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

Stiebler 01-31-12 05:23 AM

The Vampre-Vision Fix works well with NYGM.

Using the standard sensor.cfg file from NYGM, or using Rubini's recommended settings, the range at which the crew spots the battleship HMS Nelson in the supplied Single Mission mode is reduced from around 12000-14000m to around 5000-6500m.

One issue that troubles me is whether this fix will have a material effect on game-play balance when the warship escorts have radar. Previously, the U-boat could rely on high waves and darkness to approach a convoy and to see it, before the escorts detected the U-boat with radar.

Now the U-boat must get closer to see the convoy, and therefore it is more likely to be located by radar before it sees the convoy. Of course, radar could locate a U-boat in darkness and high waves in real-life, but usually the U-boat would see the convoy first. So game balance may have been affected here.

In particular, it will certainly now be harder to shadow a convoy with H.sie's Wolf-pack mod.

Stiebler.

h.sie 01-31-12 09:46 AM

@Stiebler: Thanks for testing. The additional "feature" that Makman already promised, is the possibility to manually adjust via .ini file, how much the visibility is reduced at night, so that everyone can configure the fix as he likes.

makman94 02-01-12 07:50 PM

Quote:

Originally Posted by Stiebler (Post 1830549)
.....

One issue that troubles me is whether this fix will have a material effect on game-play balance when the warship escorts have radar. Previously, the U-boat could rely on high waves and darkness to approach a convoy and to see it, before the escorts detected the U-boat with radar.

Now the U-boat must get closer to see the convoy, and therefore it is more likely to be located by radar before it sees the convoy. Of course, radar could locate a U-boat in darkness and high waves in real-life, but usually the U-boat would see the convoy first. So game balance may have been affected here.

In particular, it will certainly now be harder to shadow a convoy with H.sie's Wolf-pack mod.

Stiebler.

hi Stiebler ,

if the target has a radar then it is very normal to not be able to approach surfaced .
for example , the Nelson in NYGM has a type286 till /41 and then a type273 till /end of war .
type286 = 3km radious and
type273 = 8,5 km radius

so , whatever you do you will be detected by the type273 during night if you are surfaced.
now, speaking about visuality at nights , i believe that even with the 25% version of the fix (which is the one that i highly recommend ,of course with the sensors settings that we posted) , the detection ranges(about to 4km) are still ,imo, way larger than the reality ones . (in reality the vissibility during moonless night is ,if not complete, almost zero. so for this qouted i think that this may was possible,for a surfaced uboat, only when nights were really bright and only when targets had no radar...early times).
but ok..its a game and lets play it at night too but having detection ranges at night more than 4km is way more arcadish than a...sim so there is where the 'first' decision must be made:how much 'arcadish' or 'sim' want to make your set up.
having the visual detection ranges during night to 12-14km is not a 'balanced' game,(thats why it was possible this qouted), its a much more arcadish set up . now ,we have the option to correct things and by reducing the visual detection to about 4km (25%) i would say that yes,if target has a radar ...you don't go surfaced to him ! ( without having any historical background on these themes ,i would say , by using the common logic that this seems the more possible to was at reality too back then).

even more at extreme fog situations(talking for daytime here) ,where the fog distance is at 1050m ,you can imagine what will happen to uboat if target has radar which seems absolutely logical to me.

imo, a complete rework of all sensors ranges is needed here ( own boat and AI) and given the fact that ,indeed, the visual ranges are NOT even close to reality (at clear weather daytime ,a 35m mast ship is vissible from more than 31 km distance ) so all sensors must be adjusted accordinally . (i mean that if the x type radar had in reality a 8km radius is wrong to be setted at 8km radius ingame.i don't know about real sonar-radar-hydro ranges but is this done ,allready ,in game ?)

anyway, that is my thoughts on this theme so what do you think guys ?
what is your thoughts ?

makman94 02-01-12 08:10 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:

yes Alberto , thats the correct thing that must be happen (bino view = crew spotting)
the golder rule is :at your enviro: follow the settings that we (me and Rubini) posted . after that start adjusting the fogfactor from 1 (starting value) to 1.1 (or more if needed.each time ,increase the factor by 0.01 becuase this factor is very 'sensitive') till you 'sychronize' your own bino view with crew spotting range .use the included test mission for that. this is necessery to be done(for the reason that Rubini described) individually on each ones set up becuase of different enviro-monitors

John (Reaper7) obviously is doing something wrong at his tests (these are not the detections ranges in MEP v3 and also there is no such randomness at detection results 2-4,5km at 25%).
John has send me his setting but i haven't find yet some free time to look for the cause of these wrong results

Hitman 02-02-12 09:24 AM

OK, understood Manos, that explains it :up:

Quote:

in reality the vissibility during moonless night is ,if not complete, almost zero
That is correct, but what about the rest of the nights? I mean, will the ambience light be enough in moon lit nights and the crew adjust accordingly? I think that only few attacks were done in such pitch dark moonless nights, as the difficulty and risks involved made it too dangerous for the own uboat -if it could even locate the convoy! Some kind of ambience light must be present, as otherwise it is simply impossible to see the target at enough distance to shoot (In real life and in Sh3).

