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Old 11-18-11, 02:10 PM   #1
h.sie
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@makman: I've found the code dealing with crew sensors. Different from my first statements, crew sensors do not use the same code as ememy sensors - they use completely different code! Not understood until now how it works.

If still desired, I'll try to add an ability to manually scale up/down the detection probability during gameplay. And I could also try to bypass the influence of random-numbers on detection in order to make influences more visible.

Don't know what is possible. Not very optimistic.
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Old 11-18-11, 02:21 PM   #2
makman94
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Quote:
Originally Posted by h.sie View Post
@makman: I've found the code dealing with crew sensors. Different from my first statements, crew sensors do not use the same code as ememy sensors - they use completely different code! Not understood until now how it works.

If still desired, I'll try to add an ability to manually scale up/down the detection probability during gameplay. And I could also try to bypass the influence of random-numbers on detection in order to make influences more visible.

Don't know what is possible. Not very optimistic.
yes H.Sie , i understand that it must be a 'hard' one but i just wish you the best of luck on this . i can't help ,although i really would like to could,on executables so i only wish the best of luck to you and Reaper (i really trust this guy,he is very dedicated and very serious on his work !!) .

about the probability of detection : i don't think that is needed a tool for 'scaling' this up or down . i really would like a tool that TOTALLY ELIMINATE the randomness (if possible of course). yes , this tool would help a lot during the development of mod and ,at the end, if the mod is complete we can enable back again this randomness(altered by us as it would be located) at values
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Old 11-18-11, 02:41 PM   #3
reaper7
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Quote:
Originally Posted by h.sie View Post
@makman: I've found the code dealing with crew sensors. Different from my first statements, crew sensors do not use the same code as ememy sensors - they use completely different code! Not understood until now how it works.

If still desired, I'll try to add an ability to manually scale up/down the detection probability during gameplay. And I could also try to bypass the influence of random-numbers on detection in order to make influences more visible.

Don't know what is possible. Not very optimistic.
That's great news. Hope you have luck getting this working via Hardcode.
I could possibly do an external script that will alter the distance detected influenced by the time of day if its not possible to hardcode it.
I would need to find the line of code that stores the variables for detection range. Haven't tried it yet - will wait to see how you get on (Hardcoded would be a better solution)

Again great work H.sie
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Old 11-18-11, 04:03 PM   #4
LGN1
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Hi,

I don't know whether it's of interest, but here is an old post from OLC about visual sensors, light factors,...

http://www.subsim.com/radioroom/show...postcount=1091

Cheers, LGN1

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Old 11-18-11, 05:14 PM   #5
makman94
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Quote:
Originally Posted by LGN1 View Post
Hi,

I don't know whether it's of interest, but here is an old post from OLC about visual sensors, light factors,...

http://www.subsim.com/radioroom/show...postcount=1091

Cheers, LGN1

I have FANTASTIC news guys !!!

@LGN1,this post of OLC was a real treasure ! the post of OLC 'showed' me that i hadn't setted to 0-0-0 the third (and seems more critical of all) environment 'light' !

so , i setted also the sunlightcolor to 0-0-0 and the results of 10 runs of my previous message's mission are :

1. TARGET NOT SPOTED AT ALL !
2. TARGET NOT SPOTED AT ALL !
3. TARGET NOT SPOTED AT ALL !
4. TARGET NOT SPOTED AT ALL !
5. TARGET NOT SPOTED AT ALL !
6. TARGET NOT SPOTED AT ALL !
7. TARGET NOT SPOTED AT ALL !
8. TARGET NOT SPOTED AT ALL !
9. TARGET NOT SPOTED AT ALL !
10. TARGET NOT SPOTED AT ALL !

OLC gave also another great tip ! that the reflectlightcolor is NOT effecting the visuals ,so i setted sunlightcolor and ambientlightcolor to 0-0-0 BUT i maxed a lot (not till higher max) the reflectlightcolor !
the results of 10 runs of same mission are :

1. TARGET NOT SPOTED AT ALL !
2. TARGET NOT SPOTED AT ALL !
3. TARGET NOT SPOTED AT ALL !
4. TARGET NOT SPOTED AT ALL !
5. TARGET NOT SPOTED AT ALL !
6. TARGET NOT SPOTED AT ALL !
7. TARGET NOT SPOTED AT ALL !
8. TARGET NOT SPOTED AT ALL !
9. TARGET NOT SPOTED AT ALL !
10. TARGET NOT SPOTED AT ALL !
(see the pics of these settings....my crew hasn't spot the target ! neither ,of course my own boat is spotted---don't pay attention at colors ...are just for testing purposes)


what does all these means ???
that he have a SOLUTION for the vampire effect ! a very CAREFULL selection of colors (intensity and RGB) at sunlightcolor and ambientlightcolor during night will give us the desired detect ranges for own crew ! and then we can SAFELY enlight the ships-sub as much we want via the ReflectLightColor and make them to come in harmony with the environment !!.of course ,this is something that must be done to each ones envcolors.dat

@H.Sie, i think that this is a perfect solution to vampire effect ! need ,of course , to create the envcolors.dat to see it 'working' in game but i am very optimistic that it will 'work' for sure !!
in this case,if you manage to create this tool that will eliminate the random probabilities at detect ranges we will be able to set these colors giving us the desired detect ranges !
i really believe that we are very close to fix it without the need of the 'hardcode' way!

=======
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Last edited by makman94; 11-20-11 at 12:22 PM.
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Old 11-18-11, 05:51 PM   #6
h.sie
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@Makman: I would not be that optimistic.

In 2008, I followed the development of OLC environment. OLC spent months to fine-adjust the light intensities of his environment in order to have realistic enemy sensor behaviour at daylight and at night (surface attacks possible). The light intensities are the heart of his work.

If you now adjust these light intensities to match your requirements for crew sensors, the enemy sensor adjustment could get worse.

I fear it won't be possible to adjust the env color / intensity to have both: well-adjusted enemy AND crew sensors at daylight and at night.

But hopefully I'm wrong. Good luck !
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Old 11-18-11, 06:31 PM   #7
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Hi H.sie do you know the location of the variable that is used for the 'Enemy Spotted' call i.e. the Range to nearest contact that has the random variance adjusted.

I've been able to find the Actual Distance to nearest contact 'From the Sh3sim.act' but its giving a random memory location each time so I can't read/write to it using my method.
Sh3sim.act+16E26 - Code :mov [edi+000000A0],edx
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