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Old 05-13-13, 10:21 AM   #391
gap
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Originally Posted by volodya61 View Post
I'm afraid you got me wrong .. Black Sea is a warm sea and I often have seen it in 'mirror' state.. I think, my suggestions are more for the cold seas.. like Baltic, North, Barents, Norwegian etc..
Okay, hopefully your point don't change the essence of our plan: two alternative wave mods, one for "flat" zero wind sea, and one for more "swelled" zero wind sea
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Old 05-13-13, 10:31 AM   #392
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Originally Posted by gap View Post
Okay, hopefully your point don't change the essence of our plan..
by no means.. simply clarified..
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Old 05-13-13, 05:43 PM   #393
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Quote:
Originally Posted by gap View Post
For watch crew, you can adjust Visual fog factor in Sensors.cfg. As for ship identification abilities by the officer, you should ask TDW on it.
Back again with fog
That's awesome! Thanks to Volodya and Gap

I adjusted this visual fog factor in sensor.cfg of IRAI, and now my crew can ONLY get a visual contact when boat is getting slowly out of fog layer
No need to adjust something else for the locking target issue, as it's very tied to what my crew is visually detecting!
Meaning no visual contact of watch crew, no target locking possible...

At first, i thought i had to decrease TDW value, but no! It gave me the inverse. I was able to get visual contact (hence lock targets) kilometers away in fog
So i increased this value up to 1.10, and all seems fine. Though i still have to fine tune it...and see what's going on with other fog types, and no fog at all of course.
Stay tuned
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Old 05-13-13, 07:55 PM   #394
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Perfect!!
I keep new 1.10 value in visual fog factor of IRAI/sensor.cfg
It match perfectly my fog values i tweaked the other day.
Now, i get those values:
- Light fog: 6000m to be able to lock/boat at the edge of fog layer
- Medium fog: 2800m to be able to lock/boat at the edge of fog layer
- Heavy fog: 1100m to be able to lock/boat at the edge of fog layer
- No fog: 15000m to get a visual contact (hence to be able to lock)

Better with pictures
Light fog unable to lock at 6100m:

Light fog able to lock at 6000m:

Medium fog unable to lock at 2900m:

Medium fog able to lock at 2800m:

Heavy fog unable to lock at 1200m:

Heavy fog able to lock at 1100m:


Game is getting better and better!
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Old 05-13-13, 08:28 PM   #395
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Quote:
Originally Posted by Fifi View Post
Back again with fog
That's awesome! Thanks to Volodya and Gap


Quote:
Originally Posted by Fifi View Post
I adjusted this visual fog factor in sensor.cfg of IRAI, and now my crew can ONLY get a visual contact when boat is getting slowly out of fog layer
No need to adjust something else for the locking target issue, as it's very tied to what my crew is visually detecting!
Meaning no visual contact of watch crew, no target locking possible...


Quote:
Originally Posted by Fifi View Post
At first, i thought i had to decrease TDW value, but no! It gave me the inverse.
yes indeed it is the fog visual (hindrance) factor, so the bigger the value the lesser you crew can see through fog.

Quote:
Originally Posted by Fifi View Post
I was able to get visual contact (hence lock targets) kilometers away in fog
So i increased this value up to 1.10, and all seems fine. Though i still have to fine tune it...and see what's going on with other fog types, and no fog at all of course.
Stay tuned
I alway thought that this factor was in the range 0 (no visual hindrance) - 1 (maximum hindrance). Good to know that values higher that 1 are also accepted

Quote:
Originally Posted by Fifi View Post


Perfect!!
I keep new 1.10 value in visual fog factor of IRAI/sensor.cfg
It match perfectly my fog values i tweaked the other day.
Now, i get those values:
- Light fog: 6000m to be able to lock/boat at the edge of fog layer
- Medium fog: 2800m to be able to lock/boat at the edge of fog layer
- Heavy fog: 1100m to be able to lock/boat at the edge of fog layer
- No fog: 15000m to get a visual contact (hence to be able to lock)

