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Old 01-28-12, 10:22 AM   #16
h.sie
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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.
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Last edited by h.sie; 01-28-12 at 10:34 AM.
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Old 01-28-12, 10:40 AM   #17
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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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Old 01-28-12, 11:09 AM   #18
Kaleun Cook
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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?


Quote:
Originally Posted by makman94 View Post
[...] so if you find situations that enemy is spotting you before you do ...you have to edit the sim.cfg
Alright, so that's the problem to look out for, thanks.
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Old 01-28-12, 11:22 AM   #19
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Quote:
Originally Posted by Kaleun Cook View Post
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.
this is happening becuase in MEP v3 exists a feature (trick) that ship is vanished to horizon ,trying to 'simulate' the curvness of the earth .especially when ships's smoke is light colored or not high enough or has no smoke at all,your crew 'sees' it but not you

ps: the 'solution' for this is not at sim.cfg
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Old 01-28-12, 11:24 AM   #20
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Quote:
Originally Posted by makman94 View Post
lightfactor for which one ? for own crew or for the AI ?
The AI. But I realize that that one is not affected by this mod.
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Old 01-28-12, 11:29 AM   #21
Kaleun Cook
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Quote:
Originally Posted by makman94 View Post
this is happening becuase in MEP v3 exists a feature (trick) that ship is vanished to horizon ,trying to 'simulate' the curvness of the earth .especially when ships's smoke is light colored or not high enough or has no smoke at all,your crew 'sees' it but not you

ps: the 'solution' for this is not at sim.cfg
So this means I should deactivate MEP for the best result? Or does your small hint there mean there's a way to get both MEP and this fix work together?
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Old 01-28-12, 11:39 AM   #22
makman94
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Quote:
Originally Posted by Kaleun Cook View Post
So this means I should deactivate MEP for the best result? Or does your small hint there mean there's a way to get both MEP and this fix work together?
this fix here has nothing to do especially with MEP . if something is 'wrong' at MEP will not be cured by this fix .

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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Old 01-28-12, 05:36 PM   #23
reaper7
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Well done guys on the release of this important fix to Sh3.

My next priority is getting my exe updated with this
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Old 01-28-12, 05:43 PM   #24
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@reaper: there is no code for the exe. it's for envsim.act and sh3sim.act.
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Old 01-28-12, 06:13 PM   #25
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Quote:
Originally Posted by h.sie View Post
@reaper: there is no code for the exe. it's for envsim.act and sh3sim.act.

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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Old 01-28-12, 06:34 PM   #26
reaper7
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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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Old 01-28-12, 07:10 PM   #27
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Quote:
Originally Posted by h.sie View Post
2 different versions:

1) STANDARD: Reduction of visible range at night to 40%.
2) HARD: Reduction of visible range at night to 25%.
What version is the most realistic one?

Quote:
Originally Posted by h.sie View Post

2) This Alpha is currently not compatible to Stieblers and/or h.sie's BadWeatherFix, but the final version will be made compatible of course.
Good. Looking forward to version which is compatible with BadWeatherFix.
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Old 01-29-12, 09:08 AM   #28
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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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Old 01-29-12, 10:42 AM   #29
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Quote:
Originally Posted by h.sie View Post
@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.
h.sie, does it mean that I don't have to change anything if I use MEPv3 and I don't need your fix at all?
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Old 01-29-12, 11:18 AM   #30
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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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