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

Jungman 10-05-05 03:16 PM

Yes, I am still getting to change the Sensors.dat file from Rulle34 version so you have a much better working RWR detection for passive radar from enemy ships and airplanes.

Indeed even the active radar could stand to be increased, but I have not looked into that yet.

So I been a bit busy lately, I will get it finished. It has to do with the increased visual range trumpting the RWR so it does not work all that well, if at all. THe RF_Detect2 works well, but needs to be toned down more for Rulle34 version.

As for the moon, I tried making a larger texture a long time ago when the Vis Mod came out, it did not work either. It is because the moon is placed in orbit further away from 900 to 1800, and looks small due to perspective.

Only real fix is to change the moon's ball 3D sphere vertexes in scene.dat (but which set of 12 I have no idea x,y,z *4 data = 12 numbers). As was stated in the 'High resolution' thread.

Gammel 10-05-05 03:44 PM

great to see you working on this too, Jungman :up: :up:

rulle34 10-05-05 06:04 PM

Hello Jungmann
Take your time. I know you're doing a very good job :up:

Jungman 10-05-05 09:39 PM

Rulle34 here is the Sensors.dat from the Mod with the RWR values added. Check it out with a Uboat in different fog thickness and RWR detectors.

I changed them as above. Also in readme.

Getting an upgrade. Link removed.
-------------------------------
Sensors.dat with 16 km maximum visual range for crew. Added better lock-on for periscope and UZO, Added longer range for RWR passive radar detectors. This is more in line with the increased fog distances and visual sensors overriding the RWR.

Vis mod has fog at 600m, 4500m, 9000m for heavy, medium, and light fog.

Metox: 4km left alone. Good for heavy fog.
Borkum: 5km to 8km. Good through medium fog distance.
Naxos: 8km to 12km. Good through light fog distance.
Tunis: 10km to 16km. Good through max visual range.

vils 10-06-05 02:47 AM

Quote:

Originally Posted by Jungman
Rulle34 here is the Sensors.dat from the Mod with the RWR values added. Check it out with a Uboat in different fog thickness and RWR detectors.

I changed them as above. Also in readme.

http://rapidshare.de/files/5929002/R...nsors.rar.html
-------------------------------
Sensors.dat with 16 km maximum visual range for crew. Added better lock-on for periscope and UZO, Added longer range for RWR passive radar detectors. This is more in line with the increased fog distances and visual sensors overriding the RWR.

Vis mod has fog at 600m, 4500m, 9000m for heavy, medium, and light fog.

Metox: 4km left alone. Good for heavy fog.
Borkum: 5km to 8km. Good through medium fog distance.
Naxos: 8km to 12km. Good through light fog distance.
Tunis: 10km to 16km. Good through max visual range.

I took the liberty of grabbing this aswell. Keep up the exellent work Jungman! :up:

oRGy 10-06-05 07:41 AM

Quote:

Originally Posted by Jungman
As for the moon, I tried making a larger texture a long time ago when the Vis Mod came out, it did not work either. It is because the moon is placed in orbit further away from 900 to 1800, and looks small due to perspective.

Only real fix is to change the moon's ball 3D sphere vertexes in scene.dat (but which set of 12 I have no idea x,y,z *4 data = 12 numbers). As was stated in the 'High resolution' thread.

This fix is already in the Improved U-Boat scene.dat.

rulle34 10-06-05 09:46 AM

Quote:

Originally Posted by Jungman
Rulle34 here is the Sensors.dat from the Mod with the RWR values added. Check it out with a Uboat in different fog thickness and RWR detectors.

I changed them as above. Also in readme.

http://rapidshare.de/files/5929002/R...nsors.rar.html
-------------------------------
Sensors.dat with 16 km maximum visual range for crew. Added better lock-on for periscope and UZO, Added longer range for RWR passive radar detectors. This is more in line with the increased fog distances and visual sensors overriding the RWR.

Vis mod has fog at 600m, 4500m, 9000m for heavy, medium, and light fog.

Metox: 4km left alone. Good for heavy fog.
Borkum: 5km to 8km. Good through medium fog distance.
Naxos: 8km to 12km. Good through light fog distance.
Tunis: 10km to 16km. Good through max visual range.

Great Jungmann!
And big thank's! :up:
Will try and report as soon as I have made some different tests.
:sunny:

rulle34 10-06-05 09:58 AM

Jungmann!
Just a question that come to my mind.
Now I use the same water/sky files from Ortegas original visibility mod made for 20000m in this sensors.dat edited to 16000m? Does it not make any difference? I mean if these files have to be edited too so they are fitted for 16000m?

I haven't noticed any strange at all, but I just want to make sure we don't miss anything in the development of this mod.

Best to you Jungmann!

Jungman 10-06-05 04:06 PM

Orgy,

Do you mean RealUboat made changes to the scene.dat file to make the moon back to its larger size in the Visibility Mod?

In the Visibility mod, the moon is placed further away from 900 to 1800 for the larger visual enviroment (moon radius). In the process, the moon looks like a small disk half the original game size.

