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#1 | |
GWX Project Director
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Clear night with little wind? How about fog? |
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#2 |
GWX Project Director
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![]() Also, can you tell me if you are using the Hsie night vision adjuster thingy? (What is it's proper name LOL?) Can you open your Sim.cfg and copy the text of same here for me? |
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#3 | |
Ocean Warrior
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Yes, using H.sie's night vision fix via his patch. Not a slider though; just a selection box one chooses to enable it. It's either fully on or fully off via the selection; no in between. Here's my GWX sim.cfg. Stock GWX I believe. [Mech] Waves amplitude=0.70 ;[0,1] Waves attenuation=0.06 ;>=0 [AI Cannons] Max error angle=3 ;[deg] Max fire range=31000 ;[m] Max fire wait=6 ;[s] [AI AA guns] Max error angle=5 ;[deg] Max fire range=3500 ;[m] Max fire wait=6 ;[s] [AI detection] Lost contact time=30 ;[min] [Visual] Detection time=0.5 ;[s] min detection time. Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time. Fog factor=1.25 ;[>=0] Light factor=2.0 ;[>=0] Waves factor=1.0 ;[>=0] Enemy surface factor=350 ;[m2] Enemy speed factor=15 ;[kt] [Radar] Detection time=1 ;[s] Sensitivity=0.01 ;(0..1) Waves factor=0.9 ;[>=0] Enemy surface factor=5.0 ;[m2] [Hydrophone] Detection time=1 ;[s] Sensitivity=0.04 ;(0..1) Height factor=0 ;[m] Waves factor=0.75 ;[>=0] Speed factor=20 ;[kt] Noise factor=0.5 ;[>=0] [Sonar] Detection time=10 ;[s] Sensitivity=0.01 ;(0..1) Waves factor=0.6 ;[>=0] Speed factor=15 ;[kt] Enemy surface factor=100 ;[m2] Lose time=30 ;[s]
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#4 |
Ocean Warrior
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Oh, and H.sie's instructions say to have the following done to one's sensor.cfg file which I have done. I have not tried adjusting the setting in the Hsie.ini file.
Maybe that's the slider you're thinking of. 19. Night Vision Fix (by Makman94, Rubini, h.sie) This fix addresses the so-called „Vampire Night Vision Bug“: In a clear but dark night, your Uboat watchcrew can see a ship in 15km distance, while an enemy warship watchcrew cannot see your Uboat in 300m distance (at least in GWX). This hardcode fix eliminates this problem. Not only the watchcrew has lowered visible range, also the player on his monitor, since the mod changes the rendering of the objects at night using a simple environmental hack: A fog-curtain is moved, depending on the sun position. At daylight, the fog curtain is not changed, but as soon as the sun hides behind the horizon, the fog-curtain is continuously moved closer to the Uboat. So the balance between the players eyes and the watchcrews eyes is widely kept. Per default, the fix reduces visibility at dark night about 50% (factor 0.5), but this factor can be adjusted in the hsie.ini file. Set the value e.g. to 0.75 in order to have a 25% reduction of visibility at night. Recommended Crew Sensor Settings in data/cfg/Sensors.cfg (tentative values): · Visual range factor = 0.5 · Visual fog factor = 1.02 (see below!) · Visual light factor = 0.8 The „best“ Visual fog factor depends on the chosen environment and your monitor settings and must be individually fine-adjusted between approx. 1.00 and 1.05. If your crew detects a ship at night, before you can see it through the binocular on your monitor, the Visual fog factor must be slightly enlarged and vice versa.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#5 | |
GWX Project Director
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[AI AA guns] Max error angle=5 ;[deg] Max fire range=3500 ;[m] Max fire wait=6 ;[s] to the following [AI AA guns] Max error angle=5 ;[deg] Max fire range=2500 ;[m] Max fire wait=6 ;[s] (aircraft fire machineguns/20mm wayyy too early in GWX.... the above corrects same) ************************************************** **** Below is the GWX default visual sensor section of the Sensors.cfg. ;Visual. Visual range factor=0.5 ;[>=0] Visual fog factor=1.1 ;[>=0] Visual light factor=5.0 ;[>=0] Visual waves factor=0.8 ;[>=0] Visual speed factor=0 ;[>=0] Visual aspect=0.9 ;[>=0] Visual enemy speed=0.2 ;[>=0] Visual noise factor=0 ;[>=0] Visual sensor height factor=0.4 ;[>=0] Visual already tracking modifier=600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard Visual decay time=200 ;[>0] already tracking bonus decay, in seconds Visual uses crew efficiency=true ;[true or false] I need to obtain more information before I can reply effectively. AS long as you are not using any AI_Sensors.dat produced by Makman94, within M.E.P or not, that claims to 'fix GWX visual sensors,' that much is good. I'm sorry John, my eyes are starting to cross and I'm afraid of losing track of enemy AI visual matters versus U-boat crew settings. I'm losing my place here. I will try to come at it again tomorrow. I swear that I'm really not trying to beat up on Makman. He isn't here to defend himself, but with all I've seen, I really cannot trust his sensor settings on any sort of clinical basis. Rubini was really good at finding neat stuff, but was often happy removing the shells from boiled eggs with a sledgehammer. Therefore, looking more closely at his works is indeed a worthwhile endeavor. Other findings earlier today. Towards the beginning of this thread, (I think, will double check and edit if necessary.) Someone is using the SC-7 single mission as a measure for night vision and I wanted to see things for myself. (Pun intended.) I ran just one test due to time constraints. Fully surfaced. 4kt approach speed, balancing my bow-on aspect angle in relationship to two Black Swans / middle front of convoy and one to my port. It was reported that they were being seen by the enemy forces while they were 8-9 km away. I got just within 3500 meters before I was seen. Clear night with calm weather and see. Other than staying pretty slow at 4kt, and minimizing my aspect angle as best i could in relation to those escorts. I mode NO effort to conceal my U-boat. I'm pretty sure that had I gone to decks awash, I might have gotten closer. Other notes: The moon reflection on the water in M.E.P v6 is indeed broken by the mod and is absent. At some point I think I am going to re-work the 20km horizon mod for GWX and will upload it whenever I get to it, if anyone is interested. There is something I find to be very sinister about the Black Swans. They are effective in game, and are my favorite ASW vessel in SH3. ![]() |
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#6 | |
Ocean Warrior
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Thanks for the aircraft fix. Never noticed as I always crash dive. I've used Makman's work in NYGM in the past (not currently; stock NYGM env. being used), but never in GWX as I've always liked GWX's env. as is. Regarding the SC7 mission, that was me to start this thread. But the problem was my crew was seeing the convoy at 16k, not the convoy seeing me to "early". But since it was PAST ONE A.M. when you posted, the mistake is understandable ![]() I completely understand your points about Makman's and Rubini's work. Unfortunate about the moon too. Yes too about the Black Swan's. I've always thought that name sounds like something that should be a character's name from the "Kill Bill" series.....
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#7 |
Ocean Warrior
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Possible another wrench in the works; I'm using the "Malfunctions and Sabotage" option of SH3 Commander.
The only AI file I could see it's "Randomizedevents.cfg" file affect, which controls this option, is the sensors.dat file. This .dat file has a visual node that I do not know the purpose of. But I bet you do ![]() Anyway fyi.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#8 |
Ocean Warrior
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All stages of wind; light, some, lots. No fog, stars showing.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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