SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-02-05, 04:25 PM   #1
CCIP
Navy Seal
 
Join Date: Apr 2005
Location: Waterloo, Canada
Posts: 8,700
Downloads: 29
Uploads: 2


Default

Sure thing, Beery:



(this is the huge Happy Times convoy, except the last screenshot - thus the lower FPS).
__________________

There are only forty people in the world and five of them are hamburgers.
-Don Van Vliet
(aka Captain Beefheart)
CCIP is offline   Reply With Quote
Old 08-02-05, 04:35 PM   #2
Gammel
Commodore
 
Join Date: Apr 2005
Posts: 641
Downloads: 276
Uploads: 0
Default

Ok, thats enough, im a patient person but...

If you don´t release it now i´ll torture my birds.
Try to mention those little innocent creatures...
You have 5 minutes.
Gammel is offline   Reply With Quote
Old 08-02-05, 04:41 PM   #3
sergbuto
Pacific Aces Dev Team
 
Join Date: Sep 2002
Location: Sweden
Posts: 1,331
Downloads: 15
Uploads: 0


Default

Quote:
Originally Posted by Jungman
Testing more last night, I noticed [i]my crew was spotting at 17 km at night!
With the current beta version of Manuel's mod and the stock game my crew can detect ships only within 8000 m even during day time and at good weather.
__________________
Serg's SH4 and SH3 pages
sergbuto is offline   Reply With Quote
Old 08-02-05, 05:06 PM   #4
jasonb885
Samurai Navy
 
Join Date: Mar 2002
Posts: 580
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by Jungman
Testing more last night, I noticed [i]my crew was spotting at 17 km at night!
With the current beta version of Manuel's mod and the stock game my crew can detect ships only within 8000 m even during day time and at good weather.
Are you saying the mod has no effect on your system?
__________________
X1 = Thieves

Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh?

Improved Convoys mod!
jasonb885 is offline   Reply With Quote
Old 08-02-05, 05:24 PM   #5
sergbuto
Pacific Aces Dev Team
 
Join Date: Sep 2002
Location: Sweden
Posts: 1,331
Downloads: 15
Uploads: 0


Default

I am saying that I can see ships at ~18000m but not my crew till the ships are at about 8000m.
__________________
Serg's SH4 and SH3 pages
sergbuto is offline   Reply With Quote
Old 08-02-05, 05:32 PM   #6
Manuel Ortega
Sailor man
 
Join Date: Jul 2002
Location: Alicante - Spain
Posts: 48
Downloads: 0
Uploads: 0
Default

Here is last version:
http://www.mp-labs.com/sh3mods/visibility_mod_v091.zip
I will make it a little more 'public' once the problems are gone.

I must say that I'm able to see far ships (~17000 m) and my crew too, at least on surface. At periscope depth, it takes a little time to my crew to see a so far ship.
Manuel Ortega is offline   Reply With Quote
Old 08-02-05, 05:44 PM   #7
Jungman
Samurai Navy
 
Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
Uploads: 0
Default

Serbuto, make sure your Sensors.dat file has your Visual MaxRange set to 17.5 km and PreciseRange set to 17.0 km.

That is the changes made in Manuel's Visibility mod. You must increase your visual distance beyond 8 km in that file.

--------------------
Spotting at night by crew is same as daytime. It would seem these setting in Sensors.CFG has no effect in game which affects your crew. Here is changes made by the beta mod. I tried alot of combos, it is as if the game ignores these values. As for the enemy AI Sim.CFG the modifiers seem to work.

[SensorParameters]
; Sensors Detection Parameters

;Visual.
Visual range factor=0.5 ;[>=0] 0.5
Visual fog factor=0.85 ;[>=0] 1
Visual light factor=1.5 ;[>=0] 0.8
Visual waves factor=0.8 ;[>=0]
Visual speed factor=0 ;[>=0]
Visual aspect=0.9 ;[>=0]
Visual enemy speed=0.2 ;[>=0]
Visual noise factor=0 ;[>=0]
Visual sensor height factor=0.5 ;[>=0]
Visual already tracking modifier=600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard
Visual decay time=200 ;[>0] already tracking bonus decay, in seconds
Visual uses crew efficiency=false ;[true or false]

;Radar.
Radar range factor=1 ;[>=0]
Radar fog factor=0 ;[>=0]
Radar light factor=0 ;[>=0]
Radar waves factor=0 ;[>=0]
Radar speed factor=0 ;[>=0]
Radar aspect=1 ;[>=0]
Radar enemy speed=0 ;[>=0]
Radar noise factor=0 ;[>=0]
Radar sensor height factor=0 ;[>=0]
Radar already tracking modifier=10 ;[detection probability modifier]
Radar decay time=150 ;[>0] already tracking bonus decay, in seconds
Radar uses crew efficiency=false ;[true or false]

Now what difference does checking under Realism setting does 'realistic sensors' do? It was to reduce effeciency and detection by your sub, I suspect via enabling this check box file to use the modifers given in Sensors.CFG. I do not see any difference. I think it is broken somewhere.

