extreme values? Secondly, if that fails, is it possible to change the weather states so that nighttime is always foggy with say max 8km visibility, or is the weather controlled independently of time? I only ask because I came across Purpulez's post here: http://www.subsim.com/phpBB/viewtopi...=asc&start=100 ..which lists skycolors for various weather/light states. |
@Jungman
re sighting distance -- how about changing the parameter for visual sensor height -- i guess it depends on how the devs modelled the actual physics of sighting but it may still allow you to effectively increase the sighting range |
Strange...i only use the files in the env folder + the new scene.dat files of the visibility mod and have nice visibility improvement...
The first one i sorted out was the camera.dat file, cause it has a small bug with the typeIXB boat. (Camera position on bridge view) then i found out that the mod works with just the new scene.dat and the env-colour.dat files. Can anyone explain to me what changes where made to the other files in the mod folder? For me the mod works fine without them. (good for RUB integration, only files overwritten are the watercolours, so only thing you lost is little eye-candy when you install over RUB and sort out the files before) AND: :-j My crew has never spotted a ship at night at 17KM!! Not with this mod installed, not without. Best spottings are 7km at good visibility at night, most once are at lower range. I never played the stockgame, i use RUB from the beginning. |
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You must use ALL files from Visibility mod, including its own special made Sensors.dat :know: You MUST use the Sensors.dat from the Visibility Mod too because it is set for 17.5 km maximum range for visual! RuB has not the Visibility Mod incorparated into to it yet. You are using only part of the Visibility Mod, artificially limiting your maximum spoting distance to only 8 km or maybe 10 km with RuB. EDIT: If you are using Rub 1.43 version of Sensors.dat installed, it is set for 8 km precise to 20 km max range. You should be seeing out to 17.5 km also?? That is all the Visibility mod Sensors.dat is changed to allow a longer visual range. It is set for 17.0 km precise and 17.5 km maximum. I have tried different numbers for precise and max range before. Unless I overlooked something. Set the precise range very low and the max range high, I need to look back into that combination. :o |
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I would enjoin others to confirm extreme changes to light factor in sensors.cfg too, to confirm my findings, I am not perfect at all. :shifty: "Sensor Height changes" Interesting, considering the earth radius is modelled. But using other hacks to detect the unseen ships beyond 10 km stock game, the game engine seems to only care about sensor height within the dynamic ocean area...but I digress, how would changing sensort height affect night and daytime? Unless detection is a funtion of 'surface area' exposed too, causive from the earth's radius being expanded in order to see smoke from ship at 17.5 km. A test is place the earth's radius back to normal smaller size, now you ship will be hidden by the earth's curvature, but maybe the AI might consider the 'spotting' formula via surface area exposed at night to make a signifiacnt difference :hmm: ....Sounds like good tech BS to me for a theory to try... |
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I am trying to put the Bridgeview on the VII's down 10 cm (+- same height as crew) and forward by one meter or so to see more of the bow, providing a more imersiveness 'boat feeling' like you have in the IX's. |
Hi!
That is the same CCIP is triyng to do here with his great camera mod! A more realistic and more intensive View inside and outside the UBoat! http://www.subsim.com/phpBB/viewtopic.php?t=41465 Sale |
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I'm just thinking out loud (so to speak) -- and i could very well be talking out of my ass. just an idea. |
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No, im not able to fix anything with a hex editor. I just use the cameras.dat file from CCIP´s camera mod together with the env-files and the scenes.dat file from Manuel Ortegas visibility mod. All that stuff installed over RUB1.43. Works great for me, only issue i have is the water reflection at night which was fixed by RUB and is now overwritten again trough the colours.dat files by Manuel Ortega. I installed only 4 files from MO Mod: scene.dat SkyColors_Arct.dat SkyColors_Atl.dat SkyColors_Med.dat I have nice visibility (and lower framerate lol) and the crew is spotting quite well, even with a stock sensors.cfg file. |
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