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Old 08-04-05, 05:08 AM   #256
Jungman
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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? Originally, there is a black ring at distance. You can see black smoke from ships against the white cloud's background now.
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Old 08-04-05, 05:15 AM   #257
oRGy
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Quote:
Originally Posted by Jungman
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.
.
Huh - sounds like the engine programmers messed up and moved the value over a decimal place...
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Old 08-04-05, 09:04 AM   #258
Duke of Earl
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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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Old 08-04-05, 12:02 PM   #259
Jungman
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Quote:
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...
No, it is in the scene.dat file. You know how to edit? I made this version with clear underwater as was original. Works fine.

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: Aliantd just put a new 'Part Cloudy' tga that is more dark just yesterday. Works better.

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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Old 08-04-05, 02:45 PM   #260
Manuel Ortega
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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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Old 08-04-05, 03:10 PM   #261
Jungman
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Quote:
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.
I just found that out the hard way. I wondered what that black square was behind the moon. The moon is in front of the clouds! I did not notice it on a black night sky.

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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Old 08-04-05, 03:28 PM   #262
Duke of Earl
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Quote:
Originally Posted by Jungman
No, it is in the scene.dat file. You know how to edit? I made this version with clear underwater as was original. Works fine.

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!
Thanks Jungman!... very good instructions to get clear underwater view (not that foggy underwater view is bad... it isn't... I just like to chase my torpedoes underwater ...)... I made a mistake, so I am putting the Skycolors files back in...

Quote:
Originally Posted by Jungman
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: Aliantd just put a new 'Part Cloudy' tga that is more dark just yesterday. Works better.
I don't know either , but I like to see the clouds go to the horizon... the white clouds at night is pretty strange, but I can easliy tolerate it... and, I will try out Aliantid's new cloud .tga...

Cordialement, Duke of Earl
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Old 08-05-05, 12:06 PM   #263
AlanSmithee
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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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Old 08-05-05, 03:52 PM   #264
Immacolata
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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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Old 08-05-05, 04:02 PM   #265
perdu
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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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Old 08-05-05, 09:19 PM   #266
Treeburst155
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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. No SHIII for me for at least another week. Ah well, I'll be thinking of this thread often, and it will bring a smile to my face every time. Thanks for all the hard work.

Sincerely, Mike Meinecke
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Old 08-05-05, 10:19 PM   #267
AlanSmithee
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Oh, I've read the thread. Way too many times. I think I've been checking it a few times a day simply in the hopes that a completed version will be out...

Quote:
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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Old 08-06-05, 10:26 AM   #268
Gammel
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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:
[SensorParameters]
; Sensors Detection Parameters

;Visual.
Visual range factor=1.9;0.5 ;[>=0]
Visual fog factor=1.5;0.85 ;[>=0]
Visual light factor=8.5;0.5 ;[>=0]
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=100;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]
Havn´t made tests in foggy weather so far.
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Old 08-06-05, 11:09 AM   #269
CCIP
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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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Old 08-06-05, 11:24 AM   #270
Gammel
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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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