Quote:
Originally Posted by h.sie
@Makman: I would not be that optimistic.
In 2008, I followed the development of OLC environment. OLC spent months to fine-adjust the light intensities of his environment in order to have realistic enemy sensor behaviour at daylight and at night (surface attacks possible). The light intensities are the heart of his work.
If you now adjust these light intensities to match your requirements for crew sensors, the enemy sensor adjustment could get worse.
I fear it won't be possible to adjust the env color / intensity to have both: well-adjusted enemy AND crew sensors at daylight and at night.
But hopefully I'm wrong. Good luck !
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i
think(not sure) i understand what you mean here H.Sie ,
you are talking for realistic
enemy sensors behaviour ,right ? if yes then this is not problem becuase the light factor for AI seem to work ok .... i mean that i also had established the enemies visuals detect ranges with no problem at my visual sensors mod.
if i got you right you are 'worring' that if we 'fix' the own crew visuals (with light-colors adjustments at env) then this will effect(-mess) the enemies visuals also. well ,this is nothing to worry about becuase with the working light factor for AI (at sim.cfg) we
could remake them more blind or more 'good' looking during night if we wish.
why i say ...''
could'' ?
becuase all these(adjustments at ight-colors of environment) has no meaning after my last tests . my last tests shows that even the MINIMUM adjustments at sunlightColor and ambientlightcolor (..1-1-1 to both) are giving back
totally random detect ranges .
some results with the 1-1-1 settings are :
1. 4400
2. 3000
3. 10500
4. 6800
5. 1400
6. NOT spoted
7. 4800
8. 4900
9. 7200
10. 3100
11. 12400
12. 3500
so i think that i will give up with the 'idea' that solution is at adjusting sunlightColor and ambientlightcolor values .
my thoughts so far is that the whole 'random' system is exactly where the game is suffering . this 'randomness' has no logical meaning at all ! (above pack of results ...min=not spoted and max=12400m).
so yes H.Sie a tool that totally eliminate this randomness will become very handy to 'understand' what is going on with the tweaks at sunlightColor and ambientlightcolor values , at sensors.cfg and at sensors.dat and we will be able to see if they have , indeed, any effect (and how much) in game.
Quote:
Originally Posted by Rubini
I canīt agree with you here Mak. I never saw any game with night so dark that you canīt see anything. I want realism, but I also want some fun, some playability. Deep dark nights is out if my interest because this is at first a game and I want to play it. As we know the broken sh3īs visual sensor at night give you so much irrealistic detections, this just need a fix, not need to be a very realistic one. You also know that with a reasonable ( just this) dark nights in sh3 you will not be able to see ships so far and i guees that this is enough for our intentions. Itīs then just need to adjust what you can see with the new sensors (hardfix) detections night distance and we will have a really new game behaviour at night!
My vote, my ask, continues to be to a hard fix on player crew night visual sensor.
Iīm ready to help h.sie in any test.
I donīt have NYGM installed on my system to make the tests that you asked me. But if it works, it will work at the stock game too. I will have a look and let you know my results 
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you don't understand me Rubini ! i don't try to convince anyone that dark envs are the best ! everybody have his own tastes and that is absolutely fine with me . i will create my env as i like it and you can have yours as you like it .
what i (tried) told you is that if you go for a non dark env then the ships will be vissible so your crew will see them ! i don't understand what you are running after : ships to be vissible but your crew not spotting them ? if you don't want ships to be visible you have to darken your env,more dark env,,shorter spoting distances.....i can't think any other way.
Quote:
Originally Posted by Hitman
Well, yes and no. Yes it is true that sailing on a dark night you might not see the bow of your own ship, but the reason is that you see it pitched against dead black water. However, if you watch an object that is taller than you and is against the sky, that is a different thing and the ambience light might at least show you its silhouette -even if only by contrast.
I can't explain that, I have experienced it when sailing at night but it is difficult to describe. Simply consider two things of huge influence:
1) The ambient light level in the air
2) What you pitch the object against, i.e. the background.
The effect is quite weird because from a high merchant's bridge you would actually be able to spot an uboat at some distance because it is silhouetted against the sky, but as soon as it comes close, you are higher than him and will see it against the black water -where you don't stand a chance of spotting it even if very close!
I guess this is impossible to translate into the game 
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yes Alberto , i understand what you mean and MAYBE is not impossible !
have a look at this reflex map (just a very fast made one to understand the idea):
as ship is 'getting' into the black(not necesseraly 100% black) area and if we assume that the ship will be darked enough (to 'match' this black area) then will be very hard noticable by player . fog adjustments on far look sea maybe also help to do the 'trick'. maybe is...doable !
of course , players must 'forget' the free cameras...etc
Quote:
Originally Posted by h.sie
@Makman: I have a working hack that completely removes the randomness from visual detection. That means: As soon as the detection probability variable exceeds a certain, user-defineable threshold value, the ship is detected by the crew. This allows very detailed and easy analysis of the environment parameters influence on detection probability.
But it will take some time until completion......
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that GREAT H.Sie !!

completely removes the randomness ???.....just FANTASTIC !!!!
take your time mate,when you get it ready....immediatelly send it over !!