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Old 07-23-05, 11:31 PM   #136
jasonb885
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Quote:
Originally Posted by Manuel Ortega
No idea, but I think it was due to CPU performance. The extra visibility eats about 15 % of total fps.
Sigh.

With IC I'm already running at like 750MB of RAM just for SH3 to run. Fortunately with 1GB of RAM it's not been an issue yet. My load times are insanely long on my old setup though. And my Ti4200 may not be able to deal with the increased visibility.

Probably the same reason why convoys are so small in the stock game. On my system going over 64x compression when near a convoy with 40+ ships is nearly impossible. I'm stuck at 64x or slower. It was laggy even at 64x when I tested a convoy with 60+ ships.

In either case I eagerly await what you all turn up on this issue. I think it's as important as the single merchant reduction and convoy improvements. The 8km limit is simply a bust!

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Old 07-24-05, 03:54 PM   #137
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Heh.

I'm using the 10K range mod.

I just spotted a auxiliary cruiser at 29725m in light fog at night.

Anyone else having magic powers?

My WO spotted it, not me.

Sure enough it's correct. I can view it in F12 now, external view.

Weird.
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Old 07-24-05, 04:23 PM   #138
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I never had the WO spot that far, only to less than 10 km.

That file and data CCIP made for download, is that the values you are using? The MaxRange for visual was only increased to 20 km.

How are you seeing in light fog (which cuts vision) at almost just under 30km?

Are you sure not using Radar? Even the stock radar the Uboat gets is at best is 10 km FuMO391. So I guess no.

What value for Visual MaxRange are you using for Sensors.dat?

I see, 10 km. That is strange. Eat alot of carrots...
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Old 07-24-05, 04:25 PM   #139
Manuel Ortega
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I don't understand... can you view a ship (or smoke) at 30km with the Free Cam (F12) ??
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Old 07-24-05, 04:33 PM   #140
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wow manuel great work keep on tunning tue scene.dat

hope not to many mods will change the scene.dat because it will not be easy to choose after that ;-)
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Old 07-24-05, 04:52 PM   #141
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Quote:
Originally Posted by Manuel Ortega
I don't understand... can you view a ship (or smoke) at 30km with the Free Cam (F12) ??
I don't know that I can.

When the ship was spotted I confirmed by using , and . to look around at all spotted ships.
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Old 07-24-05, 04:54 PM   #142
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Quote:
Originally Posted by Jungman
I never had the WO spot that far, only to less than 10 km.

That file and data CCIP made for download, is that the values you are using? The MaxRange for visual was only increased to 20 km.
Yep, I'm using his download where ever it was in this thread. No other changes or modifications, besides RuB and IC.

Quote:
Originally Posted by Jungman
How are you seeing in light fog (which cuts vision) at almost just under 30km?
No idea. But I saw it with my own eyes. The WO reported a visual contact at 30,000m when asked about nearest visual sightings.

Quote:
Originally Posted by Jungman
Are you sure not using Radar? Even the stock radar the Uboat gets is at best is 10 km FuMO391. So I guess no.

What value for Visual MaxRange are you using for Sensors.dat?

I see, 10 km. That is strange. Eat alot of carrots...
No radar, it's March 1940.

I personally couldn't see it, but the AI could. That's the only reason I knew it was there and the only way I could pick it up with the ship cam on , and .
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Old 07-24-05, 04:57 PM   #143
Manuel Ortega
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Ok. I thought that you was talking about seeing a ship 30 km far away from your own uboat (F4). That's impossible, because the visual sight from is automatically cut at about 10 km. This limitation is what I'm working on.
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Old 07-24-05, 04:57 PM   #144
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30k? Are you kidding?

It must have something to do with the fog. Well... technically it's sort of impossible unless something in scene.dat was changed, because the max range even for the WO is only 20k for the Sensors file I posted
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Old 07-24-05, 05:51 PM   #145
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manuel , one thing i'm thinking about..

by changing the sky dome, will it change the aircrafts late apearance ? ( plane visible with googles but not without when a little far )
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Old 07-24-05, 05:52 PM   #146
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Quote:
Originally Posted by CCIP
30k? Are you kidding?

It must have something to do with the fog. Well... technically it's sort of impossible unless something in scene.dat was changed, because the max range even for the WO is only 20k for the Sensors file I posted
I'm dead serious. I thought it was a fluke. I'll mention it if I find it again, but I can't imagine seeing it ever again. Might be a stock game bug even.
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Old 07-24-05, 06:26 PM   #147
Manuel Ortega
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Quote:
Originally Posted by perdu
manuel , one thing i'm thinking about..

by changing the sky dome, will it change the aircrafts late apearance ? ( plane visible with googles but not without when a little far )
There are two domes: a blue sky dome and a smaller cloud dome (this one has the cloud textures). The cloud dome is not opaque, through the clouds we can see the bigger one. The sky dome is opaque and doesn't let objects behind it to be shown. If we could make that dome bigger, we could SEE any object inside, if it is big enough to be seen. We cannot see a plane at 20 km because it is too small.
Anyway this is still an experiment, and I supose that the next step will be put this in coordination with the AI sensor stuff.
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Old 07-24-05, 06:42 PM   #148
Manuel Ortega
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Hi again

I'm a little stuck with the sky dome. I know where is the value to change, but I don't know what kind of data is it. I know that it's a value called 'Environment', because the devs put this as a comment in the source code that handles the scene.dat:

Environment: Scale the object to make its bounding sphere to fit the camera max rendering distance (e.g. Sky sphere)

This is the hex part of that variable(s) in the scene.dat:



No understandable floats, no ordered ints,... Any idea?

Any tip from the devs? :hmm:
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Old 07-25-05, 03:20 AM   #149
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Manuel,

It looks like the Environment chunk on your screnie ends just after the second word "Environment". The rest of the selected-in-green block is the 3D model of the moon. It seems the Environment chunk contains only one value before identifier 24 which is zero. This probably means that the game gets this value somewhere else.
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Old 07-25-05, 08:59 AM   #150
Manuel Ortega
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....mmmmm.
Yes, I see it now.
According to your advances with 3d ships, what format have the 3d models in sh3? I can identify them as triplets of bytes (X, Y and Z coords).
Do they follow any starting header in the beginning of the 3d data?
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