SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   attn: RULLE34, MANUEL ORTEGA, SEEADLER, JUNGMAN, & MARHK (https://www.subsim.com/radioroom/showthread.php?t=85903)

Marhkimov 10-26-05 07:45 PM

I have to attest that although Manuel Ortega refers to his mod as '18km visibility,' my crew has yet to spot a ship farther than 16km. I cannot figure out why, though.

None of my crew can spot ships farther than 16km, and neither can I. Using the binoculars, I can usually see a column of smoke right as it is about 16km away from me. Maybe you guys should test it to make sure, but this aspect seems fine to me...

Kpt. Lehmann 10-26-05 08:39 PM

Just got done... writing report...

First impression... works great... spotting distance... weather changes... perfect murkiness...

there are things I didn't like which are EASILY fixed... i think even i can do it lol.

Not tested against warships... i ran from the one i saw...

to top it off... i sank my first ship in WEEKS!!!

YAHOOOOOOOOOOO!!!!! :up: :up: :up:

Kpt. Lehmann 10-26-05 09:49 PM

Okay from what I can tell there are no problems.

Weather changes okay as it should. Spotting distances consistent with the visibility mod teams results.

ASW portion untested. Marhkimov will comment more on this. I think that an entire version of the visibility mod should maybe be included for the sake of completness since we have used potions of it.

For my own peace of mind, I would like to know what/if any changes were made to the scene.dat file by JUNGMAN.

Exept for ugly stock moon and clouds (which are easy to fix) ...
... it was a beautiful ride... and it made me HUNGRY all over again.

It would be nice to include a good moon and sky mod for the sake of completness too... but in the end is not necessary.

Kriegshwein... thank you for giving your permission to use your moon... I am leaning that direction for my own use at the very least.

Well, I will be off to work for a couple of days. I can't wait to see what will be here when I get back.

WAY TO GO GUYS!!! :rock: :rock: :rock:

Redwine 10-26-05 10:08 PM

Quote:

Originally Posted by marhkimov
murkiness means nothing other than the translucency/transparency/density of the water.

In other words, it means how far you can see when underwater.


1 means you can see almost nothing.
20 means you can see pretty damn far.
18 is SH3 default, I think...
4 is RUb???


As for me, I like 7. :up:

OK, many thanks :up:

in my tests i found the max value you can use is 21, if i not remember bad, because, increasing visibility beyond this value you can see the underwater surface of the sea waves is only modeled into a square of about 200mx200m, beyond this point you are able to see the limit of this square.


Quote:

Originally Posted by Hartmann
Quote:

Originally Posted by rulle34
The reason I asked Jungman to change the value to 16000m was based from my playtests. Originally crew reported ship spotted at a distance I couldn't see the ship or smoke my self. The distance I could start to see the smoke was around 16000m. So why not have a distance where crew reported "ship spotted", and I could aslo see it when raising my binoculars.

Yes .. i have this mod installed 16 km with Moon and Clear water ,and the spotting range is at the limit,when i have a repport i only see the ship after of 1 minute or so, only a faint smoke column. with 18 or more could be worse. and could have repports of invisible ships .

In my case i prefer to have crew spoting ships when i cant do it, instead to reduce both, my own and my crew spoting range under real values.

Just a personal choice. :know:



Quote:

Originally Posted by Hartmann
Quote:

Originally Posted by Redwine

...but what is it ? what is murkiness ? :hmm:

Redwine.. murkiness es la falta transparencia del agua cuando estas sumergido, o sea ..que se ve turbia o oscurecida. ;)

Translation: Redwine murkiness is the fog that you can see when you are underwater.

Gracias Hartmann....... :up:

ya habia experimentado con ese valor, pero no sabia que lo llamaban murkiness, es mas ni siquiera me aparece como palabra en la traductora. :hmm:

Redwine 10-26-05 10:17 PM

Quote:

Originally Posted by marhkimov
I have to attest that although Manuel Ortega refers to his mod as '18km visibility,' my crew has yet to spot a ship farther than 16km. I cannot figure out why, though.

