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

h.sie 01-27-12 05:37 PM

VampireNightVision Bugfix
 
Rubini, Makman94 and me fixed a problem that bothered us for years: The VampireNightVision-Bug: In a clear but dark night, your Uboat watchcrew can see a ship in 15km distance, while an enemy warship watchcrew cannot see your Uboat in 300m distance (at least in GWX).

This hardcode fix eliminates this problem. Not only the watchcrew has lowered visible range, also the player on his monitor, since the mod changes the rendering of the objects at night. So the balance between the players eyes and the watchcrews eyes is widely kept.

The following Crew Sensor Settings in data/cfg/Sensors.cfg could be used as start values for further optimization:

Visual range factor=0.5
Visual fog factor=1.00
Visual light factor=0.5

The Visual fog factor can be fine-adjusted between 1.00 and 1.05, if your crew detects ships before you can see them on your monitor. This balance depends on the environment and monitor settings.

Edit: After finishing the Beta-Test period, this fix is no more available as stand-alone. It's now integrated into and part of the:

Realism- and Gameplay- related hardcode fixes: See here:

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

Rubini 01-27-12 08:34 PM

Ahoy h.sie!


Some more info for kaleuns:

- All stock visual settings (on stock sensors.cfg) are good ones to go with any mod or super mod now. Just be sure to use the three settings that h.sie posted above.

- The fix is just simply in concept and works flawless (at least on our tests:DL): it moves the fog wall at night from factor 1 (the one that your unfixed environment uses...lets´say 17km or 8.5km) to factor 0.4 or 0.25 at deep night, obviously correctly for each fog state. And the most important: it makes a very well implemented transition between evening/deep night/dawn/morning using the sun position! Impossible to be better!:up:

Kudos to h.sie!:salute:

Hitman 01-28-12 02:27 AM

INCREDIBLE :o

You never cease to amaze me H.Sie, great job again :yeah:

Myxale 01-28-12 03:16 AM

You guys finally killed the Bug that plagued us since SH3 went gold!

Wow, talk about an epic feat! :rock:

rik007 01-28-12 03:55 AM

I'm amazed!

rik007 01-28-12 03:58 AM

One question: is this also improving nightly surface attacks? Ie we can better sneak into convoys?

Kaleun Cook 01-28-12 04:51 AM

Great news!

But I just saw that my sensor settings are completely different:

;Visual.
Visual range factor=1.4
Visual fog factor=0.9
Visual light factor=1.6

Is that normal and you suggest changing to the settings you recommended or do you mean that the settings should have been like those you recommend from the beginning? I'm just wondering if one of my mods messed with the sensors too much.

Maybe t becomes more clear if I ask in German:

h.sie, meinst Du, dass die Sensoren normalerweise so eingestellt sein sollten, wie du im ersten Post schreibst? Oder sollte man nur die Sensoren so einstellen, um mit dem Fix die besten Ergebnisse zu haben? Nicht, dass irgendeiner meiner Mods die Sensoren zu sehr verstellt hat.

Rubini 01-28-12 07:29 AM

Quote:

Originally Posted by Kaleun Cook (Post 1828808)
Great news!

But I just saw that my sensor settings are completely different:

;Visual.
Visual range factor=1.4
Visual fog factor=0.9
Visual light factor=1.6

Is that normal and you suggest changing to the settings you recommended or do you mean that the settings should have been like those you recommend from the beginning? I'm just wondering if one of my mods messed with the sensors too much.

Maybe t becomes more clear if I ask in German:

h.sie, meinst Du, dass die Sensoren normalerweise so eingestellt sein sollten, wie du im ersten Post schreibst? Oder sollte man nur die Sensoren so einstellen, um mit dem Fix die besten Ergebnisse zu haben? Nicht, dass irgendeiner meiner Mods die Sensoren zu sehr verstellt hat.

Hi kaleun cook,

These crazy settings on sensors.cfg that some mods or super mods have was exactly a try to "fix"the vampire night vision bug at the past. But obviously none of then fixed it.

