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-   -   [REL]Visual and Hydrophone detection issue: a new workaround (https://www.subsim.com/radioroom/showthread.php?t=107989)

nikbear 03-28-07 08:08 AM

Thanks for the new links everyone,and to rubini for the mod:up: :rock: ;) :D You Sir are a gentelman and a scholar!:|\\

Rubini 03-28-07 08:35 AM

Quote:

Originally Posted by LGN1
Hi Rubini,

your results sound very good :up:. Unfortunately at the moment my personal
version is a heavily modded NYGM installation. Thus, I cannot test the
mod. However, I will closely follow the development. At the moment I
have two questions for which you may have an answer.

In the thread
http://www.subsim.com/radioroom/show...=106663&page=3 it
seems that changing the waves amplitude and attenuation in Sim.cfg has
an influence on a graphical glitch. Someone in this thread has asked
if changing these values has any side effects. I guess it has, but I
am not sure. Can you comment on this?

If I ask my sonar man to follow the nearest warship he does not follow
the nearest warship, but the next warship he can hear. For example,
one warship is at bearing 50 degrees, range 1000m and one bearing 270
degrees, range 500m. If the sonar man has bearing 0 degree (more
general 270 < his bearing < 50) at the moment I order him to follow
the nearest warship he follows the contact at 50 degrees. If I wait
until his bearing is greater than 50 degrees he follows the warship at
270 degrees. Have you or anyone else encountered similar problems? It
is really strange. It seems to me that the order is not follow the
'nearest' but follow the 'next' contact.

Any comments on these two subjects are highly welcomed.

Cheers, LGN1

LGN1,
I was so busy adjusting the "Stay Alert - crew fix" mod (The name idea is from Jan Kyster - thanks) that I did not notice that thread.

Well, GWX for sure also plays with these two settings (ampl/atten), this makes part of the LRG mod. So, if you mess with them and left the others LRG settings intact you will have some (bad) impact on gameplay. The Amplitude and atten. on GWX helps the player to hide between into waves depression what in a LRG scenario is very important.

For guys that are using the "Stay Alert crew fix" mod this isn't a problem because I altered the LRG mod FOV anyway and the amp/att values are already lesser on sim.cfg.;)

But if those adjusts really fix this texture problem then its the way to go but a effort to test the changes on Ai behaviour for gameplay balance is necessary.

Your second question...well I never noticed it. But seems that cyclop also have it, so probable it's another stock bug...perhaps someone could fix it? The first tip is to search for this on the commands_*.cfg files. Perhaps could be only a matter of change commands (SH3 have a lot of unused commands...)?:hmm:

Rubini 03-28-07 09:06 AM

Quote:

Originally Posted by Woof1701
Hi Rubini

First of all thanks for this mod!!!
When I first read about it here, my immediate idea was to combine it with Ducimus' additional AI visual nodes. I had always been a little annoyed with my crew's performance in fog and on the hydrophone, as well as the fact that the AI had the same visuals as my own boat. Ducimus fixed the second problem with his additional AI nodes, while you now finally fixed the hydrophones and the visuals of my crew. Considering that uboats and surface ships each have different properties that make them see or be seen more or less easily, with combining your and Ducimus' mod we'd have the best of both worlds.

Now I'm trying to put the two together but have no idea though how to do it. Since both you and Ducimus altered the sim.cfg and AI_sensors.dat we'd most certainly have a mixup here and just using your player sensors.cfg and sensor.dat with Ducimus mod might produce quite unsatisfactory effects.

Could you please describe what changes in the AI files do exactly? Since I thought this mod was about player problems with hydrophone and visuals, I'm not sure how AI behaviour was changed?

Thanks a lot.
Best regards


BTW: Link to Ducimus thread:
http://www.subsim.com/radioroom/showthread.php?t=106956

Woof 1701,

For now Ducimus' mod are incompatible with the "Stay Alert - crew fix" mod. In the end, after we have finish any fine adjust (if needed) i will make them compatible.
The main problem is that Ducimus's mod is for 16km and mine for 8km. Then some adjusts on his Ai_sensors.dat is necessary. If I have time I will release together with the new update (with Airplane fix), probably next friday.;)

Edited: A last comment. Ducimus/NYGM new Ai visual sensors for different units makes a good work on 16km where obviously we have major distance to play with. For 8km I can't see so much advantage as the max visaul range is limited to 9300m anyway. I dunno if this deserve the effort. Perhaps this could wait to the moment that we fix also the 16km version (if I will do it...). I continue to wait help from 16km users...

Jimbuna 03-28-07 09:23 AM

Quote:

I continue to wait help from 16km users...
What help do you require mate ? :D

Rubini 03-28-07 09:48 AM

Quote:

Originally Posted by jimbuna
Quote:

I continue to wait help from 16km users...
What help do you require mate ? :D

See post 79 on page 4 of this thread!;)
Thanks jimbuma!

Woof1701 03-28-07 09:49 AM

@Rubini
Thanks mate. That's excatly what I wanted to hear. Currently I'm using Ducimus' mod with NYGM values together with GWX 1.03 and I'm pretty satisfied with the results. It's a very good mod, and if you really can patch them together for a 16 km version, it'd be a real definite improvement. After that's done I can hardly find any more faults with SH3 :up:

Waiting for a while doesn't matter, since currently I have no time to play anyway. Sorry that I cannot help you developing the 16 km version of the "Stay alert Mod" :oops: :cry:

Paajtor 03-28-07 09:52 AM

Rubini, is this thread for both versions, or for 16k only?

