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

oRGy 10-07-05 01:59 PM

Yes, you need Ortega's env/sky files otherwise the clouds disappear.

I integrated Beery's lighter night sky into the vismod myself for IuB. I integrated new rwr ranges too, the resized moon, the periscope lockons (I think to 12.5km).

For some reason though, I missed out on the custom sensors.cfg.

Kpt. Lehmann 10-07-05 04:51 PM

Quote:

Originally Posted by oRGy
Yes, you need Ortega's env/sky files otherwise the clouds disappear.

I integrated Beery's lighter night sky into the vismod myself for IuB. I integrated new rwr ranges too, the resized moon, the periscope lockons (I think to 12.5km).

For some reason though, I missed out on the custom sensors.cfg.

Okay, things are becoming clearer to me now. At least the sensors.cfg isn't a dat file right? As long as we can edit it ourselves we can test different things without making more work for the few of us who can hex-edit.

oRGy 10-08-05 10:01 AM

Yes.

Just checked my periscopes fix in the IuB sensors.dat - turns out MaxRange was set to 16km (preciserange to 12.5) - I set it back to 12.5 again. Will do more tests.

rulle34 10-08-05 10:13 AM

oRGy
What I understand Jungmann is making one with 8 visibility 16 km and lock on 8 km. Haven't heard any from him for a while but I guess his busy.
Will you try with 12 km, then we can compare results when I get the file from Jungmann if you like.

Have you tried with a new campaign just to see if the results changed?

Jungman 10-08-05 03:21 PM

Quote:

In Improved U-Boat, thanks to Ortega, I x3'd the vertices of the moon in the scene.dat file (and changed the texture) to get it back up to the right size. Check it out! I did this through DatConverter and hex editing.

Anyway - so a good setting for the uzo's/scopes would be say 9km? That way they'd never spot beyond 9km at night, yes? It does seem most confusing.

As I thought by editing the sensors.cfg file to change the fog setting to 0.85 and the light to 1.5, the crew spotted much more accurately at night, up to only about 9km. Then I loaded a campaign and I got some out to 12-15km again. Really quite strange. This was with the uzo/periscopes fix, though I forget to what range I set them, 12.5 or 16? I'll have to look.

Please put the Periscope/UZO range back to 5 km stock. I found the game will use these extra 'visual sensors' and see out to 16 km wether day or night automatically! That is why they are so short ranged made by the devs in the stock game.

I tried making them a longer range to increase lock-on distance, but it causes to spot automaticaly to 16 km!

I am glad you were able to get the moon back to normal size. I do not know how you did it finding the numbers in that mess.

Jungman 10-08-05 05:06 PM

Here is the Sensors.dat file with the original stock ranges for the Periscope and UZO. UZO will lock-on at least to 10 km, periscope 5 to 6 km at it was.

I had to put it back because the Periscope/UZO maximum range was overriding the Watch crew visual spotting. So even during the night or day, you will be seeing with the AI use of the Peri/UZO automatically giving spot ranges out to rediculous 20km! Even in the night darkness.

Use this version for Rull34 RuB_Vis Mod

http://rapidshare.de/files/6044097/R...nsors.rar.html

Kpt. Lehmann 10-08-05 05:24 PM

Does it also incorporate the periscope / snorkel fix you mentioned here:

Jungman wrote:
The periscope is seen just fine. It does help hide the snorkel from more than 4 km away. The game doubles the detection to 2 meters far away. It does not destroy the gameplay at all.

Go try it in the game. You're periscope will be spotted if you get up with 2 km of a ship as normal.

I wonder what sonar maximum depth values you used?

No use in repeating something. The Allies did not know the subs could dive that deep, it would seem the sonar should be able to get under it if deep enough, plus it makes it more fun.

Thas is a nice idea you got there. I would like to integrate your idea into SonarDC.

rulle34 10-08-05 05:48 PM

Quote:

Originally Posted by Jungman
Here is the Sensors.dat file with the original stock ranges for the Periscope and UZO. UZO will lock-on at least to 10 km, periscope 5 to 6 km at it was.

I had to put it back because the Periscope/UZO maximum range was overriding the Watch crew visual spotting. So even during the night or day, you will be seeing with the AI use of the Peri/UZO automatically giving spot ranges out to rediculous 20km! Even in the night darkness.

