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Old 11-06-11, 01:10 PM   #1
makman94
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Quote:
Originally Posted by reaper7 View Post
Wow Steibler that is amazing. I would definitely be Interested in this for U-Boot_HAHD.
This would suit perfectly the TypeII as they are perfect boats for in the shallow's which we are basing our first Release on.
I'll get Makman94 to talk to on this matter as hes currently looking into sensors for our Mod.


EDIT: Hi Mate sent you a PM on this Would be happy to test
i will fully gladly help Stiebler (if he want or need any help-tests) as much i can in sensors part becuase i believe that correct working sensors is the number one in list for having a 'realistic' gameplay (as far we can achieve )

@Stiebler : Excellent idea the asdic in shallow waters !!! as long as you are in this part in .exe ...please have a look at the 'vampire nights' issue (own crew has very large visual ranges during nights .tweaks at light factors at sim.cfg and sensors.cfg doesn't 'help' much to 'beat' this). so , i believe that a selective sensors project (meaning the game 'reads' other visuals during afternoon and other during deep night ) will solve the issue and will be an 'evolution' at final gameplay. if you have the will ...just have a look at it,i believe that it worths the effort !

bye
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Old 11-06-11, 02:08 PM   #2
Rubini
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Quote:
Originally Posted by makman94 View Post
i will fully gladly help Stiebler (if he want or need any help-tests) as much i can in sensors part becuase i believe that correct working sensors is the number one in list for having a 'realistic' gameplay (as far we can achieve )

@Stiebler : Excellent idea the asdic in shallow waters !!! as long as you are in this part in .exe ...please have a look at the 'vampire nights' issue (own crew has very large visual ranges during nights .tweaks at light factors at sim.cfg and sensors.cfg doesn't 'help' much to 'beat' this). so , i believe that a selective sensors project (meaning the game 'reads' other visuals during afternoon and other during deep night ) will solve the issue and will be an 'evolution' at final gameplay. if you have the will ...just have a look at it,i believe that it worths the effort !

bye
I seconded that. Fully agrre with makman94. A tweek/fix on visual sensors is a must have, a real necessity for sh3. We already have gone so far in mods but that vampire nigth view is yet a total immersion killer and irrealistic.

Now, coming back to the main issue here, great work Stiebler! Looking forward to this new mod. PM me if you yet need beta testers.
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Old 11-06-11, 02:16 PM   #3
LGN1
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Thanks a lot for the reply, Stiebler!

If one has to touch the AI_sensor.dat anyway, one could enter values for maxheight that would allow an identification

Anyway, while thinking about it, I remembered that for some sensors the value from the sim.cfg file is used if the value is 0. For sonar this is 100 m^2 in GWX. However, the other sonar parameters differ from NYGM, so it's important for those not using your mod with NYGM to (maybe) adjust the value.

Regards, LGN1
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Old 11-06-11, 02:23 PM   #4
reaper7
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This is going to be another great addition to Sh3

Were sensor ranges effected by weather in real life, if so maybe its possible to do similar to h.sie WIP Torpedo duds fix by applying decreasing range by waveheight
And also as mentioned above with the Vampire Vision of players U-Boat (Sensors.dat) and the AI Visuals (AI_Sensors.dat) could these be decreased as light levels dropped.
So there would be different values applied to Visual sensor for Dawn, Day, Dusk, Night and possibly Fogy conditions.

Any changes required to files for your Mod to work, will be Included with the U-Boot_HAD Mod to maintain compatibility with your work
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