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"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 ."
That will not work, the 3D world model from that mod is for 8 km and you will see no sky/stars since it is behind the blackness even though it is daytime. He has the clear water version, Hartmann wants more blue water instead of the black water. That needs to be changed alot easier with TimeTraveller's water tool. It changes colors. I too would like a bit more blue in the ocean. The scene.dat file Rulle34 and I are using has the stock clear water values. My little campaign, spotted 15 km a big C3 ship at midnight clear. Bu they missed an airplane until within 6 km checking out the carnage. I do not have a RWR installed or I would have received a warning. Another time my crew did not see a small Tribal DD from 6 km away (too small) later that night/dawn checking out the attack or random patrol. I did pick it up though when I dived on hyrdophones (that is how I knew it was lurking around in the night). So 6 to 15 km at night/dawn depending alot on size of target. Been busy help gouldjd with his new damage mod. I really would like it to succeed. |
picked up a convoy at extreme range -- can't give you an exact range as i'm playing w/out map contacts, but 15k+, 0900, clear, wind 5. ships were "hull down" -- could only just make out masts and superstructure.
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I downloaded the following : http://rapidshare.de/files/6207495/1...water.rar.html
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Spotted at 6300 meters http://img362.imageshack.us/img362/2...64216bg.th.jpg Later in the night I was traveling at 512 compresion and suddenly it lowers at 1x because a destroyer was TOO NEAR, 300 meters!!!!! http://img362.imageshack.us/img362/4...82183ku.th.jpg http://img362.imageshack.us/img362/2...39841qj.th.jpg Sorry if I am so much graphic with my pics, but English is hard to me. I explain myself better with images. |
High TC above 128x will do that. Delay in AI logic. Also if you have a RWR installed it will detect it if your crew does not spot it.
512x the game skips alot of logic. lets the DD get real close to you. Also if the DD is coming straight on AOB=0, it is harder to see. |
A little repport here.
a new career with the mod, rub, and Ht. Leaving from wilhemhaven clear weather, calm sea the light houses where visible at 16 km . in cloudy weather , heavy seas, time stops with a spitfire aircraft at 3000 flying through the clouds over me , seems that didn´t see me but it turns again. i crash dive and he release a bomb. At the english channel i receive a repport about a single merchant 21:00 hours. i set a intercept course from 25 km, despite i know that it could be impossible sink the ship... :hulk: Heavy storm, cloudy, raining , no moon, the waves seems too high. :nope: I search in the suspected heading and i detect the ship at 2,4 km i cant see what ship is, and i aproach until 1500 meters, then the ship detect my boat and swich on a search light while turns away from me. now i can see the siluette. a coastal merchant :nope: i decide not waste a torpedo with this weather and i resume my course. tomorow more testing Unfortunately i didn´t take screenshots, my gamma settings where too low or is the damm weather :damn: |
Mr Jungman,
I would like to make sure that I have your latest DD sensor, radar, DC, and snorkel fix modifications WITHOUT visibility mod changes. I have several sensor mods by you but not sure which is the best or which is complete. I cannot tell by the readme files. :hmm: Could you upload them or point to which ones I need please? |
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If you mean 'standard' game. No RuB. No extra Vision range? Then the RF_Detect, RWR_Detect2, or RWR may not be for you in radar changes. It depends on what you want. There is different version of DD sensors fixes depending upon what you want. Rub uses a realistic model 200m nerf with DC blast radius of 15m. I use a 20m blast radius for more fun. Another version SonarDC_20 is more tougher with only a 150m blind spot and uses DC blast radius of 20m. This is in the readme most of them. Snorkel fix is in all of them. See SensorPAK Mod. Another version is yet coming out for SonarDC using sonar depth nerfs for early war active sonar units via oRGy ideas. Once things settle down in modding and finially we see where things are going -much easier to recommend a 'best version' to use, since it depends upon what you want exactly and what major mod (or plain stock game) you are using. Not one shoe fits all feet. :D But I will try to get the best organized together and what relevance it has to modes of use. If you are confused, so am I..... :88) |
Thank you for addressing my question Jungman. I have to admit that my head is swimming. I lost track of the visibility mod progression several pages ago. :doh:
The thing that concerns me about the visibility mod is the way it influences sky graphics. I can't say I like it much, but I understand how hard it is to attempt correcting visibility range without the SDK. I am happy to wait until things solidify. :up: |
I spotted a coastal merchant on a clear night 02:00 AOB about 0 degree. range 6200m. It would seen the angle on the bow (aspect) and size make an object harder to spot at night.
Sometimes they do not see airplanes in air during the day. I guess that is what I need a RWR for to warn me in case they do not see it coming. April 1940. Soon I can get one. Spotted a small merchant early morning at 13 km. |
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I have about the same spottings as you. Max at night has been 9600m clear and a C3 with AOB 90 degrees. In other cases thay are between 4000-6000m in night. Next is to start finetuning with 2 decimals? maybe 1.45/1.55 could work better? But in general from spottings reported I think it's playable. |
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I would err on the side of light. I think your first figure Light=1.6 and range 1.4 may be good too. |
I see the big fat cargo ships further away or fast warship. It is the small slow warships and then slower small merchants that tend to get close. Plus AOB aspect makes a difference.
05:21 warship 13.5 km Dawn 06:11 small merchant 14.5 km Dawn 22:48 small merchant 11.2 km night 10:15 coastal merchant 5.6 km day 01:18 12km C3 cargo night 03:13 warship 10.4 km night/dawn 03:48 warship 3.3 km dawn/night I am using a mod that affects crew efficiency where unless you have a decent trained qualified crew with a few medals, you are not going to get 100% spotting. This seems to help over all also. Green recruits miss airplanes and DD sometimes and thus get closer (RWR goes off for a warning if you got one installed for a back up depends on year). Veterans rarely do not miss nearly as much. Though I feel I may try limit crew spotting to a maximum of 12 km for sport. Then I would need to look for myself, or use the hydrophones more for and during a 'spot' check. Gameplay reasons. |
Back in the day, this was but a wee-little-baby-thread... But now it is a MONSTROUS BEAST! OMG! :huh:
There's soooo many pages; I haven't been able to keep up with it. I tried reading it, but now I'm lost... I sorta know that you guys are trying to tweak the visability, but ideally what values are you trying to get? Could Jungman or rulle34 (or anyone else...) fill in these blanks for me?? With an above average crew, what is the ideal range at which we should be able to spot a C2 from 90 degree off bow during a... a) clear day b) foggy day c) stormy day d) clear night e) foggy night f) stormy night And maybe this will help everyone get on the same page... Considering that no one in their right mind would read all 22 pages of this thread! :lol: :lol: :lol: |
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