Use this version for Rull34 RuB_Vis Mod

http://rapidshare.de/files/6044097/R...nsors.rar.html

Great Jungmann! :up:
Have DL and will try it out at once :yep:
:sunny:

rulle34 10-09-05 06:54 AM

Hello Jungmann!
Here comes a "first impression report" of your new sensors.dat

Time: April 1942

Daytime spottings, weather clear: 15900m, 15700m, 15800m. Works great as before!

Nighttime spottings, weather clear: 5000m
Nighttime spottings heavy fog: 600m
Nighttime spottings heavy fog: No spottings at all!!! I saw the search-lights from the DD ans tried to ask for "nearest visible contact" and got the answer "no visible contact". Then the DD start to fire upon me. This was new experience for me!


I didn't either get any RWR detection reports from DD's. But I had contacts on radar all the time!

Edit:
More spottings. This time it was dawn and still heavy fog: 800m, 900m, 800m

Jungman 10-09-05 08:53 AM

You did get an active radar report or did the passive radar go off?

In heavy fog, I hear of people even under normal stock conditions getting jumped by DD.

Are you using any changes to sensors.cfg such as visual light=1.5?

I need more specific. The RWR (passive radar) never gave a warning in heavy fog? I think in April 1942 most DD have some kind of radar to pick up (but not all have them installed).

I assume from your edited post you did get visual spotting in heavy fog 5 out of 6 times....what RWR unit do you have? Metox or Borkum? Make sure one is installed.

rulle34 10-09-05 11:17 AM

My mistake! I assumed I had a RWR detecor but I only had the radar :damn:
That's how it happens when you are eager for testresults :roll:

Anyway this DD jumping on you have only happen me in stockgame. I dont remeber what mod it was that solved that, but after that mod it have never happen until now. Maybe it was just a coincidence.

Spottings follows this distances I reported before and now Im trying a patrol with RWR detector Matox. Will report further.

rulle34 10-09-05 11:45 AM

New report:
Spetember 1942 kl.01.28 (night) reported a ship spotted from a convoy at a distance of 15700m. I couldn't see it my self. The thing is that it was not so dark outside. It was up north in AK 38 so maybe it simulates for the lighter nights still at that time of year, and then spottings are more like daytime values?? :hmm:

Now I also got a warning from RWR (Fumb-1 Metox), distance 3810m.
Weather clear!

Jungman 10-09-05 02:21 PM

THe Metox maximum range is only 4 km. That is working well.

The spotting far away at night will happen. The game mechanics only causes the the time for spotting at night to increase, not the distance.

You will get far away spotting at night. It is just that in the original stock 8 km range game, you did not notice it so much. Try setting in Sensors.cfg Visual to 2 and more important the Range factor to 1. The crew has a harder time at night to see, but it is not affect during the day.

I think Gammel did alot of testing with those settings in Sensors.cfg, do you know what he found works well? He did make a post about it. I thought he bumped up the range factor and the light factor and found a good compromise. That maybe the best that can be done.

I got maximum of 9-12 km with that setting I have. It really does not affect daytime spotting that much to 16 km. That is where the RWR kicking in as a back up works in case crew sees nothing. You can also run active radar too, the DD has no radar receiver to pick you up.

If you sit long enough in one spot, the crew will spot everything inside the 16 km whether day or night. The game mechanics only changes amount of time to spot, not range.

rulle34 10-09-05 03:14 PM

Ok Jungmann!
I will ask Gammel for his settings in sensors.cfg and contiue trying. I haven't messed with these at all. The sensors.cfg I use is from Ortega's original visibility mod.

I wonder if oRGy will release his fixed moon for visibility mod?

Jungman 10-09-05 03:27 PM

Quote:

I wonder if oRGy will release his fixed moon for visibility mod?
He did, I am using it right now and it works great :yep: . He did a very good job.

Just pull it out of the IuB mod they made. It has the scene.dat file changed to make the moon full size again with Ortega Visibility Mod.

It looks exactly like RuB except the Moon is normal size again, and you have the larger visual enviroment. Now it has the murky water, so you may want to change that.

Since I like to see my torps hit and the ship sink, you can set the water more clear as was in stock game (or anything you wish, I use a middle murkiness) by a simple hex edit of two values in the IuB_scene.dat file. Those two numbers control the near and far distance of the 'water fog'.

I can give you the IuB_scene.dat file as it is. If you want it more custom clear water like original game water was, tell me and I can PM you a quick link to it. Remember if you give it away to someone, make sure to give credit to IuB team and oRGy.