Better with pictures
Haven't you overdone a bit? I mean, at 6,100, 2,900, and 1,200 m, ship silhouettes are already clearly visible as shown by your screenies, but your crew won't spot them anyway.
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Old 05-13-13, 09:15 PM   #396
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Quote:
Originally Posted by gap View Post
Haven't you overdone a bit? I mean, at 6,100, 2,900, and 1,200 m, ship silhouettes are already clearly visible as shown by your screenies, but your crew won't spot them anyway.
Visible yes, but not neat...
Well i could try reducing to 1.0 value instead of 1.10...of course.
Thought it was good to simulate reaction time mainly for the officer to identify them
I'll try it right away!
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Old 05-13-13, 10:58 PM   #397
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So new results with 1.0 value:

As you see, i was able to lock when very first boat pixel was appearing on my screen...it's a little too much for me (not neat enough to identify)

I decrease the 1.10 for 1.05, and i like it better.
Can't lock yet:

Can lock:

It's good enough for me, and simulate few seconds/minute to scroll and look in the manual!
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Old 05-14-13, 06:23 PM   #398
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Quote:
Originally Posted by gap View Post
Recently, I have created a simple spreadsheet for previewing various wave lenght/heights on graph and comparing them to ship sizes. If you want, I can send it your way.
Quote:
Originally Posted by Fifi View Post
Sure, could be interesting
Sorry Fifi, I had overlooked answering this post by you. If you are still interested into my spreadsheet, my offer is still valid

Quote:
Originally Posted by Fifi View Post
15m/s = 30 knots
I prefer knots as reference, it's much more talking to me. When i navigate for RL, we all use knots instead of m/s
Sorry again: I didn't notice the unit
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Old 05-19-13, 09:45 AM   #399
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Answering a question posted by Venus in the old [WIP] thread:

Quote:
Originally Posted by Venus View Post
I have a question. I have these installed:

DnyEnv Main mod,
DnyEnv Vivid skies,
DnyEnv Sound
DnyEnv Sea plants, waves & no murky waters.

Problem is the sun is soo bright and massive in the sky. Realistically
it should be about same size as the moon (that's how eclipses occur lol).

So I want to adjust the script SkyPS_SH5.fx but I'm not sure
which to change. The problem for me is the sky is so bright
and everything gets washed out in it.

I understand what you are doing here, trying to create a glare
to obscure things. But truth is, a sailor would just put his
hand over his eyes, or lower his cap to block it lol.

Could you tell me what to change to lower brightness and
make the sun smaller please? Same as moon would be nice.

In fact be a great option, to allow a different sun.

Thanks

Venus
You might want to:


1 - try one or both of the following mods, and see if they make things better:

sobers DOF
sobers Light Cfg

2 - play with one or more of the following parameters:

data/Filters/ColorCorrection/hdr_exterior.cfg

Gamma (reduce it)
Brightness (reduce it)
Contrast (reduce it)
LevelsInputMidtone (increase it)
LevelsInputWhite (increase it)


data/Cfg/Lights.cfg

[HDR Exterior]
SunMultiplier (decrease it)
EyeAdaptationTime (decrease it)
GaussBloomMultiplier (decrease it)
LightShaftsStrength (decrese it)
LightShaftsDensity (decrease it)
LightShaftsWeight (decrease it)

My understanding is tha most of the above parameters are in the range 0-1. Unfortunately, it is not easy finding an optimal set of settings, as their effect depends on a number of "external" factors sush as your gfx card, you monitor, etc.

Let us know if you find some settings that work for you

...if not, I am afraid that you are left with one last option:

3 - buy a good pair of sunglasses
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Old 05-19-13, 03:06 PM   #400
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Quote:
Originally Posted by gap View Post
Answering a question posted by Venus in the old [WIP] thread:



You might want to:


1 - try one or both of the following mods, and see if they make things better:

sobers DOF
sobers Light Cfg

2 - play with one or more of the following parameters:

data/Filters/ColorCorrection/hdr_exterior.cfg

Gamma (reduce it)
Brightness (reduce it)
Contrast (reduce it)
LevelsInputMidtone (increase it)
LevelsInputWhite (increase it)


data/Cfg/Lights.cfg

[HDR Exterior]
SunMultiplier (decrease it)
EyeAdaptationTime (decrease it)
GaussBloomMultiplier (decrease it)
LightShaftsStrength (decrese it)
LightShaftsDensity (decrease it)
LightShaftsWeight (decrease it)

My understanding is tha most of the above parameters are in the range 0-1. Unfortunately, it is not easy finding an optimal set of settings, as their effect depends on a number of "external" factors sush as your gfx card, you monitor, etc.

