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You Uboat will travel closer to the ship by the slower time to spot thus giving you around 13 km spotting. In heavy fog you may not even see a DD bearing down on you with a high light factor. Increase the range factor seems to help for long range spotting at night. You just have to find a good balance. There is no solution except reloading a new 8 km Sensors.dat file for night time. Quote:
-------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------ Here is the modified scene.dat file from IuB. It has Ortega Visibility Mod plus maybe some RuB colors? Anyway the Moon size is corrected back to large instead of being very small form Ortega Visibility Mod. In addition it has the stock clear water values.-------------------------------------------------------------------- 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. 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. |
i got your point there, Jungman.
You can alter the time delay before the crew is reporting a ship that has come into visual range with these sensors.cfg settings. And i can confirm the range factor has influence for both, day and nighttime spotting. When you´re doing tests with the settings, first try to find a good value for range factor, then fine-tune with light factor. Also the higher values you´re using, the greater is the randomness the crew is spotting. Thats not good. With range factor more than 2 crew is only spotting around 14000 meter at daytime. what are the other values for? visual aspect seems to be the value for the siluette the target is displaying to your sub (broadside or bow/stern) speed factor => maybe your subs speed wave factor => seastate ? but what about "visual noise" and "sensor high"? |
i did some tests with the noise factor value set to 2
Now the crew is spotting ALWAYS at max range (15600) at night... |
Yes - silhoutte/size of ship also seems to matter.
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Still working on the right combination :dead:
Does anyone knows how this line and option in Sensors.cfg influence sightings? "Visual uses crew efficiency=false ;[true or false]" What Im aiming at here is, if we cant find a good combination for nightspottings, is it possible to "reduce" crew efficency at night by let the green bar be only half? |
I think I finally got it :/\k:
Settings in sensors.cfg: visual rangefactor: 1.4 Visual lightfactor: 1.6 Here are some testingresults in both singlemission and in campaign: Single mission C2 bowangle 90 Night clear: 8400m Night light fog: 6400m Night medium fog: 2600m Campaign Light fog, daytime, clouds overcast, bowangle 180: 7600m Heavy fog: 700m Night light fog: 5800m daytime fog light, bowangle 180, small merchant: 6900m daytime clear: 15400m, 15300m I feel that this values works great and it's fully playable. :yep: More testing will of course give better feed-back and som finetuning even better results, but so far this works just fine for me. :sunny: I'll put a link for download the configuration I use and with new values for sensors.cfg soon in this link if you want it? Ok here is the mod: http://rapidshare.de/files/6207495/1...water.rar.html :up: |
Thanks to everyone putting in the time and effort to find a solution to this issue now that we have greater line of sight.
Thanks for the link rulle34, downloading it right now to try it out ingame. Sounds like you've found the right path. This is one of my favorite threads! :up: |
As I metioned earlier, I was using 1.5 and 1.5. The reason was the equation X^2 has a maximum when both numbers are the same value, with minimal bad affects from having either set too high.
The factor numbers seem like they are multiplied. If the numbers 1.6 and 1.4 work better (skewed to the light factor which would make more sense) I believe you all have found the best balance possible. I'll try those out. :yep: |
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I haven't tried 1.5 and 1.5. Maybe these will work even better. I will try that combination when Im home after work. |
Anyone have any feed-back on the new settings? :huh:
Some feed-back should be appreciated, cos I don't think finetuning is finished yet :-? |
works it over RUB 1.44 ??
i have a rub with a deffault clean water.. thanks |
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i´ll use your new settings together with Jungmans latest files.
Have not much time to play atm. As soon i´ve completed a patrol with the new files i´ll post feedback, i promise! Thanks rulle34 and Jungman for the latest work! |
I see that the underwater vision is a lot better that in the Rub , but still is very dark for my taste, inclusive when the sub is near to the surface. i like a more blue tonality.
i tried to put over the default water files from unreal uboat but then the game looks weird, a night dark sky in a sunny day :nope: . could be possible have this mod with a more clean water ..? what file i have to replace ?? thanks :up: |
Hello
scene.dat is the file that affects the water fog. (data\scene.dat) I think this file is connected with visibility. Better Jungmann or someone else clear this out. However, someplaytests about spotting ranges would be appreciated :yep: |
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