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Old 04-20-07, 05:55 AM   #1
Alex
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For sure !

Quote:
Originally Posted by Rubini
I will start now my retired time from SH3 mod work and finally play the game once for all!
And the Stay Alert crew fix for 8km is working very well!
See you guys!

Rubini.
I love the 8km version
Thanks anyway for trying to make the 16km real !

SINK 'EM ALL !!!!!!
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Old 04-20-07, 06:07 AM   #2
bert8for3
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Having done a small bit of testing to give Rubini a hand, just let me raise my hat in thanks and in salute to him for all his efforts. He's put a huge amount of work into this; and it is meticulous, painstaking work.

And let me raise my hat a second time in recognition of all modders. As a mod-user but basically having no knowledge of the process, I've imagined that there must be a lot of work involved, but doing this bit of testing has given me a better idea of just how extensive and detailed that work is. These guys are dedicated pros and my thanks to them all.
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Old 04-21-07, 09:48 AM   #3
Hartmann
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Thanks for your work !! many thanks
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Old 04-21-07, 11:25 AM   #4
EmeAzul
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Default Thanks for the Great Effort

Rubini, muito obrigado por todas as pesquisas e experimentacoes dedicadas a esse projeto no scenario 16Km. Para mim, o ajuste no Hidrofono e' um grande resultado. Abracos EmeAzul
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Old 04-21-07, 11:45 AM   #5
Rubini
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Thanks mates!

I have another workaround over GWX 16km ready to be installed and played.
(perhaps a complete Stay Alert for 16km??? - well not so good as the 8km but...who knows). A mystery!
Iīm crazy!

So, please for the guys that are running only GWX 1.03 not heavy modded and want to try it this weekend contact me by PM ASAP!
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Old 04-20-07, 10:26 PM   #6
Rubini
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Thanks mates for all words!
At least a small gift for 16km users:


Alert Sonarman for GWX 16km.
http://rapidshare.com/files/27080764...X_16km.7z.html

From the readme:

April 21, 2007.

This is the tweaked Sonarman (Sensors.dat) for GWX 16km.

Inside you have two Sensors.dat versions.
The first file is less responsive and the second one (with plus in the name) is more responsive.

Note that the goal here is to make your sonarman a bit less deaf (the player yet can listen far away than the sonarman) and also more wakeful and smart.
Itīs possible to make the sonarman listen at any distance and very quickly. But we need a compromise. in RL the single ships were detected by hidrophone at 16 - 18km max. The convoys from 50 - 80km away (in good conditions)!.

But sadly SH3 engine donīt make any difference between a single fish boat and a convoy. So If we make the sonarman listen too away this will become odd with single small contacts issue. Then, I chose a middle ground around 22km, also to not make your hydrophone uber (for example RWR have 30-35km and visual have 16km "FOV").

The hydrophones have now slight better perfomace (distance) as the war advance. Itīs now one more reason to make upgrades.

Suggestion:
When pursuing a convoy could be a good idea to listen on hydrophones by yourself. The game allows you to listen until 34km away. After you come close enough (more or less 22km from the convoy) you can leave the work with your now smart sonarman.
For single contacts you can always leave the job with the sonarman.
This will mantain the game balance IMHO (those odd SH3 limitations) and in a more realistic way, without an "always" uber hydrophone if I make the sonarman listen always at 34km for example!
Anyway your feedback is the most important thing to make this yet better.

Installation:
-------------
This is not JSGME ready.
Itīs GWX 16km compatible only.
(The 8km users must use the Stay Alert crew fix mod)
The changes are only on some Hydrophones settings. Nothing more was changed.
Rename the desired file to Sensors.dat and replace the original GWX 1.03 patched one on your data\library folder (make a backup of the original file first and relocate it to another folder)

Good hunting!