None of my crew can spot ships farther than 16km, and neither can I. Using the binoculars, I can usually see a column of smoke right as it is about 16km away from me. Maybe you guys should test it to make sure, but this aspect seems fine to me...

In the blend file i hosted, you can found the manual editing for crew spotting range, you can adjust it up to you preference.

About the name of 18Km i think so it is because Ortega increased the modelation dome up to 18km radius, but your crew is able to spot ships outside this dome.

May be original Ortega's file is set to have a 16km crew spoting range with a 18km modelation dome, i am not sure, i do not use the original settings.

At 18km you can start up to spot smoke stacks, but you can make your crew spot ship in example at 30 km, you will see nothing off course........only a flashing triangle into UZO or periscope where is suposed the ship is.

I do not test the inverse, but i think so you can have a modellation dome of 18km, and adjust crew spotting range to only 15 km in example.

Jungman 10-26-05 11:54 PM

Ortega's original file max visual range is set for 17.5 km. :know:

Dome is set at most 20 km IIRC it is in that huge thread.

Been busy with repair damage mod.

OT Has anyone notice that setting the realistic repair time option before start of game seems to make no diffeence in speed of repairs? I think this is bugged, it is always set for fast repair no matter what you choose? :shifty:

You can also call murkiness 'opacity' to be more exact.

Murky is like foggy but usually also of a darkness quality.

Marhkimov 10-27-05 02:21 AM

To all testers,


DON'T FORGET TO POST COMMENTS!! :up: :up:

Any help will be greatly appreciated!!
And criticism is encouraged, all in the pursuit of betterment!

Marhkimov 10-27-05 03:36 AM

@ Manuel Ortega

I have a mighty big request of you, but I reeeeaally hope you will help me on this one... ;) ;) ;)


Can you personally change the visibility settings so that the player is only able to see ships under 16km? I have just tested a few missions and have come up with mixed results. I was able to see a C3 cargo at about 17.4km, but it looked weird when seen from such a great distance. See for yourself:

http://img476.imageshack.us/img476/695/12vy.th.jpg http://img476.imageshack.us/img476/7602/27rh.th.jpg http://img476.imageshack.us/img476/359/39ks.th.jpg

Ok, honestly, seeing it from 16km did not look much better than that, but there is another reason why I am requesting this change. My crew was only able to spot the ship from about 15.6km, yet I am using your 18km visibility mod. To me, that does not make sense...


Manuel, I hope you understand my reasons and aren't offended. I am only trying to make things better than what we currently have. ;)




Here is a link to the files:
http://rapidshare.de/files/6806095/A...Test1.rar.html
If you could make all of these files compatible with a 16km visual limit, that'd be great!

BIG THANKS BUDDY!!! :up: :up: :up:

rulle34 10-27-05 05:28 AM

Quote:

Originally Posted by marhkimov
@ Manuel Ortega

I have a mighty big request of you, but I reeeeaally hope you will help me on this one... ;) ;) ;)


Can you personally change the visibility settings so that the player is only able to see ships under 16km? I have just tested a few missions and have come up with mixed results. I was able to see a C3 cargo at about 17.4km, but it looked weird when seen from such a great distance. See for yourself:

http://img476.imageshack.us/img476/695/12vy.th.jpg http://img476.imageshack.us/img476/7602/27rh.th.jpg http://img476.imageshack.us/img476/359/39ks.th.jpg

Ok, honestly, seeing it from 16km did not look much better than that, but there is another reason why I am requesting this change. My crew was only able to spot the ship from about 15.6km, yet I am using your 18km visibility mod. To me, that does not make sense...


Manuel, I hope you understand my reasons and aren't offended. I am only trying to make things better than what we currently have. ;)




Here is a link to the files:
http://rapidshare.de/files/6806095/A...Test1.rar.html
If you could make all of these files compatible with a 16km visual limit, that'd be great!

