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Old 03-27-07, 08:13 PM   #91
Reece
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I always had the problem of running high TC, then TC drops to 1x, an explosion, direct hit on boat, then the WO says "Aircraft", thats when I kick him fair in the kyber!
Hope this fixes that, prior to your mod I have been using Der teddy bars (NYGM 2.2) sensors.dat & sensors.cfg to improve visual aircraft detection, and seemed to work
Thanks Rubini.
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Old 03-27-07, 10:47 PM   #92
nikbear
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How do I download this mod,rapidshare isn't playing ball and keeps telling me my download session is invalid Ive waited 85 mins twice now and each time its the same
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Old 03-28-07, 12:32 AM   #93
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I don't think Rubini will mind, try here:
http://www6.rapidupload.com/d.php?file=dl&filepath=29084
Cheers.
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Old 03-28-07, 01:00 AM   #94
Rubini
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It´s done!

Sh3 have a separated setting for the "size" of the contact on sensors.dat for each sensor called "surface". On visual sensor (sensors.dat) it is equal 150 for stock and in GWX it is equal 100 (I can´t open NYGM Sensors.dat).
This setting control mainly how the small contacts will be detected. Bigger number means less detectable small units. Lesser number, then the small units are more detectable. Obviously the settings on the Sensor.cfg also will have important influence on the final result.

Then I will release two versions: one with surface=90. Hurricane will be detected (average) on a clear day, no fog, at 2500meters (stock and GWX at 1500m), the big plane, B24 at 6800 meters( stock/GWX at 5900) . The other with surface=60. Hurris at 3500 and B24 at 8000 meters. At night these distances are a half and with fog is even lesser.

Hummm...B24 spotted 8000m away? Remember that is a clear unfogged day using binocular, and 5 ppl out there scanning the horizon and sky... I don´t know, i guess that is possible in RL. Anyway I will use it (surface=60) for the main reason below:

We have a good side efect here: These settings also mess with the small vessels. A simple fishboat using stock/GWX settings are detected very late at 3500m (clear calm day). The player can see it´s smoke 7500m away! Now just imagine an English Armed Trawler or an Elco boat...they will start to shoot at you before your blind crew see them (they are clearly visible but your crew don´t see them!). Use the surface=60 and your crew will now detect also these small ships a bit early (one minute or two) before they can see you! (Of course these are average distances, not exactly the same all the time).

I spent all the time in tests trying to not put values that could fix one thing but unbalance other. This is my compromise, this is why we have choices.

I will release it with the two settings above. Use what you feel that is more your play stile.

@ Can someone also provide another link? Seems some guys are having problems in download from RS.
Hehe...thanks Reece!
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Last edited by Rubini; 03-28-07 at 01:39 AM.
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Old 03-28-07, 01:24 AM   #95
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Great news Rubini, looking forward to the new release.

You should become a member of file front, you can then have your own download site free, and no adds or spyware etc, I can certainly reccomend it, also this site is better than rapidshare IMO:
http://www6.rapidupload.com/
Cheers.
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Old 03-28-07, 01:35 AM   #96
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Here is another link http://files.filefront.com/Visual_Hy.../fileinfo.html
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Old 03-28-07, 03:24 AM   #97
LGN1
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Hi Rubini,

your results sound very good . Unfortunately at the moment my personal
version is a heavily modded NYGM installation. Thus, I cannot test the
mod. However, I will closely follow the development. At the moment I
have two questions for which you may have an answer.

In the thread
http://www.subsim.com/radioroom/show...=106663&page=3 it
seems that changing the waves amplitude and attenuation in Sim.cfg has
an influence on a graphical glitch. Someone in this thread has asked
if changing these values has any side effects. I guess it has, but I
am not sure. Can you comment on this?

If I ask my sonar man to follow the nearest warship he does not follow
the nearest warship, but the next warship he can hear. For example,
one warship is at bearing 50 degrees, range 1000m and one bearing 270
degrees, range 500m. If the sonar man has bearing 0 degree (more
general 270 < his bearing < 50) at the moment I order him to follow
the nearest warship he follows the contact at 50 degrees. If I wait
until his bearing is greater than 50 degrees he follows the warship at
270 degrees. Have you or anyone else encountered similar problems? It
is really strange. It seems to me that the order is not follow the
'nearest' but follow the 'next' contact.

Any comments on these two subjects are highly welcomed.

Cheers, LGN1
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Old 03-28-07, 03:37 AM   #98
cyclop_si
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Quote:
Originally Posted by LGN1
If I ask my sonar man to follow the nearest warship he does not follow
the nearest warship, but the next warship he can hear. For example,
one warship is at bearing 50 degrees, range 1000m and one bearing 270
degrees, range 500m. If the sonar man has bearing 0 degree (more
general 270 < his bearing < 50) at the moment I order him to follow
the nearest warship he follows the contact at 50 degrees. If I wait
until his bearing is greater than 50 degrees he follows the warship at
270 degrees. Have you or anyone else encountered similar problems? It
is really strange. It seems to me that the order is not follow the
'nearest' but follow the 'next' contact.
Hi,
Same behaviour in my case as well, using GWX 1.02 without other additional modes.
Bye
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Old 03-28-07, 04:07 AM   #99
Woof1701
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Hi Rubini

First of all thanks for this mod!!!
When I first read about it here, my immediate idea was to combine it with Ducimus' additional AI visual nodes. I had always been a little annoyed with my crew's performance in fog and on the hydrophone, as well as the fact that the AI had the same visuals as my own boat. Ducimus fixed the second problem with his additional AI nodes, while you now finally fixed the hydrophones and the visuals of my crew. Considering that uboats and surface ships each have different properties that make them see or be seen more or less easily, with combining your and Ducimus' mod we'd have the best of both worlds.

