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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Rear Admiral
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What does this mod do?
It addes extra visual sensors so you can have ships with varying degrees of visual acuity. By default all units that can visually see something in GWX all share the same visual acuity. Why? Just my opinion, http://www.subsim.com/radioroom/show...7&postcount=17 Other opnions will differ, your millage may vary, all offers good while supplies last. How does this work? The AI_visual.dat in this mod is from NYGM 2.0. IT addes several visual nodes. Ive only made use of 4 of them. - AI_visual is assigned to all warships that are not captial ships. - F_Visual is assigned to Battleships, battlecruisers, and cruisers. - M_visual is used by all merchants and everything else that floats. - AirS_Visual is used by all planes. Thats nice, but What did you change? Depends on what version of this mod you choose to use. Version no: 1:- uses GWX values, with a few minor tweaks. Quote:
Version no: 2:- uses NYGM values, with a few minor tweaks. Quote:
Can i use SH3 commander with this? Yes, as long as you used the randomized events.cfg file included in this mods documentation directory. Special thanks to steppenwolf, for providing this file! Can i change the file around if i dont like the settings provided? Damn skippy. Ive included the tweakfile for time travellers tweaker in the documentation directory. WIll the NYGM version fix the "broken record" ship spotted watch crew? Orginaly i thought the wave attuentment settings were causing this, as the ship rises and falls on the crests and valleys of GWX's wave settings. - not so. I beleive the fix to this lays in the sensors.dat visual sections proper, which unless your adept at hex editing, can't touch right now without a tweak file. In short, neither version of this mod will fix the broke record "ship spotted". This was one of my hopes but alas, it is not so. This isn't really your final release is it? You always end up revising your crap No more revisions. Im done. Dear sh3, i quit. Ok so how do i add /change ships visual nodes? Each ship has a SNS file (sensor file). Its located in sh3/data/sea/*.* (or data/air/*.* for planes) In each subdirectory you'll find a *.sns file. In that SNS file, up towards the top you'll see a block that looks something like this: [Sensor 1] NodeName=O01 LinkName=AI_Visual StartDate=19380101 EndDate=19451231 Just change the visual node to be what you want it to be. Again: F_Visual is for captial ships M_Visual is for merchants AirS_Visual is for airplanes AI_Visual for destroyers, destroyer escorts, elco's and the like. By default, any ship or plane that exists in GWX that not changed in this mods sea or air directory will use the AI_visual sensor. In any event, if there is an oversight, the unit in question will see no further then 12 or 16KM. Where to D/L? From my crappy server. Extra AI Visuals using GWX settings: http://www.ducimus.net/sh3/release/R...r_GWX_FINAL.7z Extra AI Visual using NYGM 2.2 settings: http://www.ducimus.net/sh3/release/R...r_GWX_FINAL.7z Last edited by Ducimus; 03-07-07 at 01:57 AM. |
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#2 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
Posts: 6,079
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just to be clear..... can I use "version.2 NYGM values" with GWX?
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#3 | |
Rear Admiral
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#4 | ||
Navy Seal
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![]() Anyway, good work! I didn't use the pervious version because it killed the thermal layers, but I will be useing this! ![]()
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#5 | |
Rear Admiral
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#6 | ||
Navy Seal
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#7 |
Rear Admiral
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Even if you didn't, the files still good, i only remarked out the thermal layers - i didnt remove it. It's there in the files, its just that SH3 commander wont apply them because they're tagged as being a remark as opposed to a line of code.
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#8 | |
Navy Seal
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Location: York - UK
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Downloads: 43
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#9 |
Rear Admiral
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Again, so SH3 woudln't apply them (the thermal layers) to the AI_sensors.dat since hex offsets SH3 commander would apply are incompatiable.
![]() Letum.. are you having a late night? |
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#10 | |
Navy Seal
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![]() Quote:
![]() How would I go about fixing this? (I can use a hex editor) Thanks for you patience!
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#11 |
Rear Admiral
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Maybe im getting my terms mixed up. I mean hex addresses and such. Their in the tweak file, im just too lazy and don't give a damn about thermal layers honestly. Ive always edited them out, even with they matched the file i was using
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#12 |
中国水兵
![]() Join Date: Jul 2005
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@Ducimus
It looks like the Randomized events.cfg file that you put in the Documentation folder of this mod is the ORIGINAL Randomized events.cfg file for SH3 commander, NOT the modified one provided for use with GWX 1.02 |
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#13 |
Rear Admiral
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Good job at making up for my laziness steppenwolf! (sorry guys, but seriously, im so burnt out right now, it's not even funny)
ANyway its easy to verify if those settings will work for thermal layers. Heres what you do. 1.) adjust the file so it has the additions first (duh!) 2.) start a fake career game with SH3 commander. you dont have to acutaly load the game, just get SH3 to start up from SH3 commander. 3.) Exit SH3 commander, DO NOT rollback. 4.) Open TT's tweaker, and examine the AI_sensors.dat with the tweakfile ive provided. All values in there should be normal digits. You should not see something like "3E5451+1" ANYWHERE in the file. If you don't see any value similar to that, it's good. 5.) Rollback SH3 commander. ![]() |
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#14 | |
Rear Admiral
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edit *sigh* out of curiousity, what were the primary changes? I only use SH3 commander to start career games and generate logs. Most of the other stuff i normally have disabled, thats why i didnt notice. I'll try and have this fixed tonight. yeah, i need to give it up and quit already. Damn i suck. Last edited by Ducimus; 03-06-07 at 11:25 PM. |
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#15 |
中国水兵
![]() Join Date: Jul 2005
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Ducimus,
Have sent you a PM. |
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