Jungman 10-09-05 03:39 PM

Here is a repost of what Gammel had in test:

Quote:

Originally Posted by Gammel
I´ve tried new values for the sensors.cfg file
Quote:

Visual range factor=1.7
Visual fog factor=1
Visual light factor=1.2
whith the range factor value you have a huge influence on the daylight spotting range, with a value above 2 my crew spotted the battleship in the test mission i´ve posted here before only at ~13000
(i set the time to daytime in the mission file)

I´m away from a high light factor value as i posted before (problems with zero spottings), the range factor has also hugh influence on the nightime spotting ability of the crew.

The worst thing for testing is the strange randomess with the spotting.
I hope with the posted values the nightime spotting visibility will drop clearly under 10000 meters, some tests looks promising.

Here´s an example for the randomness other posters noticed too.

same values in the sensors.cfg file (others than above), mission started 3 times at nightime.

Crew spotted ship

-at 2500 (!) meters
-at 12200 meters
-at 9500 meters

during real game the randomness doesn´t look that worse to me, but testing so is incredible time intensive.

So could anyone play his campaign game with the visibility mod
and this new values for the sensors.cfg file and post results here?
make a backup before or comment out the stock values it´s a little change to a textfile only.

-------------------------------------------------------
I too find the range factor better with night time spotting. I set range for 1 and light for 2 and get 12 km.

Going to try ranges more similar to his (range 1.5; light 1.5 maybe that equal gives a square root effect). I am counting on the improved RWR detectors to warn me of a DD getting in too close!

rulle34 10-09-05 04:05 PM

Hello Jungmann!
I have now put in Gammels values in sensors.cfg and will try it out.

Are they different from oRGy's values?

I would be very glad to have oRGy's scene.dat with fixed moon edited with clear water :sunny: . With the new ocean_floor mod it's great to have clear water.

On thing though that puzzles me :-? that with the file with 16 km visibility and no RWR fix I had first had really good nightspottings. Thise new file makes them variy more. I just wonder why??
Please don't take it as critics, it's just a thought if something has been bypassed :hmm:

You have really made a great work on this Jungmann and I think this will be a very realistic, important and popular mod :sunny:

Jungman 10-09-05 07:06 PM

The RWR has nothing to do with visual spotting. You are using the corrected Sensors.dat, I had to put the periscope/UZO max range back to stock values; else it would spot very far away automatically.

You can try to use the other version without changes to the RWR ranges. The nature of the spotting is very random.

EDIT:

What are you getting? Visual spotting by your watch crew depends upon enemy ship speed, the target's aspect ratio, light level, fog level, distance range, size of waves on the sea, and its sensor height.

If it is heavy fog and the waves are large you will get very bad spotting. It is not uncommon to have a DD pop out of a heavy storm on top of you.

It is just as bad at spotting at night (very much in a storm, fog, heavy waves) as it always has been.

Anyway I can send you a personal clear_Big_Moon_scene.dat.

The RWR is only for detecting ships and airplanes with radar. I only boosted the range by about 50%. I used the sensors.dat file from you big mod to make sure i was using the same one.

If you make visual light factor in sensors.cfg much higher, it will tend to make spotting very random at night. That is why I reposted what Gammel found.

Can you be more specific data? Plus try out the same missions without the RWR changes. Again as for me, the spotting has always been problematic with the increased visual range. It has always been there, just never notice as much with max 8 km compared to max of 16 km.

Before, people would rely heavily on their hydrophones to pick up a ship 20 km away. Now with max visual of 16 km, they hardly ever dive to listen for a ship except in heavy or medium fog.

I am looking at IuB beta version made about a month ago, it does not include changes to Sensors.cfg. IuB is using the stock game values I assume.

rulle34 10-09-05 10:34 PM

Yes, I fully understand Jungmann!
I will do some more tests with new Gammel settings in sensors.cfg to see if it changes nightspottings.
Best to you Jungmann

Jungman 10-09-05 11:10 PM

Quote:

I would be very glad to have oRGy's scene.dat with fixed moon edited with clear water . With the new ocean_floor mod it's great to have clear water.
Here is a copy of scene.dat from IuB Mod by your request. It has the Large Moon and works with the Visibility mod plus some RuB. I made the Water Clear as the stock original game was set. Now you can see your torpedoes hit die Schiff. :arrgh!: I prefer it a bit more murky over stock, but this is stock values.

http://rapidshare.de/files/6094093/C...scene.rar.html

The other issue, I need to do a campaign test with some Sensors.cfg values and see what I come up with. It will never be perfect, the game mechanics will not allow it.


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