![]() |
Don't forget that the uboat Diesels are making a noise as well.
|
Hi Woof
No, I wasn't completely overlooking the ambient noise side of things. But how much noise did the diesels actually make on a WWII sub ? particularly if they were just on tickover for a battery recharge? Seriously, there are so many imponderables here. Personally, I think Rubini was right to take an educated stab at a rough approximation and see how things work out in practice. If we don't find the results to our liking, we can always change them with TT's minitweaker :D |
A big "THANKS" to Rubini
Thanks Rubini for all your hard work in putting this wonderful mod together for us all.
Aside from Grey Wolves and GWX super mods, your Stay Alert Crew Mod is the greatest improvement to game play that I've seen so far. Well done! |
Wow, this sounds promising! Thanks for another effort making the game better. I also wish for NYGM compatible 16km version :up:
|
Quote:
Quote:
|
Thanks Much!
:up: Thanks to Rubini for a truly great mod!:yep:
Also, thanks to Poor Sailor for the FileFront links!:up: |
Quote:
|
Quote:
This is an always important question. First of all yes, at night, mainly with fog, your visibility range was much less even in this mod. But as i already said - and this is the main problem also with 16km mod - SH3 just diminish the visibility range in a percent of the main mid clear day one. So the high that this "perfect conditions" distance are, the major the distance that you will detect things also at night and/or fog - here is where that vampire night vision born - a stock bad implementation. The parameters that controls specifically the light and fog factor also will mess with the less lighted hours of the day even when you yet have good visibility what will bring again a blind crew for half the day if you carry so much on these factors. Then we need a compromise for these settings. To have a more smart crew you need to make them detect things early and this can occur once in a while on the edges of the vampire night vision on some hours of the night or with fog. This is why I don't made it for 16km. 16km is already a tweak. Then a tweak over a tweak could have a not so good results. The settings that I made can be easily tuned down or high. I just need feedbacks. But I'm sure that the game is far better now than before. At least you are changing a very odd behaviour (to say the minimum) to a 90% right behaviour now.;) Feedbacks please!:D Rubini. |
Sorry, I'm not clear on something. I've read through this whole thread and am very excited for a 16km version (not willing to give that up ;)). Anyway, what is vampire night vision? I just don't understand the reference. Vampires able to see really well at night? I mean vampire bats certainly can't see for squat...and I didn't see any explanation anywhere on what that means.
Anyway, thanks for creating what sounds like a very valuable mod. I can't wait for it to work with 16km so I can d/l it for GWX :D |
Once again Rubini, Thanks Very Much! I had some sort of virus stuffed up files on my HDD so I ghosted & the ghost image got 1/4 through & errored, had to get an old build and fix, now have to set up SH3 as well as other applications before I can continue!:-? My VCR just died as well, always some damn thing! Should have stayed in bed!:cry::yep:
|
Quote:
All this is written on that old thread and is clear how Jungman start to be disappointed when they found this vampire night vision and he noticed that a perfect adjust was impossible. The guys tried then to find a middle ground and this is what we have today on 16km mod. I hope that with patience and a lot of tests perhaps could be possible to have the Stay Alert crew fix also for 16km. In truth the Hydrophones fix is the same. Only the visual needs special adjusts to 16km mod.;) |
Hi Rubini,
Thanks for your reply. On my current patrol I'm using your mod. I have just sunk my first merchant (an ore carrier). My WO spotted it at 5300 meters. Winds 6 knots NE, sky partly cloudy, light fog, daytime (around 2 pm). When the WO announced a ship was spotted, first I couldn't find it with the binoculars, but after a while (about half minute or so) it slowly slipped out of the fog and I started to see its contours and its smoke column. :up: (I don't bore you with further details: at the end the merchant went to the bottom of the ocean after my perfectly aimed two-torpedo salvo shot. :arrgh!:) So my WO is a bit "eagle-eyed" but his performance is pretty close to mine. He is better than me maybe because I had no kriegsmarine training like he had. :D So this far I'm happy with your mod. Thanks for it! :up: More feedbacks coming soon. Matyas |
Quote:
But donīt forget that the range that the WO/Sonarman will detect things will always vary a bit (SH3 engine). So sometimes they will see a bit far, sometimes bit late, but always more like you can do it...and the best is that pratically ships no more will see you first - (visual related only). This is exactly the soul of this mod! |
Hi Rubini, I have a problem now with Sonar, using "GWX - Stay Alert _crew fix_v1c" I was at Periscope depth & selected Sonar to give constant reports, this was ok, then I surfaced, but he kept on giving reports "SO: Reports ....", this keeps going until ship is sunk!:cry:
|
Hello
I think this is a stock SHIII Bug i have N.Y.G.M and G.W.X and a heavy Moded version of the game and if my memory serves i have seen this all throughout me having the game if i forget to to turn the sonar guys report to sweep before i surface he carrys on giving me the report. |
All times are GMT -5. The time now is 06:24 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright Đ 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.