The h.sie's fix moves the fog wall itself accordingly the sun position, so we suggest that now you stick with the stock settings plus the ones that h.sie wrote on the first post. Obviously some fine tunning could be needed for each combination on yours mods/monitor settings. I use for example fogfactor=1.05 and lightfactor=0.05, because these settings behave better for me (with the fix). Try it a bit to see what is better for you.

Also the Ai behaviour (I mean: if Ai ships will attack you first or not) is adjusted on sim.cfg; some will need adjust, others not. Anyway this fix don't changes the Ai behaviour or Ai visual detection, only the player/crew ones.

h.sie 01-28-12 08:00 AM

Contact persons / responsibilities:

Problems, incompatibilities, questions: Makman94, Rubini.

Commendation, praise: h.sie

:D

Rubini 01-28-12 08:04 AM

Quote:

Originally Posted by h.sie (Post 1828876)
Contact persons / responsibilities:

Problems, incompatibilities, questions: Makman94, Rubini.
Commendation, praise: h.sie

:D

You are the boss, so the above is good!:DL

Kaleun Cook 01-28-12 09:18 AM

Thanks for the advice, Rubini! And sorry for the wrong addressee in my initial post.:oops:

I'll just use the recommended settings then on my next game and see how that works. The only problem that could come up would be to figure out whether I need to adjust the AI-behaviour or not - and if so then which settings to pick. But I should probably worry about that if I stumble into any weird AI-behaviour at all. :doh:

makman94 01-28-12 09:27 AM

Quote:

Originally Posted by rik007 (Post 1828802)
One question: is this also improving nightly surface attacks? Ie we can better sneak into convoys?

it depends how you mean this '' ...improving nightly surface attacks..'' .
now ,your crew 'sees' much more shorter so i am guessing that thing is getting harder now (as it should)

the AI on the other side are not altered by this mod . AI continues to 'see' at the ranges that you allready know so if it was easy for you (depending on which supermod you use) will continue to be that way too

Quote:

Originally Posted by Rubini (Post 1828862)
Hi kaleun cook,

These crazy settings on sensors.cfg that some mods or super mods have was exactly a try to "fix"the vampire night vision bug at the past. But obviously none of then fixed it.

The h.sie's fix moves the fog wall itself accordingly the sun position, so we suggest that now you stick with the stock settings plus the ones that h.sie wrote on the first post. Obviously some fine tunning could be needed for each combination on yours mods/monitor settings. I use for example fogfactor=1.05 and lightfactor=0.05, because these settings behave better for me (with the fix). Try it a bit to see what is better for you.

Also the Ai behaviour (I mean: if Ai ships will attack you first or not) is adjusted on sim.cfg; some will need adjust, others not. Anyway this fix don't changes the Ai behaviour or Ai visual detection, only the player/crew ones.

it is important to understand that we didn't give specific sensors settings exactly becuase the mod is universal for all enviros .
each one of you has to adjust his visual settings at his own sensors.cfg
forget and delete everything you read there at the visauls factors in sensors.cfg
as Rubini says there are some tiny adjustments that must be taken care (especially at FogFactor value and at LightFactor).this is necessery exactly becuase of different monitor settings-enviros. ALL other values must be setted back at STOCK VALUES
these are the settings i am using on GWX-16km enviro as my monitor is setted up and have the best results:

;Visual.
Visual range factor=0.5
Visual fog factor=1.03
Visual light factor=0.05
Visual waves factor=0.8
Visual speed factor=0
Visual aspect=0.9
Visual enemy speed=0.2
Visual noise factor=0
Visual sensor height factor=0.5

as Rubini allready told you ,something else that is really important is that AI visuals are not altered at all by this mod . in most of the supermods AI visuals needs corrections too (especially at the situations of extreme fog weather) so if you find situations that enemy is spotting you before you do ...you have to edit the sim.cfg

makman94 01-28-12 09:33 AM

Quote:

Originally Posted by h.sie (Post 1828876)
Contact persons / responsibilities:

Problems, incompatibilities, questions: Makman94, Rubini.