This problem has always been around, just at 8 km it is not so noticeable, at plus 17 km it is more pronounced. The watch crew visual range and quick spotting is the same at night and daytime?

Quick detection also occurs no matter if the ship is close, or far away. Only the default fog works since that is tied directly to the game 3D model. Are these modifers even being applied?
Jungman is offline   Reply With Quote
Old 08-02-05, 06:17 PM   #8
v!por
Watch
 
Join Date: Apr 2005
Location: South Florida
Posts: 26
Downloads: 0
Uploads: 0
Default Report AC detection while snorkel and scopes ai

Jungman and gents:

I modded to allow XXI for May of 43 :<) i am interested in "What ifs" more than historical repeat...

I am getting great results with these mods previously mentioned.
XXI boat at 14 or 15 meters depending on sea state... speed at 5 or 6 knots... both scopes up and on AI... I am North of Great Britain...

crew is visually spotting ac at about 2 km. This includes small ac like Spits, biplane and what looks like dauntless divebombers.... AND :<) many times these planes do not see the snorkel ... and I dive down to 50 meters for safety for a while....

Gents.. thank you ... thank you :<) Oh ya... convoy routes NW of GB ...... two convoys not to far apart.... "with XXI .. happy times"
v!por is offline   Reply With Quote
Old 08-02-05, 07:40 PM   #9
Beery
Admiral
 
Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
Default

Looks good to me. What about with fog - how does that look?
__________________
"More mysterious. Yeah.
I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
- Missen.
Beery is offline   Reply With Quote
Old 08-02-05, 10:00 PM   #10
martes86
Grey Wolf
 
Join Date: Jun 2004
Location: The Colourful Seville - Spain
Posts: 971
Downloads: 18
Uploads: 0
Default

Manuel is doing a great job. Luckily, he started it after we knew about this X1 thingie, hehehe
martes86 is offline   Reply With Quote
Old 08-02-05, 10:21 PM   #11
Observer
Commander
 
Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
Default

Jungman,

What is the relationship between the visual MaxRange and PreciseRange? I'm not sure how the AI works, but the PreciseRange seems to be the distance setting to show map contacts and remove the imprecise lines. Have you tried setting the visual PreciseRange to something less, like the original 8 km and see the effect on RWR (adjusted out past the visual PreciseRange of course)?
Observer is offline   Reply With Quote
Old 08-02-05, 10:38 PM   #12
Jungman
Samurai Navy
 
Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
Uploads: 0
Default

No, I have not tried that. It does sound interesting. :hmm: I'll give it a go.

Lately, I was trying to understand why the game seems to ignore the modifiers in Sensors.cfg. Relating to seeing long range at night as well as in the day.
Jungman is offline   Reply With Quote
Old 08-02-05, 11:43 PM   #13
lurker_hlb3
Admiral
 
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
Default

Quote:
Originally Posted by Manuel Ortega
Here is last version:
http://www.mp-labs.com/sh3mods/visibility_mod_v091.zip
I will make it a little more 'public' once the problems are gone.

I must say that I'm able to see far ships (~17000 m) and my crew too, at least on surface. At periscope depth, it takes a little time to my crew to see a so far ship.

I have run some test missions and this is outstanding, changes the whole feel of the sim.

BZ

Leigh

OSC USN Ret
lurker_hlb3 is offline   Reply With Quote
Old 08-03-05, 12:17 AM   #14
Beery
Admiral
 
Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
Default

Manuel, when you get this working to your satisfaction I'd love to plug this into the RUb mod if you're willing to give us your permission. It seems you're on the right track, and that the visibility issues are going to get solved very soon, just as you solved similar underwater problems. Thanks for all the work you're putting into this!
__________________
"More mysterious. Yeah.
I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
- Missen.
Beery is offline   Reply With Quote
Old 08-03-05, 12:39 AM   #15
CCIP
Navy Seal
 
Join Date: Apr 2005
Location: Waterloo, Canada
Posts: 8,700
Downloads: 29
Uploads: 2


Default

Just wondering - do the SkyColors files contain relevant settings for this mod? I've tried using RUb colors and haven't had any problems, but that may be because I haven't tried it with any fog/clouds yet.

If not, again, I hope this can be made compatible with RUb's darker reflections; I would do it myself but I'm not familiar with the SkyColors files at all...
__________________

There are only forty people in the world and five of them are hamburgers.
-Don Van Vliet
(aka Captain Beefheart)
CCIP is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:34 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.