Rubini.
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Old 04-21-07, 01:10 AM   #7
mikaelanderlund
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Many, many thanks

Mikael
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Old 04-21-07, 05:21 AM   #8
Alex
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You made my day, Rub' !
It's my birthday gift from the SH3 community

Thank you very much, mate !!!
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Old 04-21-07, 08:47 AM   #9
Zero Niner
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Thank you Rubini.
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Old 12-30-07, 04:28 AM   #10
mikaelanderlund
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Quote:
Originally Posted by Rubini
Thanks mates for all words!
At least a small gift for 16km users:


Alert Sonarman for GWX 16km.
http://rapidshare.com/files/27080764...X_16km.7z.html

From the readme:

April 21, 2007.

This is the tweaked Sonarman (Sensors.dat) for GWX 16km.

Inside you have two Sensors.dat versions.
The first file is less responsive and the second one (with plus in the name) is more responsive.

Note that the goal here is to make your sonarman a bit less deaf (the player yet can listen far away than the sonarman) and also more wakeful and smart.
Itīs possible to make the sonarman listen at any distance and very quickly. But we need a compromise. in RL the single ships were detected by hidrophone at 16 - 18km max. The convoys from 50 - 80km away (in good conditions)!.

But sadly SH3 engine donīt make any difference between a single fish boat and a convoy. So If we make the sonarman listen too away this will become odd with single small contacts issue. Then, I chose a middle ground around 22km, also to not make your hydrophone uber (for example RWR have 30-35km and visual have 16km "FOV").

The hydrophones have now slight better perfomace (distance) as the war advance. Itīs now one more reason to make upgrades.

Suggestion:
When pursuing a convoy could be a good idea to listen on hydrophones by yourself. The game allows you to listen until 34km away. After you come close enough (more or less 22km from the convoy) you can leave the work with your now smart sonarman.
For single contacts you can always leave the job with the sonarman.
This will mantain the game balance IMHO (those odd SH3 limitations) and in a more realistic way, without an "always" uber hydrophone if I make the sonarman listen always at 34km for example!
Anyway your feedback is the most important thing to make this yet better.

Installation:
-------------
This is not JSGME ready.
Itīs GWX 16km compatible only.
(The 8km users must use the Stay Alert crew fix mod)
The changes are only on some Hydrophones settings. Nothing more was changed.
Rename the desired file to Sensors.dat and replace the original GWX 1.03 patched one on your data\library folder (make a backup of the original file first and relocate it to another folder)

Good hunting!

Rubini.
Hi,

is this sensors.dat file identic to GWX2 sensors.dat file exept hydrophones settings?
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Old 01-02-08, 08:47 AM   #11
Rubini
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Nope.
Stay Alert mods arenīt compatible with GWX2.0.

I just build a new PC: E6850, 8800GT512, GA-p35-ds3...plus Crysis and CD4...all this on a 26" wide LCd monitor...so Iīm out of SH3 for a while, when I retun to it I will look at Stay Alert mod for GWX 2.0, ok?

BTW, I had a ATi X800XTPE prior my new 8800GT: Ati image quality is really much better than nvidia for SH3/SH4! Seems that Nvidia have a cheat on all AA modes for things at great distance - the case of SH3/Sh4 - the AA just donīt work well at great distant objects on Nvidia cards!!!

But for games that renders things relatively near the player the Nvidia image is great too. The FPS games as an example.

Someone knows any fix for this annoying Nvidia behaviour for Sh3/Sh4?:hmm:
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Old 01-02-08, 12:01 PM   #12
Wilcke
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Hey Rubini,

How are you man! Enjoy that new rig....looks hot! Say, I did not think you would have a look at the stay alert mod again. If you do I look forward to using it!

Take care!
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Old 01-02-08, 12:10 PM   #13
Rubini
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Quote:
Originally Posted by Wilcke
Hey Rubini,

How are you man! Enjoy that new rig....looks hot! Say, I did not think you would have a look at the stay alert mod again. If you do I look forward to using it!

Take care!
Hi Wilcke!

Yes, those new FPS games looks really great on my new rig...but I need to confess that i also want to start a new patrol! Iīm also trying to achieve some good result porting Sh3 to wide resolutions...letīs see!
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