Commendation, praise: h.sie

:D

yes sir ! :salute:

rik007 01-28-12 09:45 AM

Quote:

Originally Posted by makman94 (Post 1828919)
it depends how you mean this '' ...improving nightly surface attacks..'' .
now ,your crew 'sees' much more shorter so i am guessing that thing is getting harder now (as it should)

the AI on the other side are not altered by this mod . AI continues to 'see' at the ranges that you allready know so if it was easy for you (depending on which supermod you use) will continue to be that way too



it is important to understand that we didn't give specific sensors settings exactly becuase the mod is universal for all enviros .
each one of you has to adjust his visual settings at his own sensors.cfg
forget and delete everything you read there at the visauls factors in sensors.cfg
as Rubini says there are some tiny adjustments that must be taken care (especially at FogFactor value and at LightFactor).this is necessery exactly becuase of different monitor settings-enviros. ALL other values must be setted back at STOCK VALUES

I'll just try it. Testing is the best way to experience it instead of asking :know:. Surface attacks are already pretty hard by the way. Maybe the light factor will soften it a bit.

makman94 01-28-12 10:02 AM

Quote:

Originally Posted by rik007 (Post 1828927)
I'll just try it. Testing is the best way to experience it instead of asking :know:. Surface attacks are already pretty hard by the way. Maybe the light factor will soften it a bit.

lightfactor for which one ? for own crew or for the AI ?

h.sie 01-28-12 10:22 AM

I was joking regarding responsibilities. Seems this got lost in translation.

To repeat what Rubini & Makman said: This isn't a Sensor Fix at all - neither for crew visuals, nor for AI-visuals. It's an environment fix. Reduced visibility at night was realised by moving the "fog curtain" closer to the Uboat. But the fog isn't visible as fog at night. A ship that goes through the fog curtain and thus comes in visible range, looks like as if it comes out of the dark.

Looks very good in environments that use very dark nights. But even with NYGM environment, with its brighter nights, it looks good on my monitor/PC.

The Supermods crew sensor settings in Sensors.cfg were chosen as a compromise to have realistic watch crew detection at daylight (long range) and nights (low range) - without satisfying success. This compromise is not necessary anymore, because now the environment (the fog curtain) itself forces lower visibility at night.

Jaeger 01-28-12 10:40 AM

that means the supermods need new sensor settings? in this case, i will wait for nygm (stiebler) to adjust this.

Kaleun Cook 01-28-12 11:09 AM

I'm just trying this and am not sure if this is the intended result. It is night, but I am north of Scotland so the night is a bit bright. My lookout tells me that there'S a ship sighted at soandso degrees - but there is no ship to be seen. I speed up tc again until he yells again. Now I can see the ship and it is definately nearer than it would have been before.

I've always had ths behaviour that the lookout spots a ship that I cannot see yet and that it then gets spotted a second time when it is in my viewing range again. But doesn't this contradict the intensions of this fix?

I'm using the MEP-20km-environment - could that be the reason?


Quote:

Originally Posted by makman94 (Post 1828919)
[...] so if you find situations that enemy is spotting you before you do ...you have to edit the sim.cfg

Alright, so that's the problem to look out for, thanks.

makman94 01-28-12 11:22 AM

Quote:

Originally Posted by Kaleun Cook (Post 1828960)
I'm just trying this and am not sure if this is the intended result. It is night, but I am north of Scotland so the night is a bit bright. My lookout tells me that there'S a ship sighted at soandso degrees - but there is no ship to be seen. I speed up tc again until he yells again. Now I can see the ship and it is definately nearer than it would have been before.

I've always had ths behaviour that the lookout spots a ship that I cannot see yet and that it then gets spotted a second time when it is in my viewing range again. But doesn't this contradict the intensions of this fix?

I'm using the MEP-20km-environment - could that be the reason?




Alright, so that's the problem to look out for, thanks.

this is happening becuase in MEP v3 exists a feature (trick) that ship is vanished to horizon ,trying to 'simulate' the curvness of the earth .especially when ships's smoke is light colored or not high enough or has no smoke at all,your crew 'sees' it but not you

ps: the 'solution' for this is not at sim.cfg

rik007 01-28-12 11:24 AM

Quote:

Originally Posted by makman94 (Post 1828937)
lightfactor for which one ? for own crew or for the AI ?

The AI. But I realize that that one is not affected by this mod.


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