I am not speaking of increasing the texure detail (I have that) but making the moon's 3D model twice as big to give its original size back. That takes serious editing of the scene.dat file for the moon's vertex data chunk. Not moon radius. (that should be called moon orbit). If that is put back original, the moon is normal size again but is in front of the cloads sphere and always can be seen.

Rulle34,

I got a strange problem. Even if I set my maximum visual range back to 8 km, my crew is still spotting ships about 15 km away.

Can you confirm this? It means that the visual factors in sensors.cfg is giving a boost to visual range (I checked on this with no results, just changes detect time).

I think the increased size of the enviroment to 17.5 km via Ortega Vis Mod is causing an increase n maximum spotting range? :hmm:

I am using 8 km stock sensors.dat and stock sensors.cfg. My crew is spotting to 15 km regularly. Something is wrong with my modified game maybe. Can you confirm this?

If I use the stock scene.dat, the visual spotting is limited to 8 km as normal, but can go to 10 km as CCIP discovered. Something odd is going on here.

I am going to try a sensors.dat file with 4 km distance and see if it averages out to 12 km spotting.

The bug maybe that increase in the Periscope and UZO to 16 km is causing the crew AI to still see far away. That was done to maintain a lock on. That maybe the problem and will have to be put back to normal. The Periscope and UZO is its own 'Visual Sensor' also. So let me but the values back to normal and see if it clears that problem up. It will mean no solid lock on for the UZO unless closer to 8 km again.

Jungman 10-06-05 04:15 PM

Quote:

Now I use the same water/sky files from Ortegas original visibility mod made for 20000m in this sensors.dat edited to 16000m? Does it not make any difference? I mean if these files have to be edited too so they are fitted for 16000m?

I haven't noticed any strange at all, but I just want to make sure we don't miss anything in the development of this mod.
See above post. Yes, strange stuff occurs. With visual set for 16 km, I am spotting to 19 km.

I lowered maximum visual range in sensors.dat to 8 km and I spot to 15 km. It maybe be the changes to periscope and UZO to maintain a lock on. I am placing back to stock values and retest.

Try looking at a ship and see if you are not seeing beyond 16 km. Because I am seeing well beyond 16 km and it fades away at 20 km.

Some sort of averaging effect maybe be occurring, but I must rule out the periscope and uzo maximum range changes. They are 'visual sensors' too and could be artificially causing a longer spotting range ( though they were set for 16 km too).

I think the game must have the "dynamic size grid" (two float numbers in beginning of the scene.dat) reduced by half to fit the new model. It acts like a modifier to sensors distance.

So 16 km is 32 km, 8 km is 16 km etc. That is what I am seeing/ :-?

Jungman 10-06-05 05:25 PM

OK found the problem. I must put the Periscope/UZO maximum range back to more normal range. It was 5 km.

Else, the AI uses the these 'Visual Sensors' to spot for you! Despite any crew on deck.

THis was done to maintain a lock-on. In the new model anything beyond 5km would not stay locked on. This help fix it by increasing the maximum range of the Periscope and UZO; but it causes these 'sensors' to override and spot for you at long distance.

So use this version instead, it will not have as good as a lock-on, but the watch crew will spot more correct. Your lock-on for Periscope/UZO will go back to normal.

This is also a reason why it was getting Vampire Vision at night!

I am fervent in makeing a new sensor.dat to get this to finially work now I ofund the problem.

I wil post new link here. Throw away all those other sensors.dat unless you like them spotting far away especially at night.

oRGy 10-07-05 12:42 PM

Interesting info Jungman.

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.

Also, when testing ensure that there's no copies of sensors.dat lying around your /library folder as backups - these can be used by the game instead of your .dat files - I found this odd bug while testing ccips camera mod.

rulle34 10-07-05 12:54 PM

oRGy!
Nice that you have fixed the moon! That's nice. Is the scene.dat with murky water or Jungmanns edited one with clear water?

Another thing. I never have had nightspottings over 9000m with my configuration. They varies between 4000m and 9000m in night with clear weather and in campaign. I wonder why it differs??

oRGy 10-07-05 01:02 PM

Its the one with the murky water. In the next version of IuB there'll be an option for clear water, by the way.

The nightspottings fix worked for me fine as well. For a while. The version you posted differed from the IuB one in only one respect I thought - the preciserange was 16 instead of 15.5, and I had forgot to include a changed sensors.cfg file in IuB, so I thought the sensors.cfg file made the changes to the spotting.

And it worked - but then I reinstalled the game and put my nice new "fixed" version of IuB over it... and in a saved campaign, I got back to 15km spotting at night. I tested a single mission (the courageous one), and the task force was spotted at 9km.

Bizarre!

Perhaps it really is the uzo/scopes fix. I'll have to double check.

rulle34 10-07-05 01:06 PM

oRGy
I think for evaluation try not to use a saved campaign. Start a new "testcampaign" and evaluate spotting distances there. Try and see if it helps!

When do you plan for a release with option for clear water? Im very eager to see how it looks :)


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