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-   -   VampireNightVision Bugfix (https://www.subsim.com/radioroom/showthread.php?t=191919)

h.sie 01-29-12 11:26 AM

jaxa: if one uses MEPv3 and wants to change from 40% to 25% version of our VampireFix, no changes are necessay in MEPv3, because the VampireFix changes (reduces in this case) the visibility for player and watch crew accordingly.

reaper7 01-29-12 12:00 PM

Quote:

Originally Posted by h.sie (Post 1829338)
@reaper: Thank you for your detailed test results. IMHO you do not have to change MEPv3. If you use the 25%-version, you'll see the ships later, because the fog-wall is automatically closer to you, compared to the 40% version.

@LemonA: I don't know which one is more realistic. This could be discussed (hopefully with facts) here in the thread. I'm only sure that a visible range of 15km at dark night isn't realistic.

Ah, so the fog wall influences both AI visual and onscreen visual ranges together.
A very clever fix indeed - will switch to Harder 25% and test range detection. :DL

Edit:
Just Noticed I was using the 25% version all along so results I posted are for the Most reduced version.

Will test the standard 40% version now.



Edit2:

Ok here are the results for both versions (25% is the same from previous post)


Standard 40%

Test 1
Spotted by Binoc @ 7100 Meters
Spotted Visually @ 5600 Meters (Visually = On wintergarten no Binoc's)
Crew spotted 5500M

Test 2
Spotted by Binoc @ 7700 Meters
Spotted Visually @ 5400 Meters
Crew spotted 6200M

Test 3
Spotted by Binoc @ 6200 Meters
Spotted Visually @ 5300 Meters
Crew spotted 5300M

Harder 25%

Test 1
Spotted by Binoc @ 4700 Meters
Spotted Visually @ 3400 Meters (Visually = On wintergarten no Binoc's)
Crew spotted @ 2000 Meters

Test 2
Spotted by Binoc @ 4300 Meters
Spotted Visually @ 4000 Meters
Crew spotted @ 4000 Meters

Test 3
Spotted by Binoc @ 4500 Meters
Spotted Visually @ 3900 Meters
Crew spotted @ 4500 Meters

So both sets of result show that this fix brings the Crews detection range into that of the players detection range. So I can confirm this fix is working as intended.

Goodbye Vampire Vision. :Kaleun_Cheers:

jaxa 01-29-12 01:58 PM

Quote:

Originally Posted by h.sie (Post 1829414)
jaxa: if one uses MEPv3 and wants to change from 40% to 25% version of our VampireFix, no changes are necessay in MEPv3, because the VampireFix changes (reduces in this case) the visibility for player and watch crew accordingly.

So, I can use MEPv3 with no changes and VampireFix on top of MEP. Do I understand it correctly?
Is it chance for merge VampireFix with your realistic patch for sh3.exe?

h.sie 01-29-12 02:15 PM

@jaxa: yes, use the fix on top of MEP or any other environment mod.

After testing, the final version will go into V16B hardcode packet.

Makman94 will help you with questions regarding MEP.

jaxa 01-29-12 02:32 PM

Thanks a lot :up:

BTW, don't you plan to polish your hsGUIv3.1 and create its widescreen version? I like this gui very much and use it with SH3/GWX, I'm sure it would be very good alternative for MaGUI widescreen. So?

h.sie 01-29-12 03:13 PM

@jaxa: What about you? Feel free to enhance my hsGUI to wide-screen. You might say now: "I don't know how to do so". My answer: "Everyone can learn if he really wants".

makman94 01-29-12 04:52 PM

@Reaper (and for the rest that are intererest in MEP)

Be patient and when i have the final version of the fix (sorry H.Sie but i can't keep my mouth closed: the final version will contain also one more feature), i will release a full package of the visuals sensors (for own crew and AI).
it is necessery to make some changes to scene.dat too in order to make the sensors working 100% properly at MEP v3 (with the current scene.dat can't be setted properly becuase of some issues that are discovered during the development of the vampire fix).
also , i will add some 'fixes' at the horizon line (took me long time to discover the cause for this),maybe i will change some colors too if i got the will and will release it as a MEP v4

reaper7 01-29-12 05:23 PM

Quote:

Originally Posted by makman94 (Post 1829625)
@Reaper (and for the rest that are intererest in MEP)

Be patient and when i have the final version of the fix (sorry H.Sie but i can't keep my mouth closed: the final version will contain also one more feature), i will release a full package of the visuals sensors (for own crew and AI).
it is necessery to make some changes to scene.dat too in order to make the sensors working 100% properly at MEP v3 (with the current scene.dat can't be setted properly becuase of some issues that are discovered during the development of the vampire fix).
also , i will add some 'fixes' at the horizon line (took me long time to discover the cause for this),maybe i will change some colors too if i got the will and will release it as a MEP v4


Sounds wonderful :up:

Jaeger 01-29-12 05:30 PM

Quote:

Originally Posted by makman94 (Post 1829625)
@Reaper (and for the rest that are intererest in MEP)

Be patient and when i have the final version of the fix (sorry H.Sie but i can't keep my mouth closed: the final version will contain also one more feature), i will release a full package of the visuals sensors (for own crew and AI).
it is necessery to make some changes to scene.dat too in order to make the sensors working 100% properly at MEP v3 (with the current scene.dat can't be setted properly becuase of some issues that are discovered during the development of the vampire fix).
also , i will add some 'fixes' at the horizon line (took me long time to discover the cause for this),maybe i will change some colors too if i got the will and will release it as a MEP v4

sounds brilliant. i hope there will be a nygm version, too?

