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-   -   [REL] Dynamic Environment SH5 (https://www.subsim.com/radioroom/showthread.php?t=202520)

gap 05-13-13 10:21 AM

Quote:

Originally Posted by volodya61 (Post 2055994)
I'm afraid you got me wrong :).. Black Sea is a warm sea and I often have seen it in 'mirror' state.. I think, my suggestions are more for the cold seas.. like Baltic, North, Barents, Norwegian etc..

Okay, hopefully your point don't change the essence of our plan: two alternative wave mods, one for "flat" zero wind sea, and one for more "swelled" zero wind sea :up:

volodya61 05-13-13 10:31 AM

Quote:

Originally Posted by gap (Post 2055999)
Okay, hopefully your point don't change the essence of our plan..

by no means.. simply clarified.. :03:

Fifi 05-13-13 05:43 PM

Quote:

Originally Posted by gap (Post 2054866)
For watch crew, you can adjust Visual fog factor in Sensors.cfg. As for ship identification abilities by the officer, you should ask TDW on it.

Back again with fog :D
That's awesome! Thanks to Volodya and Gap :up:

I adjusted this visual fog factor in sensor.cfg of IRAI, and now my crew can ONLY get a visual contact when boat is getting slowly out of fog layer :yeah:
No need to adjust something else for the locking target issue, as it's very tied to what my crew is visually detecting!
Meaning no visual contact of watch crew, no target locking possible...

At first, i thought i had to decrease TDW value, but no! It gave me the inverse. I was able to get visual contact (hence lock targets) kilometers away in fog :o
So i increased this value up to 1.10, and all seems fine. Though i still have to fine tune it...and see what's going on with other fog types, and no fog at all of course.
Stay tuned :D

Fifi 05-13-13 07:55 PM

:Kaleun_Party::Kaleun_Salivating:

Perfect!!
I keep new 1.10 value in visual fog factor of IRAI/sensor.cfg :up:
It match perfectly my fog values i tweaked the other day.
Now, i get those values:
- Light fog: 6000m to be able to lock/boat at the edge of fog layer
- Medium fog: 2800m to be able to lock/boat at the edge of fog layer
- Heavy fog: 1100m to be able to lock/boat at the edge of fog layer
- No fog: 15000m to get a visual contact (hence to be able to lock)

Better with pictures :D
Light fog unable to lock at 6100m:
http://img15.hostingpics.net/thumbs/...olock6100m.jpg
Light fog able to lock at 6000m:
http://img15.hostingpics.net/thumbs/...glock6000m.jpg
Medium fog unable to lock at 2900m:
http://img15.hostingpics.net/thumbs/...olock2900m.jpg
Medium fog able to lock at 2800m:
http://img15.hostingpics.net/thumbs/...glock2800m.jpg
Heavy fog unable to lock at 1200m:
http://img15.hostingpics.net/thumbs/...olock1200m.jpg
Heavy fog able to lock at 1100m:
http://img15.hostingpics.net/thumbs/...glock1100m.jpg

Game is getting better and better! :yeah:

gap 05-13-13 08:28 PM

Quote:

Originally Posted by Fifi (Post 2056239)
Back again with fog :D
That's awesome! Thanks to Volodya and Gap :up:

:salute:

Quote:

Originally Posted by Fifi (Post 2056239)
I adjusted this visual fog factor in sensor.cfg of IRAI, and now my crew can ONLY get a visual contact when boat is getting slowly out of fog layer :yeah:
No need to adjust something else for the locking target issue, as it's very tied to what my crew is visually detecting!
Meaning no visual contact of watch crew, no target locking possible...

:yeah:

Quote:

Originally Posted by Fifi (Post 2056239)
At first, i thought i had to decrease TDW value, but no! It gave me the inverse.

yes indeed it is the fog visual (hindrance) factor, so the bigger the value the lesser you crew can see through fog.

Quote:

Originally Posted by Fifi (Post 2056239)
I was able to get visual contact (hence lock targets) kilometers away in fog :o
So i increased this value up to 1.10, and all seems fine. Though i still have to fine tune it...and see what's going on with other fog types, and no fog at all of course.
Stay tuned :D

I alway thought that this factor was in the range 0 (no visual hindrance) - 1 (maximum hindrance). Good to know that values higher that 1 are also accepted :up:

Quote:

Originally Posted by Fifi (Post 2056300)
:Kaleun_Party::Kaleun_Salivating:

