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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#256 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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I got some progress in the night visibility problem, spotting at super long range. Just for the fun of it, I set the Light Intensity modifier in sensors.cfg under visual from default 0.8, the Mod has it at 1.5, I set for 100. The watch crew really do not spot well at night now, random from about 10 km, maybe to 14 km.
If you are already tracking the ship via sonar or anything else, it will have an already tracking bonus and be spotted anyway to max range. So no surprises in heavy fog I hope. During the daytime hours they spot at maximum of 17.5 km fairly well, just not quite as fast as your normally use too. Dawn and dusk can be problematic. Sometimes spot Maximum and sometimes only about 10 km. Did you notice with a partial cloudy sky at night, the clouds are white, and they go all the way to the ocean horizon? ![]() |
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#257 | |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
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#258 |
Medic
![]() Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
Downloads: 0
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About Visibility Mod v091:
What I like: a. Scene.dat... even though FPS is 25 fps or less in Free Cam... the skydome is much, much bigger... the Ocean area at high altitude is much better looking.. no clipping on horizon... ship smoke is very visible at long ranges.... just like real life b. Sensors.dat... good values for Periscope and Visual... however, I edited Visual MaxRange to 18Km and Visual PreciseRange to 10Km (so I can use the Uzo to shoot T1's long range)... I also edited Periscope MaxRange to 8Km and Periscope PreciseRange to 7.5Km (again, so I can shoot T1's long range)... What I didn't care for too much: c. SkyColors_xxx.dat... made the underwater visibility too foggy for my tastes... it is realistic fogginess, but I want a clearer underwater landscape for those Hollywood views... d. Cameras.dat... unfortunately, this does not have the unlocked FreeCam properties of CCIP's mod.. so, it had to go... e. Sensors.cfg... during an air attack, my WO absolutely 'refused' to see a single Hurricane flying around the Boat at 2500 m.. so it got a free bomb run without any flak to bother it.. unacceptable.. I think that 'CrewEfficiency=false' had something to do with that, so Sensors.cfg had to go... That's it for right now.. deploying for more missions to check out Sonar, Radar, Radar Detect, etc... Cordialement, Duke of Earl
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U-627.... das \'Wabo-Magnet\' |
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#259 | |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
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Line adress--- Mod value--- Original value. 3c0: 00 00 c8 c2 --->00 00 80 c0 (-100 to -4.5) 3d0: 00 00 40 41 --->00 00 90 41 (12 to 18) 19e0: 00 00 20 41 --->00 00 70 42 LightningMinDistance (10 modded to new 60 average; 120 default) Or upload my variation from here soon after one last test. I think I got a fair solution for spotting problem. A combination of things. Coming Soon! Have any notice that the 'Partly Cloudy' clouds at night go all the way to the horizon? They normaly have a black band around the perimeter. The Overcast clouds do. I wonder what that is all about? Plus they are 'white' at night the 'Partly Cloudy' sky?? Is like an old black and white picture of the sky with no color, the clouds are lit up pure white as day time, is that normal? UPDATE: ![]() ![]() Clear_Underwater Variation http://rapidshare.de/files/3657479/C...scene.rar.html This one is correct. Please redownload if you need to. I wil have to wait on my original size bigger moon until I can get one made to add to this little Modlet. |
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#260 |
Sailor man
![]() Join Date: Jul 2002
Location: Alicante - Spain
Posts: 48
Downloads: 0
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SunRadius and MoonRadius is not how big those objects are. It's the distance from the camera at wich moon or sun are placed.
They MUST be between cloud sphere and sky sphere. Otherwise, moon and sun won't be occluded by clouds, and what is more, transparencies won't work correctly, showing those objects as square polygons. If you want to change the radius of the sun or moon, you must modify the 3d object directly. |
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#261 | |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
Downloads: 0
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![]() Thanks for the information, Manuel. I need to update that little variation for clear underwater fog. It does not make the moon bigger? It looks smaller, changing the 'radius' seems to make it bigger. I guess if it is further away, it looks smaller. I seen how Aliantd made a small version of the moon, maybe I can back engineer that technique to get the moon size back to the game's original size. ![]() I will update that file then people can reload it without the moon change (until I get a new one). Manuel, what tool did you use to change the size of the 3D model data in the scene.dat file and Sky? It looks all compressed to me. |
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#262 | ||
Medic
![]() Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
Downloads: 0
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Cordialement, Duke of Earl
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U-627.... das \'Wabo-Magnet\' |
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#263 |
Torpedoman
![]() Join Date: Apr 2005
Location: Chicago Expatriate
Posts: 116
Downloads: 6
Uploads: 0
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Any update on the status of this mod? When can we expect to see a final version?
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#264 |
Grey Wolf
![]() Join Date: Apr 2005
Posts: 798
Downloads: 3
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Read the damn thread! Status is that it is being tested. They aren't exactly making schedules for this kind of stuff.
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#265 |
A-ganger
![]() Join Date: May 2004
Posts: 79
Downloads: 5
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i guess hight of the freecam have to bee limited...
if we go to far above the sea, , the same message as when we left the subinterrior appears(in freecam view but whe cannot return in the drawing area. |
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#266 |
Watch
![]() Join Date: Jan 2001
Posts: 16
Downloads: 0
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Well now, it's good to see you geniuses are still at work on this. I wish I had the time to test for you. My boss has changed my plans.
![]() Sincerely, Mike Meinecke |
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#267 | |
Torpedoman
![]() Join Date: Apr 2005
Location: Chicago Expatriate
Posts: 116
Downloads: 6
Uploads: 0
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Oh, I've read the thread. Way too many times.
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#268 | |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 276
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I did some testing with the sensors.cfg file
today. (Manuel Ortegas Visibility mod installed) Im quite happy with the following values: Quote:
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#269 |
Navy Seal
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Hmm, but aren't those the settings for your crew's abilities and not the AI's? :hmm:
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#270 |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 276
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Yes, they are for your subs crew. Interesting file btw. Much in there to play around.
My goal is to make them spot vessles when they are visible to the player. I have a career savegame where i´m closing to a convoy early in the morning. With the stock file the crew spots at 17500 meters but you see the vessel at around 10000 meters. (morning, sunset). Edit: Just did a test with the scapa flow single mission with good results. Patrol started at dawn, i set course hammerd in time compression and waited for results: 1. DD spotted by my crew 1 hour later, range 6000, little daylight left he didn´t saw me. 2. DD spotted by my crew after another hour, range 4500 meter, almost no daylight left, he didnt saw me. 3. DD 1 hour later, night has fallen,recognized him when he opened fire at my sub :P , not spotted by my crew at all. Sounds good to me, will do more testing. It seems that you have good control over your crews ability to spot something at night/dusk/dawn with the "Visual light factor" value. I guess something around 8 here is a good value. Edit: 8 is to high, perhaps 6-7 will be ok. Anyone knows if there´s a single mission with bad fog in? |
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