SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-18-05, 06:11 AM   #1
Immacolata
Grey Wolf
 
Join Date: Apr 2005
Posts: 798
Downloads: 3
Uploads: 0
Default

Wnderful discovery. I wish you luck with the testing. One thing that might bring me back to another patrol of SH3 could be just that.
Immacolata is offline   Reply With Quote
Old 07-18-05, 06:48 AM   #2
Lanzfeld
Grey Wolf
 
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
Default

Very nice discovery. Many of us will be waiting to hear about your testing!
Lanzfeld is offline   Reply With Quote
Old 07-18-05, 08:58 AM   #3
Duke of Earl
Medic
 
Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
Downloads: 0
Uploads: 0
Default

@Jungman... thanks for the tip.. wasn't getting any noticeable results from the hex edits in the AI_Sensors.dat file anywho... so, got rid of those and replaced it with the Vanilla file..

Did some 'MaxElevation' edits to all the FuMO's I could find in the Sensors.dat fle..

Also, did some 'MaxRange' and 'PreciseRange' edits in the 'Periscope' and 'Visual' sections of Sensors.dat

Maybe something will happen now... if this works, then I'm gonna make some small changes to the GHG, KDB, etc. hydrophones too...

Ooops... forgot about your DD Sonar fix... better put that back in..

Cordialement, Duke of Earl
__________________
U-627.... das \'Wabo-Magnet\'
Duke of Earl is offline   Reply With Quote
Old 07-18-05, 01:22 PM   #4
R48
Loader
 
Join Date: Nov 2002
Posts: 86
Downloads: 25
Uploads: 0
Default

Jungman,

You are a man with a mission! Excellent work. I'm looking forward to what you come up with.
R48 is offline   Reply With Quote
Old 07-18-05, 02:14 PM   #5
Duke of Earl
Medic
 
Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
Downloads: 0
Uploads: 0
Default

Ok... using the FuMO 30 Radar with 'MaxElevation' hex edit (180 changed to 360) in Sensors.dat file...

Single contact @ 5300 (not bad)... radar wheel shows contact bearing @ approx. 213... NavChart shows bearing @ 153... RO calls out bearing @153...

Not exactly a 180 deg error.. appears to be 60 deg outta-wack now... but still an error.. more tests to follow... I might have screwed up the hex edit, so I need to reverify the hex values...

Cordialement, Duke of Earl
__________________
U-627.... das \'Wabo-Magnet\'
Duke of Earl is offline   Reply With Quote
Old 07-18-05, 02:18 PM   #6
Laffertytig
Grey Wolf
 
Join Date: Feb 2003
Posts: 757
Downloads: 110
Uploads: 0
Default

is the problame not the fact that its the smoke we should see first, not the ship? there doesnt seem to be any AI setting for this.
Laffertytig is offline   Reply With Quote
Old 07-18-05, 04:30 PM   #7
Immacolata
Grey Wolf
 
Join Date: Apr 2005
Posts: 798
Downloads: 3
Uploads: 0
Default

Well there's no way to make us see smoke at 15km off I think. But h4x0ring the AI files might make it possible for your WO to spot ships at ranges further than the 8000 meter Sphere of Fogginess that you seem to live in (translate: render engine clips visual range at 8000m). So you can't see stuff further out. At least that is how I interpret it.
Immacolata is offline   Reply With Quote
Old 07-18-05, 05:04 PM   #8
irishred
Helmsman
 
Join Date: Mar 2004
Location: The Woodlands, TX
Posts: 107
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by Immacolata
Well there's no way to make us see smoke at 15km off I think. But h4x0ring the AI files might make it possible for your WO to spot ships at ranges further than the 8000 meter Sphere of Fogginess that you seem to live in (translate: render engine clips visual range at 8000m). So you can't see stuff further out. At least that is how I interpret it.
Well, you can just pretend the smoke is visible past 8000m...
irishred is offline   Reply With Quote
Old 07-19-05, 10:15 AM   #9
Lanzfeld
Grey Wolf
 
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
Default

Quote:
Originally Posted by irishred
Quote:
Originally Posted by Immacolata
Well there's no way to make us see smoke at 15km off I think. But h4x0ring the AI files might make it possible for your WO to spot ships at ranges further than the 8000 meter Sphere of Fogginess that you seem to live in (translate: render engine clips visual range at 8000m). So you can't see stuff further out. At least that is how I interpret it.
Well, you can just pretend the smoke is visible past 8000m...
ANYTHING to increase the area we can visually scan during clear weather is good for me.
Lanzfeld is offline   Reply With Quote
Old 07-19-05, 11:01 AM   #10
CCIP
Navy Seal
 
Join Date: Apr 2005
Location: Waterloo, Canada
Posts: 8,700
Downloads: 29
Uploads: 2


Default

Jackpot.





Thanks Jungman. Keep us up with the discoveries, and I'll keep testing to see how things work.

I don't really mind not being able to see as far since frankly... well, there's not that much use to it, other than visual appeal. I won't be attacking anyone at 20k. The next question, I guess, is the minimum surface and so on...

I guess one way around the "uber WO" would be to take out his ability to tell range (which would be kind of fine, seeing how super-accurate he always is...). He'd just give you a bearing and off you'd go...
__________________

There are only forty people in the world and five of them are hamburgers.
-Don Van Vliet
(aka Captain Beefheart)
CCIP is offline   Reply With Quote
Old 07-19-05, 11:50 AM   #11
irishred
Helmsman
 
Join Date: Mar 2004
Location: The Woodlands, TX
Posts: 107
Downloads: 5
Uploads: 0
Default

Can someone upload this for those of us without hexing skills?
irishred is offline   Reply With Quote
Old 07-19-05, 12:19 PM   #12
Egan
Admiral
 
Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
Default

One thing I would be concerned about is this: Smoke from a convoy can obviously be seen from a fair distance. But what about single ships...wouldn't those long ranges be wrong for single ships?
Egan is offline   Reply With Quote
Old 07-19-05, 12:32 PM   #13
CCIP
Navy Seal
 
Join Date: Apr 2005
Location: Waterloo, Canada
Posts: 8,700
Downloads: 29
Uploads: 2


Default

Well, as far as I understand, a single ship could be spotted by mast heads and smoke from far enough. Certainly from the 13-16km with no fog whatsoever that I seem to be getting.

Another piece of good news: it seems that fog visibility is not affected by increasing max range. Meaning you still get the same limits as you would have before, except in totally clear weather.
__________________

There are only forty people in the world and five of them are hamburgers.
-Don Van Vliet
(aka Captain Beefheart)
CCIP is offline   Reply With Quote
Old 07-19-05, 12:53 PM   #14
CCIP
Navy Seal
 
Join Date: Apr 2005
Location: Waterloo, Canada
Posts: 8,700
Downloads: 29
Uploads: 2


Default

Heh, well - after playing with this fix more, I realized something: how often do you got Fog:None in the campaign? Not very often, I'd say. Which means that, well, the high range will only work on those perfect days which you rarely get. Which means that the actual importance of it is pretty much marginal.

The radar fix that Jungman came up with is, in this case, the more important find I think.
__________________

There are only forty people in the world and five of them are hamburgers.
-Don Van Vliet
(aka Captain Beefheart)
CCIP is offline   Reply With Quote
Old 07-19-05, 01:06 PM   #15
Lanzfeld
Grey Wolf
 
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
Default

This is one of the most important discoverys ever for this game.
Lanzfeld is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:11 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.