Perfect!!
I keep new 1.10 value in visual fog factor of IRAI/sensor.cfg :up:
It match perfectly my fog values i tweaked the other day.
Now, i get those values:
- Light fog: 6000m to be able to lock/boat at the edge of fog layer
- Medium fog: 2800m to be able to lock/boat at the edge of fog layer
- Heavy fog: 1100m to be able to lock/boat at the edge of fog layer
- No fog: 15000m to get a visual contact (hence to be able to lock)

Better with pictures :D

Haven't you overdone a bit? I mean, at 6,100, 2,900, and 1,200 m, ship silhouettes are already clearly visible as shown by your screenies, but your crew won't spot them anyway. :hmm2:

Fifi 05-13-13 09:15 PM

Quote:

Originally Posted by gap (Post 2056306)
Haven't you overdone a bit? I mean, at 6,100, 2,900, and 1,200 m, ship silhouettes are already clearly visible as shown by your screenies, but your crew won't spot them anyway. :hmm2:

Visible yes, but not neat...
Well i could try reducing to 1.0 value instead of 1.10...of course.
Thought it was good to simulate reaction time mainly for the officer to identify them :D
I'll try it right away! :)

Fifi 05-13-13 10:58 PM

So new results with 1.0 value:
http://img15.hostingpics.net/thumbs/...ith10value.jpg
As you see, i was able to lock when very first boat pixel was appearing on my screen...it's a little too much for me (not neat enough to identify)

I decrease the 1.10 for 1.05, and i like it better.
Can't lock yet:
http://img15.hostingpics.net/thumbs/...antlockyet.jpg
Can lock:
http://img15.hostingpics.net/thumbs/...canlocknow.jpg
It's good enough for me, and simulate few seconds/minute to scroll and look in the manual!

gap 05-14-13 06:23 PM

Quote:

Originally Posted by gap (Post 2054866)
Recently, I have created a simple spreadsheet for previewing various wave lenght/heights on graph and comparing them to ship sizes. If you want, I can send it your way. :up:

Quote:

Originally Posted by Fifi (Post 2055156)
Sure, could be interesting :up:

Sorry Fifi, I had overlooked answering this post by you. If you are still interested into my spreadsheet, my offer is still valid :up:

Quote:

Originally Posted by Fifi (Post 2055156)
15m/s = 30 knots :D
I prefer knots as reference, it's much more talking to me. When i navigate for RL, we all use knots instead of m/s :)

Sorry again: I didn't notice the unit :doh: :D

gap 05-19-13 09:45 AM

Answering a question posted by Venus in the old [WIP] thread:

Quote:

Originally Posted by Venus (Post 2059101)
I have a question. I have these installed:

DnyEnv Main mod,
DnyEnv Vivid skies,
DnyEnv Sound
DnyEnv Sea plants, waves & no murky waters.

Problem is the sun is soo bright and massive in the sky. Realistically
it should be about same size as the moon (that's how eclipses occur lol).

So I want to adjust the script SkyPS_SH5.fx but I'm not sure
which to change. The problem for me is the sky is so bright
and everything gets washed out in it.

I understand what you are doing here, trying to create a glare
to obscure things. But truth is, a sailor would just put his
hand over his eyes, or lower his cap to block it lol.

Could you tell me what to change to lower brightness and
make the sun smaller please? Same as moon would be nice.

In fact be a great option, to allow a different sun.

Thanks

Venus

You might want to:


1 - try one or both of the following mods, and see if they make things better:

sobers DOF
sobers Light Cfg

2 - play with one or more of the following parameters:

data/Filters/ColorCorrection/hdr_exterior.cfg

Gamma (reduce it)
Brightness (reduce it)
Contrast (reduce it)
LevelsInputMidtone (increase it)
LevelsInputWhite (increase it)


data/Cfg/Lights.cfg

[HDR Exterior]
SunMultiplier (decrease it)
EyeAdaptationTime (decrease it)
GaussBloomMultiplier (decrease it)
LightShaftsStrength (decrese it)
LightShaftsDensity (decrease it)
LightShaftsWeight (decrease it)

My understanding is tha most of the above parameters are in the range 0-1. Unfortunately, it is not easy finding an optimal set of settings, as their effect depends on a number of "external" factors sush as your gfx card, you monitor, etc.