Rubini 03-28-07 09:59 AM

Quote:

Originally Posted by Paajtor
Rubini, is this thread for both versions, or for 16k only?

Well, its for the Stay Alert crew fix mod that for now is only for 8km.
However, notice that some fix from this 8km version will go directly (without any necessary adjust) to the 16km future work - the hydrophone fix is an example. I guess that also the Airplanes fix. So that research will be used for both version in the end.;)

03-28-07 12:34 PM

Hi Rubini old pal. I haven't gone anywhere. I'm ready to shelve that piece of crap SH4 and 'come back home' to SH3. I have been watching this thread closely. Excellent work. :up:

Wilcke 03-28-07 01:19 PM

Rubini,

Downloaded the file again yesterday. Restarted another career, visual is working very well.

The weather turned very nasty, hydrophone still working well, SO was reporting merchant ship contact and we were on track towards him....lots of racket in the ocean from the gale force winds and wave action. SO worked very well....we eventually lost the contact Long Range and moving away.

This is just a great thing and brings the boat alive. I really like the assitance yet you can jump in and take over. I do not really like to be in a sub with a bunch inactive crewmembers.

Well done. Do I need to redownload the mod again? Or just keep testing my current setup. We are on day three. Even with TC on 128 and 256, I was getting plenty of callouts which then drops TC to 1.

Let me know.

Wilcke

gabeeg 03-28-07 01:26 PM

Rubini,

I just wanted to report that after a patrol and a half I have had nothing but good results from this mod with my heavily modded 8km stock version of SHIII. This one is a keeper! Thanks for your hard work...this is one of those handful of truly game changing (for the better) mods!

Rubini 03-28-07 01:58 PM

Quote:

Originally Posted by nvdrifter
Hi Rubini old pal. I haven't gone anywhere. I'm ready to shelve that piece of crap SH4 and 'come back home' to SH3. I have been watching this thread closely. Excellent work. :up:

Hi buddy!
And the best is that it's Long Repair Time mod absolutely compatible!
I always plays with it!

Nice to see you again with us mate!:up:

Rubini 03-28-07 02:20 PM

Wilcke,
gabeeg,

Many thanks for your feedback. This makes proud. :know:
I and Nvdrifter will not stop to mod until we have really a challenge gamepaly! lol

Anyway just wait for the upcoming crew visual fix for Airplane detection! Now your crew is really a Kriegsmarine one! :arrgh!:

( will be added to the actual mod. Yes, will be need to redownload it)

Jan Kyster 03-28-07 05:04 PM

Quote:

Originally Posted by Rubini
Anyway just wait for the upcoming crew visual fix for Airplane detection! Now your crew is really a Kriegsmarine one! :arrgh!:

June 20, 1940
From U-33, location AF74.

fordeck and flak damaged stop need new eyes stop swordfishs everywhere stop position not good to wait stop

Oberleutnant z.S. Janus Küster

Wilcke 03-28-07 05:08 PM

Roger, that....and excellent work Rubini and the same goes to NVdrifter...!

I cannot tell you how good SH3 is looking with GWX1.03 and the current technical mods.

Visually it is hard to believe it came out in 05, this thing has legs and will keep me entertained for hundreds of hours. The initial learning is steep but man it is sweet.

I set out on patrol in a Type IID dressed in Fubars camo skin....SH3 Weather bit cloudy and sprinkly to start. In a day and half I a now in a full blown gale....amazing to see that little boat pitching and heaving in the swell.

Looking forward to the updated mod....let us know and we will Beta some more.


OH, and SHIV is still in the box! I did look at the contents....put it back in the closet on the shelf!

Wilcke

Rubini 03-28-07 10:39 PM

Hi mates,

First post updated with the link for the new version:
"Stay Alert - crew fix" mod for GWX and Stock game version 1.c
This is a 8km version only.
This version have the new fix for the visual airplanes detection issue.

Read the readme inside!
Good hunting
Any feedback is welcome.



Rubini.

poor sailor 03-29-07 01:58 AM

Here is another link http://files.filefront.com/Stay_Aler.../fileinfo.html

Jimbuna 03-29-07 02:59 AM

I have tried out this fantastic mod on my v1.03 installation and am so impressed I am currently converted to playing 8km in-game :up:
I look forward to the 16km version :yep:
Much appreciated Rubini :arrgh!:

Matyas 03-29-07 03:25 AM

Hi Rubini,

As everyone here seems to be highly satified with your mod, I have decided to switch back from 16km to 8km to be able to try it out (was a tough decision for me, though).

However, I have some questions before I start using it:

1. Does cloudiness have an influence on visual detection ranges (especially during night time)? In RL you can hardly see anything in the night when the sky is overcast...

2. Are the visual detection ranges for airplanes the same for the nighttime and for the daytime? It's hardly imaginable to spot a Hurricane during a cloudy (or overcast!) night from 4 km...

Thanks for your reply in advance.

Matyas

Cheapskate 03-29-07 04:55 AM

Quote:

Originally Posted by Matyas
It's hardly imaginable to spot a Hurricane during a cloudy (or overcast!) night from 4 km..
Matyas

You are certainly correct there! But detection of aircraft is only not only visual but also aural. You may not see it but you could probably hear it from that distance - maybe from even further away. Not sure about Hurricane's noise levels but if it was an Avenger you definitely would have heard it - have had RL experience of those noisy b*****s :yep:

Haven't actually got this mod running yet, so can't comment on the rest of your questions. No doubt someone will though.:)


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