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Old 10-07-05, 01:08 PM   #436
oRGy
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Yeah, I've had that suspicion before too. I'll try to test again tonight.
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Old 10-07-05, 01:39 PM   #437
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Great stuff still happening here.

Just one question. (if it has already been answered I apologize)

It appears that either/or the water COLOR and MURKINESS somehow influence range of sight/visualization by the AI.

Any thoughts?
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Old 10-07-05, 01:40 PM   #438
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??

That would be very odd if true. They shouldn't.
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Old 10-07-05, 01:52 PM   #439
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Quote:
Originally Posted by oRGy
??

That would be very odd if true. They shouldn't.
Exactly.

The only thing that tends to chase me away from visibility distance changes is reading much about graphic anomalies.

... Just trying to fully understand why that is so.
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Old 10-07-05, 01:56 PM   #440
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Maybe Im wrong in this but the way I have understood it, the env/sky.dat files that goes with Ortegas visibility mod should be used for the right visibility.

I use one version where Gammel has merged the new Beery water tga's into Ortega's visibility mod env/sky.dat files.

I think this is one part needed in the visibility mod, but I can be wrong in this. Jungmann knows this. Maybe he can confirm or clear this out?
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Old 10-07-05, 01:59 PM   #441
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Yes, you need Ortega's env/sky files otherwise the clouds disappear.

I integrated Beery's lighter night sky into the vismod myself for IuB. I integrated new rwr ranges too, the resized moon, the periscope lockons (I think to 12.5km).

For some reason though, I missed out on the custom sensors.cfg.
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Old 10-07-05, 04:51 PM   #442
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Quote:
Originally Posted by oRGy
Yes, you need Ortega's env/sky files otherwise the clouds disappear.

I integrated Beery's lighter night sky into the vismod myself for IuB. I integrated new rwr ranges too, the resized moon, the periscope lockons (I think to 12.5km).

For some reason though, I missed out on the custom sensors.cfg.
Okay, things are becoming clearer to me now. At least the sensors.cfg isn't a dat file right? As long as we can edit it ourselves we can test different things without making more work for the few of us who can hex-edit.
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Old 10-08-05, 10:01 AM   #443
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Yes.

Just checked my periscopes fix in the IuB sensors.dat - turns out MaxRange was set to 16km (preciserange to 12.5) - I set it back to 12.5 again. Will do more tests.
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Old 10-08-05, 10:13 AM   #444
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oRGy
What I understand Jungmann is making one with 8 visibility 16 km and lock on 8 km. Haven't heard any from him for a while but I guess his busy.
Will you try with 12 km, then we can compare results when I get the file from Jungmann if you like.

Have you tried with a new campaign just to see if the results changed?
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Old 10-08-05, 03:21 PM   #445
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Quote:
In Improved U-Boat, thanks to Ortega, I x3'd the vertices of the moon in the scene.dat file (and changed the texture) to get it back up to the right size. Check it out! I did this through DatConverter and hex editing.

Anyway - so a good setting for the uzo's/scopes would be say 9km? That way they'd never spot beyond 9km at night, yes? It does seem most confusing.

As I thought by editing the sensors.cfg file to change the fog setting to 0.85 and the light to 1.5, the crew spotted much more accurately at night, up to only about 9km. Then I loaded a campaign and I got some out to 12-15km again. Really quite strange. This was with the uzo/periscopes fix, though I forget to what range I set them, 12.5 or 16? I'll have to look.

Please put the Periscope/UZO range back to 5 km stock. I found the game will use these extra 'visual sensors' and see out to 16 km wether day or night automatically! That is why they are so short ranged made by the devs in the stock game.

I tried making them a longer range to increase lock-on distance, but it causes to spot automaticaly to 16 km!

I am glad you were able to get the moon back to normal size. I do not know how you did it finding the numbers in that mess.
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Old 10-08-05, 05:06 PM   #446
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Here is the Sensors.dat file with the original stock ranges for the Periscope and UZO. UZO will lock-on at least to 10 km, periscope 5 to 6 km at it was.

I had to put it back because the Periscope/UZO maximum range was overriding the Watch crew visual spotting. So even during the night or day, you will be seeing with the AI use of the Peri/UZO automatically giving spot ranges out to rediculous 20km! Even in the night darkness.

Use this version for Rull34 RuB_Vis Mod

http://rapidshare.de/files/6044097/R...nsors.rar.html
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Old 10-08-05, 05:24 PM   #447
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Does it also incorporate the periscope / snorkel fix you mentioned here:

Jungman wrote:
The periscope is seen just fine. It does help hide the snorkel from more than 4 km away. The game doubles the detection to 2 meters far away. It does not destroy the gameplay at all.

Go try it in the game. You're periscope will be spotted if you get up with 2 km of a ship as normal.

I wonder what sonar maximum depth values you used?

No use in repeating something. The Allies did not know the subs could dive that deep, it would seem the sonar should be able to get under it if deep enough, plus it makes it more fun.

Thas is a nice idea you got there. I would like to integrate your idea into SonarDC.
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Old 10-08-05, 05:48 PM   #448
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Quote:
Originally Posted by Jungman
Here is the Sensors.dat file with the original stock ranges for the Periscope and UZO. UZO will lock-on at least to 10 km, periscope 5 to 6 km at it was.

I had to put it back because the Periscope/UZO maximum range was overriding the Watch crew visual spotting. So even during the night or day, you will be seeing with the AI use of the Peri/UZO automatically giving spot ranges out to rediculous 20km! Even in the night darkness.

Use this version for Rull34 RuB_Vis Mod

http://rapidshare.de/files/6044097/R...nsors.rar.html
Great Jungmann!
Have DL and will try it out at once
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Old 10-09-05, 06:54 AM   #449
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Hello Jungmann!
Here comes a "first impression report" of your new sensors.dat

Time: April 1942

Daytime spottings, weather clear: 15900m, 15700m, 15800m. Works great as before!

Nighttime spottings, weather clear: 5000m
Nighttime spottings heavy fog: 600m
Nighttime spottings heavy fog: No spottings at all!!! I saw the search-lights from the DD ans tried to ask for "nearest visible contact" and got the answer "no visible contact". Then the DD start to fire upon me. This was new experience for me!


I didn't either get any RWR detection reports from DD's. But I had contacts on radar all the time!

Edit:
More spottings. This time it was dawn and still heavy fog: 800m, 900m, 800m
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Old 10-09-05, 08:53 AM   #450
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You did get an active radar report or did the passive radar go off?

In heavy fog, I hear of people even under normal stock conditions getting jumped by DD.

Are you using any changes to sensors.cfg such as visual light=1.5?

I need more specific. The RWR (passive radar) never gave a warning in heavy fog? I think in April 1942 most DD have some kind of radar to pick up (but not all have them installed).

I assume from your edited post you did get visual spotting in heavy fog 5 out of 6 times....what RWR unit do you have? Metox or Borkum? Make sure one is installed.
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