Now I'm trying to put the two together but have no idea though how to do it. Since both you and Ducimus altered the sim.cfg and AI_sensors.dat we'd most certainly have a mixup here and just using your player sensors.cfg and sensor.dat with Ducimus mod might produce quite unsatisfactory effects.

Could you please describe what changes in the AI files do exactly? Since I thought this mod was about player problems with hydrophone and visuals, I'm not sure how AI behaviour was changed?

Thanks a lot.
Best regards


BTW: Link to Ducimus thread:
http://www.subsim.com/radioroom/showthread.php?t=106956
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Old 03-28-07, 05:54 AM   #100
von Zelda
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Quote:
Originally Posted by Rubini
It´s done!
Great work there! When will this be released?

Thanks.
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Old 03-28-07, 08:08 AM   #101
nikbear
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Thanks for the new links everyone,and to rubini for the mod You Sir are a gentelman and a scholar!
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Old 03-28-07, 08:35 AM   #102
Rubini
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Quote:
Originally Posted by LGN1
Hi Rubini,

your results sound very good . Unfortunately at the moment my personal
version is a heavily modded NYGM installation. Thus, I cannot test the
mod. However, I will closely follow the development. At the moment I
have two questions for which you may have an answer.

In the thread
http://www.subsim.com/radioroom/show...=106663&page=3 it
seems that changing the waves amplitude and attenuation in Sim.cfg has
an influence on a graphical glitch. Someone in this thread has asked
if changing these values has any side effects. I guess it has, but I
am not sure. Can you comment on this?

If I ask my sonar man to follow the nearest warship he does not follow
the nearest warship, but the next warship he can hear. For example,
one warship is at bearing 50 degrees, range 1000m and one bearing 270
degrees, range 500m. If the sonar man has bearing 0 degree (more
general 270 < his bearing < 50) at the moment I order him to follow
the nearest warship he follows the contact at 50 degrees. If I wait
until his bearing is greater than 50 degrees he follows the warship at
270 degrees. Have you or anyone else encountered similar problems? It
is really strange. It seems to me that the order is not follow the
'nearest' but follow the 'next' contact.

Any comments on these two subjects are highly welcomed.

Cheers, LGN1
LGN1,
I was so busy adjusting the "Stay Alert - crew fix" mod (The name idea is from Jan Kyster - thanks) that I did not notice that thread.

Well, GWX for sure also plays with these two settings (ampl/atten), this makes part of the LRG mod. So, if you mess with them and left the others LRG settings intact you will have some (bad) impact on gameplay. The Amplitude and atten. on GWX helps the player to hide between into waves depression what in a LRG scenario is very important.

For guys that are using the "Stay Alert crew fix" mod this isn't a problem because I altered the LRG mod FOV anyway and the amp/att values are already lesser on sim.cfg.

But if those adjusts really fix this texture problem then its the way to go but a effort to test the changes on Ai behaviour for gameplay balance is necessary.

Your second question...well I never noticed it. But seems that cyclop also have it, so probable it's another stock bug...perhaps someone could fix it? The first tip is to search for this on the commands_*.cfg files. Perhaps could be only a matter of change commands (SH3 have a lot of unused commands...)?:hmm:
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Old 03-28-07, 09:06 AM   #103
Rubini
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Quote:
Originally Posted by Woof1701
Hi Rubini

First of all thanks for this mod!!!
When I first read about it here, my immediate idea was to combine it with Ducimus' additional AI visual nodes. I had always been a little annoyed with my crew's performance in fog and on the hydrophone, as well as the fact that the AI had the same visuals as my own boat. Ducimus fixed the second problem with his additional AI nodes, while you now finally fixed the hydrophones and the visuals of my crew. Considering that uboats and surface ships each have different properties that make them see or be seen more or less easily, with combining your and Ducimus' mod we'd have the best of both worlds.

Now I'm trying to put the two together but have no idea though how to do it. Since both you and Ducimus altered the sim.cfg and AI_sensors.dat we'd most certainly have a mixup here and just using your player sensors.cfg and sensor.dat with Ducimus mod might produce quite unsatisfactory effects.

Could you please describe what changes in the AI files do exactly? Since I thought this mod was about player problems with hydrophone and visuals, I'm not sure how AI behaviour was changed?

Thanks a lot.
Best regards


BTW: Link to Ducimus thread:
http://www.subsim.com/radioroom/showthread.php?t=106956
Woof 1701,

For now Ducimus' mod are incompatible with the "Stay Alert - crew fix" mod. In the end, after we have finish any fine adjust (if needed) i will make them compatible.
The main problem is that Ducimus's mod is for 16km and mine for 8km. Then some adjusts on his Ai_sensors.dat is necessary. If I have time I will release together with the new update (with Airplane fix), probably next friday.

Edited: A last comment. Ducimus/NYGM new Ai visual sensors for different units makes a good work on 16km where obviously we have major distance to play with. For 8km I can't see so much advantage as the max visaul range is limited to 9300m anyway. I dunno if this deserve the effort. Perhaps this could wait to the moment that we fix also the 16km version (if I will do it...). I continue to wait help from 16km users...
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Old 03-28-07, 09:23 AM   #104
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Quote:
I continue to wait help from 16km users...
What help do you require mate ?
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Old 03-28-07, 09:48 AM   #105
Rubini
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Quote:
Originally Posted by jimbuna
Quote:
I continue to wait help from 16km users...
What help do you require mate ?
See post 79 on page 4 of this thread!
Thanks jimbuma!
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