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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.
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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: |
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Is it chance for merge VampireFix with your realistic patch for sh3.exe? |
@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. |
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? |
@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".
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@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 |
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Sounds wonderful :up: |
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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: |
@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. |
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 :)
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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. |
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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