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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Admiral
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I was joking regarding responsibilities. Seems this got lost in translation.
To repeat what Rubini & Makman said: This isn't a Sensor Fix at all - neither for crew visuals, nor for AI-visuals. It's an environment fix. Reduced visibility at night was realised by moving the "fog curtain" closer to the Uboat. But the fog isn't visible as fog at night. A ship that goes through the fog curtain and thus comes in visible range, looks like as if it comes out of the dark. Looks very good in environments that use very dark nights. But even with NYGM environment, with its brighter nights, it looks good on my monitor/PC. The Supermods crew sensor settings in Sensors.cfg were chosen as a compromise to have realistic watch crew detection at daylight (long range) and nights (low range) - without satisfying success. This compromise is not necessary anymore, because now the environment (the fog curtain) itself forces lower visibility at night. Last edited by h.sie; 01-28-12 at 10:34 AM. |
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#17 |
Chief
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that means the supermods need new sensor settings? in this case, i will wait for nygm (stiebler) to adjust this.
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#18 |
Chief
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I'm just trying this and am not sure if this is the intended result. It is night, but I am north of Scotland so the night is a bit bright. My lookout tells me that there'S a ship sighted at soandso degrees - but there is no ship to be seen. I speed up tc again until he yells again. Now I can see the ship and it is definately nearer than it would have been before.
I've always had ths behaviour that the lookout spots a ship that I cannot see yet and that it then gets spotted a second time when it is in my viewing range again. But doesn't this contradict the intensions of this fix? I'm using the MEP-20km-environment - could that be the reason? Alright, so that's the problem to look out for, thanks. |
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#19 | |
Hellas
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ps: the 'solution' for this is not at sim.cfg
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#20 |
Grey Wolf
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#21 | |
Chief
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#22 | |
Hellas
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about MEP : make sure that you are running a fix that i released for it long time ago and it was dealing exactly with the detection ranges . the fix is called ''M.E.P v3-fix pack+Sensors'' . if you are allready running this fix then pm and i will tell you what to edit and get rid from this 'curvness trick'. and of course ,don't forget that in any case, you have to edit the sensors.cfg of MEP files and apply the visuals settings that we are suggesting here for this mod
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#23 |
sim2reality
![]() Join Date: Jun 2007
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Well done guys on the release of this important fix to Sh3.
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#24 |
Admiral
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@reaper: there is no code for the exe. it's for envsim.act and sh3sim.act.
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#25 | |
sim2reality
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Hi Mate, yes spotted that once I downloaded it ![]() Did some testing and its working great. Used the Standard version 25% and got these results: Tests run with stock Environment and included single mission: First few test with VampireNights Off 1: Ship spotted @ 5900 Meters 2: Ship spotted @ 4900 Meters 3: Ship spotted @ 5300 Meters Next tests with VampireNights On 1: Ship spotted @ 3300 Meters 2: Ship spotted @ 1600 Meters 3: Ship spotted @ 2800 Meters Major Improvement ![]() Also My own visual detection ranges knowing where the ship was going to be are: Spotted by Bioc @ 4400 Meters Spotted Visually @ 2900 Meters So results for standard addon bring the crews detection range to more realistic detection ranges that compare with my own visual range. And this can only be improved with a suitable Environment like Makmans MEP for darker nights and lower visual range for the player ![]() Outstanding ![]() |
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#26 |
sim2reality
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Some further testing using M.E.P.V3 and sensor fixes bring perfect results:
M.E.P.V3 Test 1 Spotted by Binoc @ 4700 Meters Spotted Visually @ 3400 Meters (Visually = On wintergarten no Binoc's) Crew spotted @ 2000 Meters Test 2 Spotted by Binoc @ 4300 Meters Spotted Visually @ 4000 Meters Crew spotted @ 4000 Meters Test 3 Spotted by Binoc @ 4500 Meters Spotted Visually @ 3900 Meters Crew spotted @ 4500 Meters This is one the money, for me this is an outstanding fix, crew now have the same visual range as myself using standard 40%. One word Perfect ![]() Edit: Was actually using the Harder of the 2 versions for these test, switching to the easier version now to test further. Last edited by reaper7; 01-29-12 at 12:18 PM. Reason: Wrote percentages backwards for standard and hard |
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#27 | |
Lieutenant
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Good. Looking forward to version which is compatible with BadWeatherFix. |
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#28 |
Admiral
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@reaper: Thank you for your detailed test results. IMHO you do not have to change MEPv3. If you use the 25%-version, you'll see the ships later, because the fog-wall is automatically closer to you, compared to the 40% version.
@LemonA: I don't know which one is more realistic. This could be discussed (hopefully with facts) here in the thread. I'm only sure that a visible range of 15km at dark night isn't realistic. |
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#29 | |
The Old Man
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#30 |
Chief
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i understand him this way: all you need is mepv3 + sensorspack (of your supermod) and the h.sie fix installed. the fix only changes your own detection, so you need the mep sensors pack to adjust the opponents detection.
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