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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
GWX Project Director
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There is a slight problem with the original DL. Somehow the scene.dat used included timetraveller's 1.25x waves.
This has been corrected in the Atmosphere Mod DL post with a new link which I will repeat here. http://rapidshare.de/files/6991842/1..._1_.0.rar.html My sincerest apologies if this caused anyone trouble. I have no idea HOW it happened since I don't use the larger wave mods. (It did look cool though!) |
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#32 |
Crusty
![]() Join Date: Apr 2005
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Maybe you used the IuB scene.dat as a base? I include the 1.25x waves in IuB. (It's sort of necessary to expand the range of the sea to something approaching realistic storms)
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#33 |
Mate
![]() Join Date: Jul 2002
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The snorkel and sonar fixes from Jungmann are part of the AI_Sensor.dat file not the Sensors.dat wich regulate the capabilities of the sensors of your own boat. Using the corresponding files from RUB (8km standard visibility) or IUB (16km visibilty) the fixes are yet included, AI_Sonar fix and Snorkel fix integrated in the AI_Sensors.dat file, Radar fix and RWR fix integrated in the Sensors.Dat file. If you use the Sensors.dat file from Sergbuto you will obtain all the reflexions fixes but you will loose the benefits of the radar fix and RWR fix as well as the benefits of the 16km
visibility capabilty. If i'm wrong correct me, please, the ultimate goal being to achieve a coeherent mod. |
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#34 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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I had installed the new Sergbuto files, all but the sensors.dat, because i do not want to losse the Jungman's and Ortegas changes. The effect is you do not have reflections or wakes from the snorkel mast, the others works fine. |
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#35 | |
GWX Project Director
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Jungman has stated that he will re-do the sensors files after he finishes his damage mod... which will require further adjustments. Marhkimov and I will look into integrating as much as possible... but this will take time. Often in SH3, multiple functions may use the same file... which makes modding very difficult. As the original post stated, this is the base from which we will branch out to tie relevant things together... but once again this will take time. |
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#36 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
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![]() I think it's more important now than ever to keep in mind what files has what kind of modifications. Otherwise it's quite easy happen that you install a mod, perhaps change one file, it screws up, and blame comes on the mod itself. ![]() My proposal is that the mod goes as "clean"as possible. Then if someone wants 1,25 or 1,5 big waves, use Timetraveller's tool and set what kind of waves you like. About the murkiness in water, use SH 3 commander and change it to the value you like. Then my next proposal and wish would be if some god modder (or programmer) could put a "SH 3 TOOL" that could do all this tweakings in the same tool. This will hold down the number of variants of the mods. This is important now when mods become more and more complicated. The "Read me" should also be more informative. Take RUb as a good example. A simple list on what changes respond to what specific file/-es makes it easy not to do the common mistake by "touch" a file without spoiling something else in the mod. I need to improve this myself. So I don't want to sit here and shoot a canon in a house of glass :rotfl: (Swedish proverb) Don't take this as some correction to someone, it's just a suggestion of development and one way to keep modifications clean and easy to make your own changes. What is your opinion in this suggestion? |
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#37 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
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Oh ok, it is 'AI_sensors.dat' that holds all of the sonar and snorkel settings. It is 'sensor.dat' that holds the u-boat sightseeing capabilities. My mistake for confusing the two...
So who is the God programmer that will make us our SH3 God TOOL? timetraveller could always "whip" out a newer edition of his tool, but does he even play anymore? Someone else could try... We normal people should be able to edit AI_sensors and sensors.dat on our own. Anyone else have any thoughts?
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#38 |
Ensign
![]() Join Date: Sep 2005
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rulle34:
When I go to timetravaler's site, all I find is his modified "scene.dat" files that have the waves preset at 1.25, 1.50 or 2.00. I did not find a tool to modify an existing "scene.dat" file like SH3 Commander modifing the water clarity. Do you have such a tool ??? |
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#39 | |
Grey Wolf
![]() Join Date: Apr 2005
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![]() If you download Timetravellers "SH 3 Inspector tool", open the program (after installing it) and click on the tab "misc" There you have an option to set wave height your self. There is also values set for 1.25, 1,5 etc, but as I can see you can set any value you want ![]() |
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#40 |
Ensign
![]() Join Date: Sep 2005
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rulle34:
Thanks, I will try it tonight when I get home. |
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#41 | |
Grey Wolf
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An please put up some whises you want this tool to perform. As I can see this tool must be updated when new mods and features will pop up :hmm: |
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#42 | |
Watch
![]() Join Date: Apr 2005
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SoS
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1.4b, Rub 1.45, HT 1.46, Pascal\'s Mods, MVP10, radiolog lite, Ocean MADNESS V2 (8km) |
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#43 | ||
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
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But as for the 'SkyColor_*.dat' files, you MUST use the .dat files from the atmospheric mod in order for everything to work properly. If you decide you would like to use beery's colors, you must use a DATextractor tool and extract the .tga files from beery's SkyColors and insert them into the .dat files of the atmospheric mod. Not doing this will probably lead to the black skies that people are reporting...
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#44 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
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With all these new mods coming out at once like wildfire I have literally become quite lost.
![]() If anyone wants to take a look at it here it is: http://www.filefactory.com/get/f.php...c58e62a3acca81 |
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#45 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
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You don't have to worry Just to sort this out: 1.Jungmans snorchel fix and also the über DD fix is in "AI_sensors.dat" 2.Visibility mod and environmental mod is based on "Sensors.dat" "Scene.dat" and "sky/env dat files". Just use Jungmans Ai_sensors.dat together with environmental or just visibility mod and all is just fine. 3. In Jungmans Sensor pak you find the file "Sensors.dat" In that file is Jungmans "RF_Detect Mod" These values is now merged in to the 16km visibility mod by Jungman himself and now also includes in the new "environmental mod" who is based on the 16km visibility mod. I hope It helped ![]() Maybe the new "environmental mod" should include Jungmans snorchel fix and DD fix to avoid confusion? |
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