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Old 11-18-05, 06:18 AM   #26
Kaleunt
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Join Date: Jul 2002
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Hello Rulle 34, detecting undewater sounds up to 100km or over 100km
can only be possible via convergence zones, i don't know if this natural
effect is modeled in SHIII.
But on another subject, i wish to give some hints on visual range, maybe
it will be usefull for tweak the night vision capability.
In the scene.dat file you have some parameters wich affect the visual range;the fog factor and light factor: iF you use the Timetraller tolls you will find 4 values for Fog:
Fog 1= no fog, Fog 2= light fog, fog 3= Medium fog and Fog 4 = Heavy Fog.
All value for each case are percentage of max 3D range (10000m stock game, 20000m 16km visibility mod)
a value like "objectrelativezmax= 0,9" make a ship visible at 90%
of max range of the 3D world (so 9000m stockgame, 18000m 16km visibility mod)
Another paremeter is in "other environement" wich can be readable
SHIII miniTweaker you "Lightoverhorizon=25" wich means that the
light is displayed on a radis of 25000m stock game (25x10000m)
And now you begin to see that all parameters concerning the fog and light in 3D world
of the 16km visibility mod are out of proportion..........because they stay on base of 10000m and not 20000m. The problem can be found too in the camera.dat wich was forgotten. Manuel Ortega was right when he wanted
to give a new camera.dat file in is mod, file wich was overlooked.
To display the 3D world to 20000m Manuel as multiplied the camera parameter by 2 from 1000 to 2000. As the scale of the 3D worls is 10
you obtain camera 1000 = 1000x10(stockgame parameter, so 10000m)
or camera 2000= 2000x10(16km visibilty mod, so 20000m)
So real importants corrections need to be done to the 16km mod .
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