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Old 08-13-05, 02:18 PM   #1
Jungman
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I cannot see ships that far away at night, unless I cheat with the gamma or contrast plus brightness control cranked up.

I understand the crew can always see to the maximum range, the detect time is modified by the factors in sensors.cfg, so at night they can see to 17 km, modfied detect time by a factor.

IE. They see just as good at night as daytime for far away distance, it just takes them longer to spot. Not fully tested, but that is what it seems to be.

The watch crew have vampire vision. They always have from day one of the game. It is just that it is more noticeable when the game world vision is so much bigger.
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Old 08-13-05, 03:55 PM   #2
jasonb885
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Quote:
Originally Posted by Jungman
I cannot see ships that far away at night, unless I cheat with the gamma or contrast plus brightness control cranked up.

I understand the crew can always see to the maximum range, the detect time is modified by the factors in sensors.cfg, so at night they can see to 17 km, modfied detect time by a factor.

IE. They see just as good at night as daytime for far away distance, it just takes them longer to spot. Not fully tested, but that is what it seems to be.

The watch crew have vampire vision. They always have from day one of the game. It is just that it is more noticeable when the game world vision is so much bigger.
Fortunately, the player does not have perfect vision. Unless you TDC a lock and fire with auto TDC, your crew seeing perfectly at night isn't a game ending problem, I don't think.
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Old 08-13-05, 04:09 PM   #3
Jungman
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For me, my crew seeing 17 km, or even 8 km originally, is a game ender for night time. It is not real for someone to see a ship 17 km away.

How far should a crew see at midnight on a clear sky, considering the moonlight, in reality?
:hmm:
I would like to figure a way to get the night vision down to say 4km??

The Uboats were terrified of the airplanes using radar (and leigh lights) at night swooping down and shelling them with bullets before they could dive, since they could not see them coming in time.

The game's RWR warning will not work if it is within visual range. If the visual night range was reduced to say 4 km, then the RWR will sound off. The RWR is modelled oddly in the game.
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Old 08-13-05, 05:03 PM   #4
rulle34
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Jungman:
First great thanks for nice and hard work

I have some questions about the visibility mod:

1. What is the difference in sensors.dat in visibility mod_ver091 and sensors.dat in Rub 1.43?

2. Is the cameras.dat file needed or can I use i.e CCIP camera mod without spoiling any visibility? (is it connected in some way)

3. Skycolours! Is these files also connected with som visibility or can I change them to i.e Rub 1.43 or just the stockgames if I want?(without loosing any of the visibility)

4. Is your sonar, snorchel and radar mod included in this mod?

/Rulle
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Old 08-13-05, 05:43 PM   #5
Jungman
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Quote:
Originally Posted by rulle34
Jungman:
First great thanks for nice and hard work

I have some questions about the visibility mod:

1. What is the difference in sensors.dat in visibility mod_ver091 and sensors.dat in Rub 1.43?

2. Is the cameras.dat file needed or can I use i.e CCIP camera mod without spoiling any visibility? (is it connected in some way)

3. Skycolours! Is these files also connected with som visibility or can I change them to i.e Rub 1.43 or just the stockgames if I want?(without loosing any of the visibility)

4. Is your sonar, snorchel and radar mod included in this mod?

/Rulle
1. I did not make the Visiblilty Mod by Ortega. I do not think increased Visibility Mod is in Rub 1.43. The sensor.dat visual range was increased from stock 8 km to 10 km max; CCIP. Ortega's Visibilty Mod is set for 17.5 km.

2. Does not matter. It is just a better faster camera with more freedom. Use as you wish. If I understand you correctly.

3. I think Berry et el wish to incorparate a Rub version with the Visisbility mod. Not hard, just alot of hex editing. The Vampire night vision problem is to be solved, plus changes to fog distances nessitates changes to RWR ranges at least for gameplay sake. The Rub team would know more about it . Skycolors from Rub can be combined with the Visibility Mod, it just has not been done yet.

4. Only the sonar fix is included. 200m lock, 15 meter DC blast. in Rub 1.43. It is not in Visibility Mod.

Snorkel fix for it not being seen the size of a house is a simple 1 meter minimum height to the AI_Sensors.dat file. I do not think it was included. The changes to RWR to work with Visibility Mod has not been included. RF_Detect was a beta. After testing, the ranges for the four RWR sets should be adjusted for the fog distances to achieve more decent gameplay. Is that real? Well, if the results feel 'real' for playing is the end justifies itself.

How far should the watch crew be able to see at night?? I bet in real life it was different for ship size, fast moving airplanes using radar...
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Old 08-13-05, 06:37 PM   #6
rulle34
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Thanks for your reply Jungmann!

Just one thing I didn't understand:

4. Is your sonarfix included in visibility_mod or in Rub 1.43?

About how far you can see in darkness?

I think in a clear night, moonlight and powerful binoculars about 3000m. I refer now to a ship as a large cargoship!

This is just my guess!
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Old 08-13-05, 09:24 PM   #7
Jungman
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Sonar fix is only included in Rub. It is not in the Visibility mod.

3km? So that is close to a 4 km guess for maximium range to see at night.
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Old 08-13-05, 10:23 PM   #8
rulle34
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Quote:
Originally Posted by Jungman
Sonar fix is only included in Rub. It is not in the Visibility mod.

3km? So that is close to a 4 km guess for maximium range to see at night.
I guess it'll be something like that!
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Old 08-14-05, 02:06 AM   #9
jasonb885
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Quote:
Originally Posted by Jungman
For me, my crew seeing 17 km, or even 8 km originally, is a game ender for night time. It is not real for someone to see a ship 17 km away....
Then I guess the game is over unless someone can binary hack a fix in the executable.

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Old 08-14-05, 02:12 AM   #10
Jungman
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Sure, except for Starforce protection will stop you. Need a EXE which has the protection removed, then we could alter it and have it work.
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Old 08-14-05, 06:39 AM   #11
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Well can Ortega or you release a version which is compatible with RuB 1.43? So people can see whether it's to their taste or not at least. I find the discussions here a little confusing as to whether using it would mess up the sensor changes from RuB.
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Old 08-14-05, 07:11 AM   #12
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Thanks.. Ah well, since my pc is still semi-broken for at least a week, I can't really play SH3 anyway, so I can probably wait a bit.
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Old 08-14-05, 07:24 AM   #13
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Eh? The post I responded to just disappeared... strange.
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Old 08-14-05, 07:51 AM   #14
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sorry! I took it away because i couldn't edit the file properly. The thing I wanted to say was that you can use visibility mod with Rub. Its just a difference in visibility range.
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Old 08-14-05, 08:29 AM   #15
martes86
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1- As far as I know, the mod is not included in the RUB.
2- I think that the camera is a special setting for testing/developement purposes only. It may disappear in a final version. :hmm:
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