Quote:
Originally Posted by rulle34
Jungman:
First great thanks for nice and hard work
I have some questions about the visibility mod:
1. What is the difference in sensors.dat in visibility mod_ver091 and sensors.dat in Rub 1.43?
2. Is the cameras.dat file needed or can I use i.e CCIP camera mod without spoiling any visibility? (is it connected in some way)
3. Skycolours! Is these files also connected with som visibility or can I change them to i.e Rub 1.43 or just the stockgames if I want?(without loosing any of the visibility)
4. Is your sonar, snorchel and radar mod included in this mod?
/Rulle
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1. I did not make the Visiblilty Mod by Ortega. I do not think increased Visibility Mod is in Rub 1.43. The sensor.dat visual range was increased from stock 8 km to 10 km max; CCIP. Ortega's Visibilty Mod is set for 17.5 km.
2. Does not matter. It is just a better faster camera with more freedom. Use as you wish. If I understand you correctly.
3. I think Berry et el wish to incorparate a Rub version with the Visisbility mod. Not hard, just alot of hex editing. The Vampire night vision problem is to be solved, plus changes to fog distances nessitates changes to RWR ranges at least for gameplay sake. The Rub team would know more about it

. Skycolors from Rub can be combined with the Visibility Mod, it just has not been done yet.
4. Only the sonar fix is included. 200m lock, 15 meter DC blast. in Rub 1.43. It is not in Visibility Mod.
Snorkel fix for it not being seen the size of a house is a simple 1 meter minimum height to the AI_Sensors.dat file. I do not think it was included. The changes to RWR to work with Visibility Mod has not been included. RF_Detect was a beta. After testing, the ranges for the four RWR sets should be adjusted for the fog distances to achieve more decent gameplay. Is that real? Well, if the results feel 'real' for playing is the end justifies itself.
How far should the watch crew be able to see at night?? I bet in real life it was different for ship size, fast moving airplanes using radar...