Victor Schutze 01-29-12 07:19 PM

Quote:

Originally Posted by makman94 (Post 1829625)
@Reaper (and for the rest that are intererest in MEP)

Be patient and when i have the final version of the fix (sorry H.Sie but i can't keep my mouth closed: the final version will contain also one more feature), i will release a full package of the visuals sensors (for own crew and AI).
it is necessery to make some changes to scene.dat too in order to make the sensors working 100% properly at MEP v3 (with the current scene.dat can't be setted properly becuase of some issues that are discovered during the development of the vampire fix).
also , i will add some 'fixes' at the horizon line (took me long time to discover the cause for this),maybe i will change some colors too if i got the will and will release it as a MEP v4

Brilliant. Period. :sunny:

Hitman 01-30-12 11:03 AM

Quote:

Ok here are the results for both versions (25% is the same from previous post)


Standard 40%

Test 1
Spotted by Binoc @ 7100 Meters
Spotted Visually @ 5600 Meters (Visually = On wintergarten no Binoc's)
Crew spotted 5500M

Test 2
Spotted by Binoc @ 7700 Meters
Spotted Visually @ 5400 Meters
Crew spotted 6200M

Test 3
Spotted by Binoc @ 6200 Meters
Spotted Visually @ 5300 Meters
Crew spotted 5300M

Harder 25%

Test 1
Spotted by Binoc @ 4700 Meters
Spotted Visually @ 3400 Meters (Visually = On wintergarten no Binoc's)
Crew spotted @ 2000 Meters

Test 2
Spotted by Binoc @ 4300 Meters
Spotted Visually @ 4000 Meters
Crew spotted @ 4000 Meters

Test 3
Spotted by Binoc @ 4500 Meters
Spotted Visually @ 3900 Meters
Crew spotted @ 4500 Meters

So both sets of result show that this fix brings the Crews detection range into that of the players detection range. So I can confirm this fix is working as intended.
But isn't the crew supposed to see the same as you WITH your binoculars?

Except at test 3, I see that the crew compares very well with the player naked eye, but they should compare with your binoculars ... am I missing something? :hmmm:

h.sie 01-30-12 11:46 AM

@Hitman: True. But visual detection very much depends on your monitor settings and thus must individually be fine-adjusted with the Parameters in Sensors.cfg, especially via Visual Fog Factor. Reaper should reduce FogFactor a little bit. Also, lower values for Visual Light Factor and Visual Range Factor result in a lower randomness of detection from test to test.

Additionally - but I'm not sure in this point - it depends on how "transparent" the fog-curtain is rendered in the different environments.

Thus, we cannot give commonly valid Sensors.cfg values that fit for all users. Individual adjustment is necessary.

Hitman 01-30-12 12:56 PM

Ah I see. And I suppose that crew rating will still have an effect, right? I mean, an elite experienced crew will probably see better :)

reaper7 01-30-12 03:03 PM

Quote:

Originally Posted by Hitman (Post 1829987)
But isn't the crew supposed to see the same as you WITH your binoculars?

Except at test 3, I see that the crew compares very well with the player naked eye, but they should compare with your binoculars ... am I missing something? :hmmm:

Hi Hitman, What I found during testing was that I generally spotted the Target by Binoc's before the Crew did and that they generally detected them at my normal visual range on average.
I'm currently discussing it with makman and hes checking my sensors.cfg to tweak it perfectly so that crew and myself both detect using binocs at the same range.

But what my Test results show which is most important is that the crew no longer detect targets at max range as the do without the fix.

And so this fix works 100% as intended :up: - just needs tweaking for different environments and monitors setups. :yep:

EDIT: Should have read all the posts h.sie answered it already.

Rubini 01-30-12 07:14 PM

Despite the big amount of differents environments files spread in the community, the basic step to have the crew and the player (your eyes) see almost at same time is to just follow the directions on the first posts for sensors.cfg:

Fog factor is the most important: at 1.0 it makes the crew detect very quick, at big values lets´say 1.5 the crew will have a long time before detect something. Low values (less than 1.0) will make the crew see into the fog wall. So between 1.0-1.1 is a good value.

The light factor isn´t more important, as the fix moves the fog wall at night, so make it a small value (0.05 is a good one). The others values must be the same (or very similar) as stock.

Others files can have influency too, like scene.dat, sensors.dat, env files...but unless you have made a mess with these files settings the most important is really the sensors.cfg.:up:


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