![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
|
![]()
Nevermind. For my own satisfaction I just ran a quick test (on a single mission - no time for a campaign test at this moment) using a VIIB. Then I ran the same test again using an IXB. In both tests I was spotted at the exact same time/distance (1400m, but the night was not fully dark). This was a slight surprise cos I was expecting the IXB to be spotted slightly sooner... maybe luck was a factor there...
Anyway I wanted to point out that IRL, surfaced U-boats frequently came within 1000 yards of the ships they were attacking - without being spotted. I wouldn't go as far as to claim that night-time spotting in GWX+OLCE2 is "realistic" but I'd say it's not too far off. Moving on, to answer your question... There are two environmental light nodes which affect visual sensors. They are called sun light and ambient light. There's also a third environmental light source called sun reflect but it has no effect on sensors in SH3 (and anyway that one is zero at all times in OLCE2, for other reasons). In scene.dat each of these light sources has an intensity (in the range 0..1) and in env_colors.dat each has an RGB colour (0..255,0..255,0..255) for each time of day (0..6, with 0 being noon and 6 being night... or it might be 5, I can't remember exactly). Lets say that Si = sun light intensity Sr = sun light colour red channel Sg = sun light colour green channel Sb = sun light colour blue channel Ai = ambient light intensity Ar = ambient colour red channel Ag = ambient colour green channel Ab = ambient colour blue channel As far as the visual sensors are concerned, the "colour" (brightness) of a ship or sub is red = MIN(255, Ai.Ar+Si.Sr) green = MIN(255, Ai.Ag+Si.Sg) blue = MIN(255, Ai.Ab+Si.Sb) This is assuming that sunlight multiplication (in envcolor.dat) is 1. Higher values of sunlight multiplication may or may not affect sensors - I never tested it because in OLCE2 the multiplication is always 1 except at noon, when the brightness of all objects is anyway already maxed out at 255,255,255. An object is most visible when it's brightness is 255,255,255 and least visible when it is 0,0,0. So if you want to change the night brightness levels, that's one way to do it. Another way to alter spotting distances is to start messing around in sensors.cfg and sensors.dat, but the former proved too complex for me so my advice is to steer well clear of it (given that you asked for a "quick" fix) so as to avoid accidentally breaking things. HTH OLC
__________________
Freedom of speech - priceless. For everything else there's Mastercard. |
![]() |
![]() |
![]() |
#2 |
Admiral
![]() |
![]()
hello OLC,
thank you very much for your detailed answer and I am sorry to tell you, that I will not need it, because now i am fully satisfied with OLCE2. in the morning I made a test mission (only 1 destroyer and me) in which the destroyer never attacked me, even if the distance was smaller than 200m. they seem to sleep and I thought, OLCE2 was the reason for that. now i found the true reason: in my test mission I created a CONVOY by adding two merchants, with the destroyer as the group leader. now i saw a totally different behavior! the destroyer saw and attacked me. perhaps, a single destroyer without convoy is programmed to be passive or sleeping?? i ran the mission several times under exactly the same conditions with GWX16km and OLCE2 in order to see, if there is a significant difference. and i wrote down: a) my distance from the destroyer, when the visibility indicator turned red for the first time and b) the distance, when the destroyer began to attack me here the results (average values from 10 test runs): GWX16km: a) = 2600m and b) = 1900m OLCE2: a) = 1400m and b) = 800m (1940 / midnight / calm sea / several weather conditions = medium) that is exactly what I wanted to see. and old pedant is fully satisfied now and is finally ready to play after months of testing mods and making minor mods by himself......i am tired now and instead of editing the scene.dat, i will start my first career....... one last word: I put my test mission into the naval academy folder, because from there loading times are much shorter than with normal missions. so intensive testing is no problem.....perhaps you didn't know that? have a good evening..... h.sie |
![]() |
![]() |
![]() |
#3 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
|
![]() Quote:
![]() Have fun ![]()
__________________
Freedom of speech - priceless. For everything else there's Mastercard. |
|
![]() |
![]() |
![]() |
#4 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
|
![]()
OLC, maybe you should mention how to install the updated compass.tga in the OLC Gui thread too.
|
![]() |
![]() |
![]() |
#5 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
|
![]() Quote:
__________________
Freedom of speech - priceless. For everything else there's Mastercard. |
|
![]() |
![]() |
![]() |
#6 |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
Uploads: 4
|
![]()
Hallo OLC.
First of all thanks for the update. ![]() The water looks a lot better now, more natural. I think the little tweak you had already added combined with this update have improved its view considerably. I think it has a more natural flow. ![]() Well, i hope i am not exaggerating. Anyway, this is what i see. Now, i don't quite see why you say the geometric squares are greatly reduced. I hope we're talking for the same thing of course. Check the following pics. The second one was taken from a mission i loaded. http://img221.imageshack.us/my.php?i...1426218oc5.png http://img218.imageshack.us/my.php?i...4415781qr8.png So, assuming we're talking of the same thing why do you say that? I believe ships are still moving in a path of squares which appear too often. Am i missing something? I am sorry i can't make a more detailed description. Cheers, tomfon |
![]() |
![]() |
![]() |
#7 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
|
![]() Quote:
By 'geometric squares' I meant this: ![]() It's a stock SH3 problem which cannot be completely eliminated, but it can be made to look better/worse depending on environment settings. My recent tweak helps make it much less noticable at lower windspeeds. In high windspeed / clear sky weather it is still quite noticable - I'm looking into it to see what I can reduce it further without losing image quality elsewhere.
__________________
Freedom of speech - priceless. For everything else there's Mastercard. |
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|