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Old 10-02-06, 05:52 PM   #1
Kpt. Lehmann
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Default GWX Newsflash!!! Night Vision Bug!!!

Okay, after much report reading... I couldn't keep this to myself any longer...

We did it... we have successfully driven a STAKE through the heart of the "Vampire Night Vision Bug" inherent in SH3... to such a degree that has not yet been discussed here in the last year to the best of my knowledge... without having other unintended side-effects.

There will be NO night vision bug allowing AI crew to see un-realistically far at night in GWX.

Using our current files... No ship has yet been spotted at night by surfaced player AI U-boat crew beyond 4500 meters!!!

Daytime visibility also remains commensurate with far more realistic results... though for the time being we are going to keep that part under our hats as this is all sensors related.

Meanwhile... back to the workshop.
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Last edited by Kpt. Lehmann; 10-02-06 at 06:23 PM.
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Old 10-02-06, 05:57 PM   #2
kylania
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So how far can the escorts see your u-boot at night?
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Old 10-02-06, 05:59 PM   #3
mr chris
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Top work Guys
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Old 10-02-06, 06:02 PM   #4
DanCanovas
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excellent stuff!
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Old 10-02-06, 06:03 PM   #5
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Quote:
Originally Posted by kylania
So how far can the escorts see your u-boot at night?
That depends on which sensor they are using at the time... at night... enemy AI visual sensors have been suitably reduced in effectiveness in a manner that is commensurate.
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Old 10-02-06, 06:06 PM   #6
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Now that is what I call a great discovery and solution to one of my biggest ever bugs with this game.

By the way, real life still has a strong hold on me at the moment and I have replaced my hard drive thus losing the GW forum info and everything else etc. I get the odd ten minutes to browse the site and am very glad that you guys are still at it.

Just hoping I have settled into new job bye time sh4 comes along and further hoping to get to try GWX.

WELL DONE GW TEAM
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Old 10-02-06, 06:18 PM   #7
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Quote:
Originally Posted by gouldjg
Now that is what I call a great discovery and solution to one of my biggest ever bugs with this game.

By the way, real life still has a strong hold on me at the moment and I have replaced my hard drive thus losing the GW forum info and everything else etc. I get the odd ten minutes to browse the site and am very glad that you guys are still at it.

Just hoping I have settled into new job bye time sh4 comes along and further hoping to get to try GWX.

WELL DONE GW TEAM
Good to hear from you mate. I hope your new job is treating you well.

Our entire sensors package has been re-done with some really cool results. You'll see! We have a few hard miles left to go... but the finish line is a certainty!
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Old 10-02-06, 06:19 PM   #8
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Good show, people. Keep it up.
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Old 10-02-06, 06:22 PM   #9
Capt.Crackerjack
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Default Great Work GAX Team!

HOOORAAAAAHHH!

Fantastic SuperMod GWX!!!
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Old 10-02-06, 06:26 PM   #10
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Top shelf as always Kpt. I know that GWX is going to kick some serious buttocks when its released.
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Old 10-02-06, 06:37 PM   #11
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Quote:
Originally Posted by Kpt. Lehmann
Okay, after much report reading... I couldn't keep this to myself any longer...

We did it... we have successfully driven a STAKE through the heart of the "Vampire Night Vision Bug" inherent in SH3... to such a degree that has not yet been discussed here in the last year to the best of my knowledge... without having other unintended side-effects.

There will be NO night vision bug allowing AI crew to see un-realistically far at night in GWX.

Using our current files... No ship has yet been spotted at night by surfaced player AI U-boat crew beyond 4500 meters!!!

Daytime visibility also remains commensurate with far more realistic results... though for the time being we are going to keep that part under our hats as this is all sensors related.

Meanwhile... back to the workshop.
Can you go into detail into which files you changed to correct this problem ?
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Old 10-02-06, 06:45 PM   #12
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Quote:
Originally Posted by lurker_hlb3
Quote:
Originally Posted by Kpt. Lehmann
Okay, after much report reading... I couldn't keep this to myself any longer...

We did it... we have successfully driven a STAKE through the heart of the "Vampire Night Vision Bug" inherent in SH3... to such a degree that has not yet been discussed here in the last year to the best of my knowledge... without having other unintended side-effects.

There will be NO night vision bug allowing AI crew to see un-realistically far at night in GWX.

Using our current files... No ship has yet been spotted at night by surfaced player AI U-boat crew beyond 4500 meters!!!

Daytime visibility also remains commensurate with far more realistic results... though for the time being we are going to keep that part under our hats as this is all sensors related.

Meanwhile... back to the workshop.
Can you go into detail into which files you changed to correct this problem ?
We may do so after the release of GWX.
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Old 10-02-06, 07:28 PM   #13
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So whats the status on the 'oranges and grass skirt' mod?

Any chance on that being included in the next release?


BTW, I started a career with the 11th Flot using your GW mod and on the second patrol, I ran into a British task force. There were about four DDs, three Didos, and one fat carrier. I shot four eels at that damn flat top. One was a premmo and blew short. Two hit admidships and the fourth barely passed behind the rudder. I knew I needed more holes in that big boat to sink it so I fired a G7es from my stern tube. I was thinking I could take out a couple of propellers on that carrier to stop it and then sink it later after I reloaded my tubes. Then that stupid DD came steaming in full bore looking for me and it ate that fish! I ended up on the bottom of the ocean for over two hours getting depth charged while my badly listing 23k ton prize and flaming DD slowly sailed away.
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Old 10-02-06, 07:31 PM   #14
kylania
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Quote:
Originally Posted by lurker_hlb3
Can you go into detail into which files you changed to correct this problem ?
In data\config\crew.cfg set:

BernardOnWatch=0;

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Old 10-02-06, 07:33 PM   #15
WilhelmSchulz.
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Quote:
Originally Posted by Kpt. Lehmann
Okay, after much report reading... I couldn't keep this to myself any longer...

We did it... we have successfully driven a STAKE through the heart of the "Vampire Night Vision Bug" inherent in SH3... to such a degree that has not yet been discussed here in the last year to the best of my knowledge... without having other unintended side-effects.

There will be NO night vision bug allowing AI crew to see un-realistically far at night in GWX.

Using our current files... No ship has yet been spotted at night by surfaced player AI U-boat crew beyond 4500 meters!!!

Daytime visibility also remains commensurate with far more realistic results... though for the time being we are going to keep that part under our hats as this is all sensors related.

Meanwhile... back to the workshop.
YEET!!!!!!!!!!!!!!!!
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