From what I have readed, what mostly happened is that there was actually a bit of ambience light in the sky, veeeeery subtle but enough to silhouette the enemy ships against the background as shadows. While the uboat, seen from the high point of a ship's bridge, was instead hidden by the darker water.

Somehow this should be correctly reflected in the game ...

Chisum 02-02-12 10:41 AM

Wow, it looks great !
Thank you to this job mates.
I gonna try it soon.

Tell me: if I undertand well, now I can watch myself in the coning tower to find ennemy ? I can be sure that the crew can't watch ennemy before me ?
If yes, it's giant !

:yeah:

EDIT

Huh...what is it "sh3.exe V16A3" ? Is that means it's not GWX 3.0 compatible ?

Stiebler 02-02-12 03:06 PM

I need not have worried about warships detecting U-boats too easily with radar in the darkness.

In two tests in NYGM with the 40% patch, with wind speeds at 11-15 m/s and 'light fog', October 1942, I could manoeuvre the U-boat almost on top of escorts without being detected.

Both attacks were made on convoys in full campaign mode, close to midnight.

It seems that the Vampire Mod may also affect the sensitivity of Allied radar.

Stiebler.

h.sie 02-02-12 04:25 PM

i didn't change anything regarding radar sensor.

h.sie 02-02-12 05:55 PM

@Chisum: For info about V16A3 stuff see this thread:

http://www.subsim.com/radioroom/showthread.php?t=174225

and this one:

http://www.subsim.com/radioroom/showthread.php?t=191695


Sorry, one must patch to V16A or later in order to use the VampireFix.

You should be able to fine-adjust your sensors, so that your visible range is approx. the same as the crew's visible range. See 1st post.

Obltn Strand 02-03-12 02:46 AM

Once again dudes you are seriously cutting down my tonnage.:nope:
As realism fixes should do for those ridiculous high scores.:up:

I have vague memory from my meagre military training that vision range drops to between 1/3 and 1/4 from that during daytime. I also vaguely recall that one u-boat book gave similar deductions.

Quote:

Originally Posted by Stiebler (Post 1830549)
The Vampre-Vision Fix works well with NYGM.

Good.
:Kaleun_Salivating::Kaleun_Los:

Olamagato 02-03-12 09:37 AM

Quote:

Originally Posted by Noisy_Buoy (Post 1832213)
Clear daylight and clear night, does not have much difference in spoting bigger ships on horrizon line. (AT CLEAR WEATHER)

Only if at all you can see the horizon. At lower latitudes, nights can be pitch black, so you see not only the horizon, but his own legs. At least until your eyes are not accustomed to complete darkness, because then you look very much better.
It seems that the SH3 maps to some extent the difference in the appearance of the night at low and high latitudes.

ETsd4 02-03-12 10:28 AM

Quote:

Originally Posted by Noisy_Buoy (Post 1832234)
Every head will have it's own opinion or believe in it's "imaginable truth" when there are no facts

xxxxxxxxxxxxxxxxxxxxxxxxxxx
At 24:00, on a clear night and the full moon is not very very close to the horizon you can not exactly detect the horizon.
xxxxxxxxxxxxxxxxxxxxxxxxxxx

That's why a sextant shot with stars (celestial navigation) generates false results at night and should not be done.
Sextant shots with STARS gives you only exact results during twilight (sunrise, sunset) when the EXACT horizon is becomming visible and the stars are still visible.

Those are the bare facts and think of it when you are looking at your unmoded SH3 night screen.

Victor Schutze 02-03-12 01:07 PM

@ Noisy_Buoy:

Herr Kaleun,

Please don't use words such as "silly" or "very bad". They could be interpreted as offensive.

Try to be a bit kinder to fellow Kaleuns and in particular to h.sie.
He is trying to help the Subsim community to the best of his ability.
And yourself as well of course.

Peace :salute:

Victor Schutze 02-03-12 02:26 PM

Quote:

Originally Posted by Noisy_Buoy (Post 1832402)
hear hear, with every other empty bottle of beer I'm getting kinder. :woot:

However remarks shouldn't be taken for offense, that's how my common sense tells me.

Cheers Herr Kaleun! :Kaleun_Cheers:

The next round is on me... if I can find my wallet... :rotfl2:

Capt. Morgan 02-03-12 03:43 PM

Quote:

Originally Posted by Noisy_Buoy (Post 1832290)
...if there is a mod that makes horizon invisible during clear night, I would like to take a look at it.

Makman94's environment, V2 (the 16KM version) gives pitch-black nights if there's no moon - you can hardly see the crew on the bridge, let alone the horizon or a ship.

available here I should think...
http://www.gamefront.com/files/user/makman94


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