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

Beery 08-26-05 01:55 PM

Can someone tell me what are the outstanding problems with this mod now? Is it finished?

jasonb885 08-26-05 02:22 PM

Quote:

Originally Posted by Beery
Can someone tell me what are the outstanding problems with this mod now? Is it finished?

The perfect, 15k night vision by the watch crew has not be resolved. From what I can tell, it's only possible to increase time to contact. There is as of yet no known resolution that makes ships unspottable at long distances at night by the watch crew.

That, is the outstanding issue, as I understand it.

:know:

Manuel Ortega 08-27-05 08:42 AM

I'm stuck with that issue. I can't find how to fix the night visibility problem without getting more (worse) problems while at dawn or dusk time...

Beery 08-27-05 09:46 AM

But this issue also occurs in the standard game too, right? So it's not really a bug. Is it?

jasonb885 08-27-05 12:10 PM

Quote:

Originally Posted by Beery
But this issue also occurs in the standard game too, right? So it's not really a bug. Is it?

Much like the 8km issue, it's a 'feature' that prevents this mod from being considered 'complete' without a resolution.

It's been broken from day one of SH3 as far as I know, but it's very noticeable with a 20km visibility. Whether or not it'll bother people, I don't know. I just installed 0.91 last night. Got the 17km sighting during the day, but haven't played a real game to test it yet at night.

Manuel Ortega 08-27-05 02:08 PM

Quote:

Originally Posted by Beery
But this issue also occurs in the standard game too, right? So it's not really a bug. Is it?

Exactly. But with game defaults it seems that the irreal night visibility by AI doesn't matter.

Commander1980 08-28-05 06:52 AM

Nice view with 18km :up:

I tried to allow the AI-Ships in sim.cfg to fire beyond 8000 m (8000m works), but they won't. I also think, that the ai-units spot other ships later than the player boat. Is there a way to alter this?

Jungman 08-28-05 07:37 AM

Yes, change the AI_Sensors.dat value for Visual from 8 km to whatever, they will see you further out and if the fire range is increased, they will take shots at you, as long as the gun shell range in the shell gun stuff is set for the max range you want.

No success in the fix for super night vision. It has been ther since day one, as others remarked above.

You could reload the game at night and daytime for two sets of sensors.dat, but that is a pain; and the weather would never change, even the AI combat 'status' will be reset.

I thought about trying to alter the value held in dynamic memory using an editor, then write a program to change on the fly...windows allocates the memory map different every time, but it could be done.

I would not know what form the data may take, I assume machine binary, if I find it, then easy to write a program so it changes on the fly dynamically without a reload. I hope it is only held in one location. :-?

oRGy 08-28-05 10:24 AM

A sort of fix maybe would be to make crewefficency=true instead of false. When darkness arrives, you could take a couple of guys off of watch, the green bar goes down to halb and they would spot half as much. Maybe? I should try it.

Anyway my experiences:

First, don't install kriller2's landscape mod on top of it, it ****s it all up. ;)

After having it installed, on top of RuB, it seemed fine except for the fact that the crew spots everything out to 19km even at night. Now, even with the UZO I couldn't see anything out at that range. It was about 15-16km before they became visible during the day. So the crew viewing range should probably be set to 15km max as first orders.

Anyway, completed a patrol with that. The side effect of vampire-vision is to make the sonarman less useful, basically.

The glowing skies irritated me but I got rid of them through repacking the rub tga's.

So, I put in gammels values with one exception (fog factor left at 1.0 rather than what he set it to) and at night, in the Scapa Flow mission, crew didn't spot a destroyer till 2600m. That's more like it...

Unfortunately, trying it during dawn was a bit of the flop. In the custom mission "Ice Ice Baby", which is light fog (12km) with icebergs and a convoy, I was jumped by a plane which could be clearly seen miles away due to an utter lack of concern on the part of the crew. I was only aware of it after my boat got shot at.

Thats it so far.

Id experiment with values but, what the different settings in the actual sensors.cfg file do is rather ambiguous to my eyes. Can someone explain what exactly it is they do, i.e. what does each line in the visual section mean and what happens when you change it? And sensors.dat needs to be edited too? How, hex editor?

-Jungman: Your idea of writing a program sounds like a good one. As I've mentioned before on these forums, the program "Tes Optimiser" did this for the RPG Morrowind that enabled a load of features and fixed fog problems.

kriller2 08-28-05 12:15 PM

how can my mod **** this visibility mod up? it's a graphic mod which changes the detail of the landscape and some new textures???

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:


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