Let us know if you find some settings that work for you

...if not, I am afraid that you are left with one last option:

3 - buy a good pair of sunglasses
Thanks, appreciate the effort. I'll try some of those things
and see if they make it nicer. If I find something I like, I'll post it

[EDIT] Ok installed Sobers DOF & Light cfg, helped a little.
So I tweaked the data/cfg/lights.cfg and got a much
more satisfactory and realistic result

Here's the changes:

LightShaftStength = 0.015 was 0.055
LightShaftDensity = 0.2 was 0.7
LightShaftWeight = 0.4 was 0.8

This makes a much nicer view into Sun without all the nasty
and unrealistic glare. Also added Sobers DOF & Sobers Light cfg in
Subsims Download section.

Thanks heaps Gap, solved it perfectly

Last edited by NeonsStyle; 05-20-13 at 12:57 AM.
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Old 05-20-13, 04:30 PM   #401
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Quote:
Originally Posted by Venus View Post
Ok installed Sobers DOF & Light cfg, helped a little.
So I tweaked the data/cfg/lights.cfg and got a much
more satisfactory and realistic result

Here's the changes:

LightShaftStength = 0.015 was 0.055
LightShaftDensity = 0.2 was 0.7
LightShaftWeight = 0.4 was 0.8

This makes a much nicer view into Sun without all the nasty
and unrealistic glare. Also added Sobers DOF & Sobers Light cfg in
Subsims Download section.

Thanks heaps Gap, solved it perfectly
Thak you too for your time and patience, Venus. I am glad you have sorted out your problem!

If someone else tests your settings, and find them useful on his system too, I could make them into a new optional mod. In this respect I hope that Trevally is reading this post as, if memory serves me well, he had the same problem as you more or less
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Old 05-20-13, 04:45 PM   #402
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On a medium fog night you should not be able to see the bow of your submarine . IE: Cannot quite see it . Adjust the ingame or monitor gamma to achieve this . Nights should be dark not light . You shouldnt be able to tell what flags a ship is running in medium fog at night unless really close .
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Old 05-20-13, 05:43 PM   #403
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Quote:
Originally Posted by sober View Post
On a medium fog night you should not be able to see the bow of your submarine . IE: Cannot quite see it . Adjust the ingame or monitor gamma to achieve this . Nights should be dark not light . You shouldnt be able to tell what flags a ship is running in medium fog at night unless really close .
I like your concept, sober, I think you are one of the most hardcore subsimmers, but to be fair we should also sabotage a bit the visual sensors of our enemies
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Old 05-20-13, 05:45 PM   #404
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Quote:
Originally Posted by gap View Post
I like your concept, sober, I think you are one of the most hardcore subsimmers, but to be fair we should also sabotage a bit the visual sensors of our enemies
I have been decks awash and stopped (7.5mts) at night with no moon and no fog and within a few hundred meters of cargo ships without them spotting me . Actually the same in scapa flow with the torpedo boats , i can get very close as long as i am not betwwen the moon and the ship .
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Old 05-20-13, 07:48 PM   #405
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Quote:
Originally Posted by sober View Post
On a medium fog night you should not be able to see the bow of your submarine
Well that's your point of view, and all depending what we call medium fog in reality

Not seeing the submarine bow (even at night), to me, it should be called heavy fog (+-25m visi)
Not seeing your watching crew mate standing 80cm far of you should be callled very heavy fog ...and we don't have very heavy fog ingame.
To me ideally medium fog, and what i could imagine of, would be +- 500m visi. But for gameplay matters, and in regard of SH5 fog randomizing ingame, i setted it up to 2000m.
Just can't stand playing half of my SH5 time with <500m visi...unrealistic even for Northern seas imo.
So all this is very subjective
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