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-   -   GWX (Grey Wolves eXpansion Mod) (https://www.subsim.com/radioroom/showthread.php?t=102096)

Jeff-Groves 04-04-20 05:14 PM

OK. I did find the DustBin.
Obviously an unfinished or wrongly called part.
I scanned the wrong folder before posting above.

John Pancoast 04-04-20 06:04 PM

Quote:

Originally Posted by Jeff-Groves (Post 2660251)
OK. I did find the DustBin.
Obviously an unfinished or wrongly called part.
I scanned the wrong folder before posting above.




So....should the Wellington file still be changed ?

Jeff-Groves 04-04-20 06:29 PM

Yes.

John Pancoast 04-04-20 06:35 PM

Quote:

Originally Posted by Jeff-Groves (Post 2660269)
Yes.

:up:

Anvar1061 04-05-20 02:12 AM

In fact, only Vellington had a different form of Lee light. you will find it in Searchlidht. dat (Library folder).

Anvar1061 04-05-20 03:53 AM

https://sun1-21.userapi.com/eCgU69Sy...B0oXmec0h4.jpg

Kpt. Lehmann 04-05-20 04:45 AM

Guys, the 'Dustbin' is what the British referred to that type of Leigh light as. It had the shape of a dustbin!

So 'Ref's Dustbin' is actually correct.

Here is Ref's Dustbin in S3D. It is the leftmost one on the screenshot.
LOL! It would seem that the 'mistake' found, was not a mistake after all. Tomorrow when I have more time, I may try to set up a night time single mission to observe it in action and confirm its operation.

https://i.imgur.com/j7WzdaB.jpg

Anvar1061 04-05-20 06:04 AM

Quote:

Originally Posted by Kpt. Lehmann (Post 2660353)
Guys, the 'Dustbin' is what the British referred to that type of Leigh light as. It had the shape of a dustbin!

So 'Ref's Dustbin' is actually correct.

Here is Ref's Dustbin in S3D. It is the leftmost one on the screenshot.
LOL! It would seem that the 'mistake' found, was not a mistake after all. Tomorrow when I have more time, I may try to set up a night time single mission to observe it in action and confirm its operation.

https://i.imgur.com/j7WzdaB.jpg

I even recommend it to you.
https://www.subsim.com/radioroom/ima...aleun_Wink.gif
https://sun9-54.userapi.com/c856128/...dsf54FjfL0.jpg
http://brat01.mybb.by/viewtopic.php?id=288#p96662

Anvar1061 04-05-20 06:12 AM

No need to reinvent the wheel!
Test SP mission to test the searchlights
http://shmf.larsbundgaard.dk/Smileys...d/download.gif
типы кораблей и самолётов можно изменять под соответствующий проверке согласно cfg из Roster.

 
[Unit 2]
Name=HMS Duke Of York V#1
Class=BBDukeOfYork
Type=11
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19411104
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19411104
GameEntryTime=0
GameExitDate=19551231
GameExitTime=0
EvolveFromEntryDate=false
Long=-1346650.000000
Lat=5885000.000000
Height=0.000000
Heading=110.000000
Speed=25.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
------------------------------------------------------------------------------
[Unit 2]
Name=KM Bismarck#1
Class=BBBismarck
Type=11
Origin=German
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19350818
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19350818
GameEntryTime=0
GameExitDate=19410527
GameExitTime=0
EvolveFromEntryDate=false
Long=-1346650.000000
Lat=5885000.000000
Height=0.000000
Heading=110.000000
Speed=25.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

John Pancoast 04-05-20 07:44 AM

Ok thanks guys. I'll change it back then.

Fifi 04-07-20 12:15 PM

:hmmm: GWX has the AI visuals node set on 30000 meters...is this intentional? :06:
How come?

No wonder any ship can see me as soon as my watch crew spot them!
Think best is to reduce their max sight to 8 or 9 kilometers...way enough to spot a submarine on the seas...while my watch crew (sensor.dat) has max sight set to around 12000 meters.

John Pancoast 04-07-20 12:30 PM

Quote:

Originally Posted by Fifi (Post 2661178)
:hmmm: GWX has the AI visuals node set on 30000 meters...is this intentional? :06:
How come?

No wonder any ship can see me as soon as my watch crew spot them!
Think best is to reduce their max sight to 8 or 9 kilometers...way enough to spot a submarine on the seas...while my watch crew (sensor.dat) has max sight set to around 12000 meters.

Might be something else going on in your install, as I've never had a problem with ships seeing me first at long distances.

Kpt. Lehmann 04-07-20 12:30 PM

Quote:

Originally Posted by Fifi (Post 2661178)
:hmmm: GWX has the AI visuals node set on 30000 meters...is this intentional? :06:
How come?

No wonder any ship can see me as soon as my watch crew spot them!
Think best is to reduce their max sight to 8 or 9 kilometers...way enough to spot a submarine on the seas...while my watch crew (sensor.dat) has max sight set to around 12000 meters.

Well, that will start a generalized panic.

That is part of the long range gunnery modifications that we have in place which allows large surface ships to engage each other at extended ranges as you might expect to observe in real life.

HOWEVER, for that to happen, the target has to be a certain size. The target has to be large. Your U-boat doesn't fit that description, and regardless of the range you set your visual sensor maximum, visual sensors remain broken in relation to the old 'vampire night vision' bug.

NOTE to all readers, the 'vampire night vision' bug that I mention above, has nothing to do with GWX.

John Pancoast 04-07-20 12:33 PM

Quote:

Originally Posted by Kpt. Lehmann (Post 2661192)
Well, that will start a generalized panic.

That is part of the long range gunnery modifications that we have in place which allows large surface ships to engage each other at extended ranges as you might expect to observe in real life.

HOWEVER, for that to happen, the target has to be a certain size. The target has to be large. Your U-boat doesn't fit that description, and regardless of the range you set your visual sensor maximum, visual sensors remain broken in relation to the old 'vampire night vision' bug.


NOTE to all readers, the 'vampire night vision' bug that I mention above, has nothing to do with GWX.

Kpt., are you saying the vampire bug remains unfixed ?

Kpt. Lehmann 04-07-20 12:41 PM

Quote:

Originally Posted by John Pancoast (Post 2661194)
Kpt., are you saying the vampire bug remains unfixed ?

Yes that is what I am saying. No mod truly fixes it without sacrificing other element(s).

Like we discussed at length, and briefly tested a few days back, where it relates to modifying visual sensors in SH3, it doesn't leave you with enough string to tie your boots. I believe that we have approximated to the degree that if can be influenced without completely wrecking the overall balance.


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