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Old 12-30-23, 02:30 PM   #1
rik007
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Hi John,

That is exactly the solution. Seperate sensors in the AI_sensors.dat and then relate them to the sns files of the ships. Just awesome. Great results. It gives the game an extra dimension. Certainly at night.

In the setup I have you can do Kretschmer style attacks (when the situation is favorable) but escorts can still see you up to a few hunderd meters or less in dark or clear/cloudy nights. So they still will have your respect.

So yesterday I met a (too) well defended Gibralta convoy. I really held my breath when I passed the heading sloop within a distance of 800 meter...

Last edited by rik007; 12-30-23 at 02:59 PM.
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Old 12-30-23, 03:04 PM   #2
John Pancoast
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Quote:
Originally Posted by rik007 View Post
Hi John,

That is exactly the solution. Seperate sensors in the AI_sensors.dat and then relate them to the sns files of the ships. Just awesome. Great results. It gives the game an extra dimension. Certainly at night.

In the setup I have you can do Kretschmer style attacks (when the situation is favorable) but escorts can still see you up to a few hunderd meters or less in dark or clear/cloudy nights. So they still will have your respect.

So yesterday I met a (too) well defended Gibralta convoy. I really held my breath when I passed the heading sloop within a distance of 800 meter...

Nice! Yes, your work needs to be added to the megamods.
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Old 12-31-23, 07:16 AM   #3
kyle9154
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Im sorry but I had to stop using this mod, it's a good idea but until you can make it work for increased sensors for later part of war this mod only makes sense to use if your in 1939- early 1941. Having people go through your files to do manual edits to .CFG files etc changing sensors could have opposite effect and be detrimental to later stages of war. Need a mod that is balanced for whole war or have two seperate versions one for early war one for late with increased sensors. Or just have one that you only use during early war until radar but then again the problem is that this mod patches over the .exe so if you don't make a backup of that then your stuck using this mod for the whole war.

Another reason why I'm hesitant to use this is it clearly adds load time and mod weight because using this mod I can't start patrols at the most intense time of the war(Jan 43- Mar 43) using my merchant fleet mod, too much for the game to handle I guess. So until I or someone finds a way to get this to work with my popular MFM for onealex then I'm gonna have to pass.
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Old 12-31-23, 10:52 AM   #4
rik007
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Hi Kyle,

The visual part does not change during the war. With other words: the eyes didnot change during 1939 - 1945. The crew on the ships cannot see better in 1939 than in 1945. The mod does not change that.

The advantage the uboots have in the beginning of the war will disappear with the radar. That is already in Sh3.

So there is no need to change cfg files. Why should we need that?

I provided a config file with the moon mod to make it flexible for other modders. Regular users do not need to go there. They just enable the mods and start sh3.

As for the load time. It does not load anything except for a dll and the environment. So can you be more specific? I had no issues with starting of campaigns in 1942/43 with MFM and everything loaded. Of course it does some calculations which can be optimized as well if that is really an issue (i will check that).

What I see though is that in the environment mod the Lod factor and patches are too high . So there your feedback helps! They can be lowered. I will do that in the upcoming update. And that certainly will increase the number of FPS

You can try it yourself by changing patches (scaling -> patches) to 90 and lod factor to 15 in the scene.dat (and then env: That would be helpfull.

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Old 12-31-23, 11:09 AM   #5
kyle9154
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Okay i must have misunderstood you then, if the values are good as is and it doesn't affect other sensors then that's fine. I'll wait for you to optimize this mod with the Lod and patch values and then try the mod again with my MFM full version for onealex. Let us know when you re-upload the revised version and take all the time you need best to check every nook and cranny to improve performance on the mod.
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Old 12-31-23, 11:31 AM   #6
rik007
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Thank you Kyle!

These are my measurements:

Test 1: OneAlex: 250-270 FPS
Test 2: With moon mod + Environment: 200
Test 3: With moon mod + Environment + Patches=90 + Lod factor=15: 250-270 FPS

As you can see if we adjust the patches & lod factor the performance is as before. So you raised a good point!

Feedback helps!

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Old 12-31-23, 11:32 AM   #7
rik007
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Quote:
Originally Posted by kyle9154 View Post
.. Let us know when you re-upload the revised version and take all the time you need best to check every nook and cranny to improve performance on the mod.
YES!
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Old 01-06-24, 01:43 AM   #8
rik007
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Hello everybody!

Release candidate 1.18 just arrived please check post #1.
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