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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
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this is so disapointing. i pre ordered SH4 which is somethin i swore i would never do again after SH2 thinkin/hopin that most of the annoyin things from SH3 would be improved but now this! if modder could make the realistic visibility possible why cant devs. smoke should be visible on a good day at 20000 meters, yep thats 20 miles not 8
what else r we gonna have left over from SH3 then, same sound, same crap AI etc hopefully someone who has the game can allay my fears |
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#17 | |
Sonar Guy
![]() Join Date: Feb 2005
Posts: 377
Downloads: 20
Uploads: 0
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8000 Meters is about 5 (4.970969538 exact) |
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#18 | ||
Lucky Jack
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#19 |
The Old Man
![]() Join Date: Nov 2005
Posts: 1,376
Downloads: 6
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LOOK RELAX EVERYONE,
1. NOT ALOT OF TIME TO INCORPORATE EVERYTHING 2. THEY WILL RELEASE PATCHES AND UPDATES FOR FSAA AND VISIBILITY(if not then GWX 2 will do that ![]() 3. sooner or later these issues willbe fixed DEFINETLY FSAA, if nobodys gonna fix it i will take te time to learn wutever language they used and fix it. ![]() |
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#20 | |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
Posts: 3,512
Downloads: 25
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#21 |
Commander
![]() Join Date: Jun 2006
Posts: 476
Downloads: 21
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AI is good. Destroyers will track the torpedo wake back to the sub...so dive dive dive after you have fired. Fortunately, the japanese poor ASW is your friend
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#22 | ||
Ace of the Deep
![]() Join Date: Jul 2006
Location: Cologne, Germany
Posts: 1,227
Downloads: 8
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#23 |
Undetectable
![]() Join Date: Sep 1999
Location: Colorado
Posts: 1,221
Downloads: 132
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Perhaps the view distance limitation has to do with balancing multiplay??
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#24 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
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sorry excuse my maths so how many metres in a mile then i thought it was 1000?
ive read a book called iron coffins written by a uboat commander who said that smoke stacks could be spotted up to 20 miles out on a good day. i mean really, how hard can it be to implement and the argument about affectin game performance doesnt cut it. id be happy to just to see black lines to simulate smoke at that distance or even just a darker patch of sky to simulate it. we wont know for sure until more people have the game for sure i guess. i really hope this 8km range isnt so |
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#25 | |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Cologne, Germany
Posts: 1,227
Downloads: 8
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#26 | |
Grey Wolf
![]() Join Date: Apr 2005
Posts: 798
Downloads: 3
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No, just a BS limitation inherited from original SH3. It was modable tho, but at performance cost. Im really thinking about cancelling my pre-order right now. Seems the game is shipping in poor shape.
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"The power of the executive to cast a man into prison without formulating any charge known to the law, and particularly to deny him the judgment of his peers, is in the highest degree odious, and the foundation of all totalitarian government whether Nazi or Communist." - W. Churchill |
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#27 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,033
Downloads: 69
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1 mi = 1.61 km = 1,610 m 1 nm = 1.852 km = 1,852 m = 1.15 mi |
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#28 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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The visibility fix for SHIII works for SHIV.
Unlike SHIII doubling the visibility from 8000 to 16,000 metres does not bring with it a large performance hit. In fact it is almost non existent. On medium quality with the SHIV 8000 metre world I get at 1024 x 768 (windowed) 27 frames per second, with the 16,000 metre world I get 25 frames per second! When I put the horizon out to 24,000 metres my frame rate hit was 20%, i.e. from 25 to 20 frames with the medium graphic settings as per the options menu. My computer is a P4 2.6, 1Gb memory with a ATI 9800 Pro 256Mb video card running 2 x 21” monitors. So it is far from flash or even meeting recommended requirements. The formula for visual distance to the horizon based on the height of eye is: Distance (nm) = 1.14 x sqrt(height of eye in feet) This formula can be found here with an accompanying table of visual distances based on height of eye: http://www.eagleoiltankers.co.uk/def...seahorizon.htm In the real world, based on clear day under normal conditions, a person standing on the conning tower deck at an assumed height of 30 feet would have the horizon appear at a distance of 11,000 metres or 6.3 nautical miles. At a distance fractionally less than the horizon, we can expect to see all the ship down to the water line. Just it will be really really tiny… For a ship which is over the horizon, say the Large Modern Composite Freighter with a mast height of 100 feet, we could theoretically expect to see the top of the masts when the ship is 24,000 metres (13.1 nautical miles) away. Of course realistically this would probably be closer to 20,000 metres (10.7 nautical miles). For 16K change the ZMax value from 1000 to 2000 For 24K change the ZMax value from 1000 to 3000 Note that this is just a player visual tweak and does not make the AI see any further than it currently does. For the AI it will require the sensors.dat and the ai_sensors.dat along with the releveant cfg files to be adjusted. Credit for the SHIII 16k world in alphabetical order is Kpt. Lehmann, Manuel Ortega, Marhkimov, Redwine, Rulle34, Seeadler and others I may have forgotten. |
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#29 |
Torpedoman
![]() Join Date: Feb 2004
Location: Here, sometimes there
Posts: 113
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I was finding contacts discovered in the permafog at about 7.5, whether thats miles or KM I don't know.
The perma fog was a real dissapointment...
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It all started with a goat, a golf club and a pack of Marlboro Red's... |
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#30 | |
Born to Run Silent
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