BIG THANKS BUDDY!!! :up: :up: :up:

@marhkimov
This was exactly the reason for, and changes made to what is now the 16km visibility mod :dead:

My experience is:
1. If you want your crew to say "ship spotted" at a distance at 18000m and you are not able to see anything your self until you have headed for the ship and have a distance about 15500-16000m until you can see some smoke, then go for 18 km visibility

2. If you want your crew to say "ship spotted" and when you raise your binoculars you can see the smoke pillar at 15000-16000m then use the 16 km visibility mod.


Right now it looks as you want to use the 18 km vis mod and want changes to be made so it will be as the 16 km vis mod already are.?? :o

Im not trying to say one is better than the other, but this is exactly why I wanted the visibility to be set for 16 km instead.

This is important so we all know what we are doing or choosing between. :yep:

I think it's a limit in the gameengine that it cant draw textures further away than 16km. So you can actually never see anything further away.

:sunny:

Marhkimov 10-27-05 06:29 AM

Oh man, my bad.... i'm so sorry, rulle34 :nope:

I guess I set myself up for that one...



So the only thing that needs to be adjusted is Seeadler's cloud fix into the 16km scene.dat

so far, only the 18km scene.dat has been fixed.

Manuel could probably do that for me... :hmm: :hmm: :hmm:


But don't worry Rulle, I'll get all of this sorted out! :up:

Redwine 10-27-05 07:16 AM

Quote:

Originally Posted by Jungman
Ortega's original file max visual range is set for 17.5 km. :know:

Dome is set at most 20 km IIRC it is in that huge thread.

Been busy with repair damage mod.

OT Has anyone notice that setting the realistic repair time option before start of game seems to make no diffeence in speed of repairs? I think this is bugged, it is always set for fast repair no matter what you choose? :shifty:

You can also call murkiness 'opacity' to be more exact.

Murky is like foggy but usually also of a darkness quality.


Yes, 18km are not exact, i can see smoke column only under 18km, may be those 17.5 you mentioned, and i can see the ships under 17 km, my comment to Marhkimov was because, may be he is using Ortegas original files, with those 20km dome or so...... but he can have the crew spoting range set a lower value ......... may be he is usung a file adjusted at 16km.

Any way i am using the ortegas original files and i changed my crew spoting range to 30km, i cant see the ships, but it is real at that range in real life, and in a 100% clear day i will be able to spot only the ship masts.

My crew inform me, "ship spoted sir", i take the UZO or Periscope, and i can see a flashing triangle where it is suposed the ship is.

I am thinking to rduce this range to 25km...........

I read some time, how they follow ships to flank them looking only the top of the ship masts, outside the horizon line and the ships sight.

It is well modeled in SH1.


About the repair times, i do not noted that, i will give atention.

nd about your repair mod........... what are you doing ? :x

Back to the Job !!! :rotfl:

rulle34 10-27-05 10:36 AM

Quote:

Originally Posted by marhkimov
So the only thing that needs to be adjusted is Seeadler's cloud fix into the 16km scene.dat

Exactly :up: :sunny:

Maverick_[GER] 10-27-05 11:52 AM

A short question: http://www.my-smileys.de/smileys2/icon_crazy.gif
Is the Hollywood2.3 Mod integrated in the AI_Sensors.dat? http://www.handykult.de/plaudersmili...sad/ponder.gif

BTW, great mod unification. http://forums.beyondunreal.com/image...es/2thumbs.gif

Marhkimov 10-27-05 11:55 AM

What exactly is the Hollywood2.3 Mod?

Maverick_[GER] 10-27-05 12:03 PM

gouldjg's Real Damage- aka Hollywood-Mod.

http://rapidshare.de/files/2338223/H...ction.rar.html


All times are GMT -5. The time now is 02:38 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.