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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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#2 |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 276
Uploads: 0
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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. |
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#3 | |
Pacific Aces Dev Team
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#4 | ||
Samurai Navy
![]() Join Date: Mar 2002
Posts: 580
Downloads: 0
Uploads: 0
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__________________
X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#6 |
Sailor man
![]() Join Date: Jul 2002
Location: Alicante - Spain
Posts: 48
Downloads: 0
Uploads: 0
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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. |
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#7 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
Uploads: 0
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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? |
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#8 |
Watch
![]() Join Date: Apr 2005
Location: South Florida
Posts: 26
Downloads: 0
Uploads: 0
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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" |
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#9 |
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
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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. |
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#10 |
Grey Wolf
![]() Join Date: Jun 2004
Location: The Colourful Seville - Spain
Posts: 971
Downloads: 18
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Manuel is doing a great job. Luckily, he started it after we knew about this X1 thingie, hehehe
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#11 |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
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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)? |
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#12 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
Uploads: 0
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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. ![]() |
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#13 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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I have run some test missions and this is outstanding, changes the whole feel of the sim. BZ Leigh OSC USN Ret |
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#14 |
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
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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!
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__________________
"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. |
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#15 |
Navy Seal
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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... |
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