Let us know if you find some settings that work for you :up:

...if not, I am afraid that you are left with one last option:

3 - buy a good pair of sunglasses :sunny: :D

NeonsStyle 05-19-13 03:06 PM

Quote:

Originally Posted by gap (Post 2059114)
Answering a question posted by Venus in the old [WIP] thread:



You might want to:


1 - try one or both of the following mods, and see if they make things better:

sobers DOF
sobers Light Cfg

2 - play with one or more of the following parameters:

data/Filters/ColorCorrection/hdr_exterior.cfg

Gamma (reduce it)
Brightness (reduce it)
Contrast (reduce it)
LevelsInputMidtone (increase it)
LevelsInputWhite (increase it)


data/Cfg/Lights.cfg

[HDR Exterior]
SunMultiplier (decrease it)
EyeAdaptationTime (decrease it)
GaussBloomMultiplier (decrease it)
LightShaftsStrength (decrese it)
LightShaftsDensity (decrease it)
LightShaftsWeight (decrease it)

My understanding is tha most of the above parameters are in the range 0-1. Unfortunately, it is not easy finding an optimal set of settings, as their effect depends on a number of "external" factors sush as your gfx card, you monitor, etc.

Let us know if you find some settings that work for you :up:

...if not, I am afraid that you are left with one last option:

3 - buy a good pair of sunglasses :sunny: :D

Thanks, appreciate the effort. I'll try some of those things
and see if they make it nicer. If I find something I like, I'll post it :)

[EDIT] Ok installed Sobers DOF & Light cfg, helped a little.
So I tweaked the data/cfg/lights.cfg and got a much
more satisfactory and realistic result :)

Here's the changes:

LightShaftStength = 0.015 was 0.055
LightShaftDensity = 0.2 was 0.7
LightShaftWeight = 0.4 was 0.8

This makes a much nicer view into Sun without all the nasty
and unrealistic glare. Also added Sobers DOF & Sobers Light cfg in
Subsims Download section.

Thanks heaps Gap, solved it perfectly :)

gap 05-20-13 04:30 PM

Quote:

Originally Posted by Venus (Post 2059253)
Ok installed Sobers DOF & Light cfg, helped a little.
So I tweaked the data/cfg/lights.cfg and got a much
more satisfactory and realistic result :)

Here's the changes:

LightShaftStength = 0.015 was 0.055
LightShaftDensity = 0.2 was 0.7
LightShaftWeight = 0.4 was 0.8

This makes a much nicer view into Sun without all the nasty
and unrealistic glare. Also added Sobers DOF & Sobers Light cfg in
Subsims Download section.

Thanks heaps Gap, solved it perfectly :)

Thak you too for your time and patience, Venus. I am glad you have sorted out your problem! :yeah:

If someone else tests your settings, and find them useful on his system too, I could make them into a new optional mod. In this respect I hope that Trevally is reading this post as, if memory serves me well, he had the same problem as you more or less :03:

THE_MASK 05-20-13 04:45 PM

On a medium fog night you should not be able to see the bow of your submarine . IE: Cannot quite see it . Adjust the ingame or monitor gamma to achieve this . Nights should be dark not light . You shouldnt be able to tell what flags a ship is running in medium fog at night unless really close .

gap 05-20-13 05:43 PM

Quote:

Originally Posted by sober (Post 2059747)
On a medium fog night you should not be able to see the bow of your submarine . IE: Cannot quite see it . Adjust the ingame or monitor gamma to achieve this . Nights should be dark not light . You shouldnt be able to tell what flags a ship is running in medium fog at night unless really close .

I like your concept, sober, I think you are one of the most hardcore subsimmers, but to be fair we should also sabotage a bit the visual sensors of our enemies :arrgh!:

THE_MASK 05-20-13 05:45 PM

Quote:

Originally Posted by gap (Post 2059773)
I like your concept, sober, I think you are one of the most hardcore subsimmers, but to be fair we should also sabotage a bit the visual sensors of our enemies :arrgh!:

I have been decks awash and stopped (7.5mts) at night with no moon and no fog and within a few hundred meters of cargo ships without them spotting me . Actually the same in scapa flow with the torpedo boats , i can get very close as long as i am not betwwen the moon and the ship .

Fifi 05-20-13 07:48 PM

Quote:

Originally Posted by sober (Post 2059747)
On a medium fog night you should not be able to see the bow of your submarine

Well that's your point of view, and all depending what we call medium fog in reality :D

Not seeing the submarine bow (even at night), to me, it should be called heavy fog :yep: (+-25m visi)
Not seeing your watching crew mate standing 80cm far of you should be callled very heavy fog :haha:...and we don't have very heavy fog ingame.
To me ideally medium fog, and what i could imagine of, would be +- 500m visi. But for gameplay matters, and in regard of SH5 fog randomizing ingame, i setted it up to 2000m.
Just can't stand playing half of my SH5 time with <500m visi...unrealistic even for Northern seas imo.
So all this is very subjective :03:


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