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Old 03-29-07, 05:15 AM   #121
Woof1701
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Don't forget that the uboat Diesels are making a noise as well.
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Old 03-29-07, 05:43 AM   #122
Cheapskate
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Hi Woof

No, I wasn't completely overlooking the ambient noise side of things. But how much noise did the diesels actually make on a WWII sub ? particularly if they were just on tickover for a battery recharge?

Seriously, there are so many imponderables here. Personally, I think Rubini was right to take an educated stab at a rough approximation and see how things work out in practice.

If we don't find the results to our liking, we can always change them with TT's minitweaker
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Old 03-29-07, 06:00 AM   #123
von Zelda
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Default A big "THANKS" to Rubini

Thanks Rubini for all your hard work in putting this wonderful mod together for us all.

Aside from Grey Wolves and GWX super mods, your Stay Alert Crew Mod is the greatest improvement to game play that I've seen so far. Well done!
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Old 03-29-07, 06:12 AM   #124
jimmie
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Wow, this sounds promising! Thanks for another effort making the game better. I also wish for NYGM compatible 16km version
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Old 03-29-07, 06:23 AM   #125
Woof1701
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Quote:
Originally Posted by Cheapskate
Hi Woof

No, I wasn't completely overlooking the ambient noise side of things. But how much noise did the diesels actually make on a WWII sub ? particularly if they were just on tickover for a battery recharge?
That's one of those things noone of us will ever be able to find out

Quote:
Seriously, there are so many imponderables here. Personally, I think Rubini was right to take an educated stab at a rough approximation and see how things work out in practice.

If we don't find the results to our liking, we can always change them with TT's minitweaker
Yes that's true. Basically apart from the technical data almost every aspect of such a simulation is based on guesswork. After all how are we to judge how many aircraft attacks through the Biskaya were normal, how like it was to be hit on a depth charge or hedge hog attack. How many uboats didn't sink because they were hit, but because the boat was sloppily welded or repaired and cracked at 150 meters. Or what it was effect it had on the crew to have several sick crew members aboard. What effect on morale continued boredom had. The list is endless
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Old 03-29-07, 07:30 AM   #126
Capt.Crackerjack
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Default Thanks Much!

Thanks to Rubini for a truly great mod!

Also, thanks to Poor Sailor for the FileFront links!
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Old 03-29-07, 07:57 AM   #127
bert8for3
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Quote:
Originally Posted by Rubini
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!
I'm running 16k, and am presently in heavy fog and just picked up a convoy on hydrophones. I'll play around with it tonight and see what sort of visual distances I'm getting vs crew, and post back here.
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Old 03-29-07, 08:01 AM   #128
Rubini
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Quote:
Originally Posted by Matyas
Hi Rubini,

As everyone here seems to be highly satified with your mod, I have decided to switch back from 16km to 8km to be able to try it out (was a tough decision for me, though).

However, I have some questions before I start using it:

1. Does cloudiness have an influence on visual detection ranges (especially during night time)? In RL you can hardly see anything in the night when the sky is overcast...

2. Are the visual detection ranges for airplanes the same for the nighttime and for the daytime? It's hardly imaginable to spot a Hurricane during a cloudy (or overcast!) night from 4 km...

Thanks for your reply in advance.

Matyas
Hi Matyas,

This is an always important question.
First of all yes, at night, mainly with fog, your visibility range was much less even in this mod.

But as i already said - and this is the main problem also with 16km mod - SH3 just diminish the visibility range in a percent of the main mid clear day one. So the high that this "perfect conditions" distance are, the major the distance that you will detect things also at night and/or fog - here is where that vampire night vision born - a stock bad implementation. The parameters that controls specifically the light and fog factor also will mess with the less lighted hours of the day even when you yet have good visibility what will bring again a blind crew for half the day if you carry so much on these factors.

Then we need a compromise for these settings. To have a more smart crew you need to make them detect things early and this can occur once in a while on the edges of the vampire night vision on some hours of the night or with fog. This is why I don't made it for 16km. 16km is already a tweak. Then a tweak over a tweak could have a not so good results.

The settings that I made can be easily tuned down or high. I just need feedbacks.
But I'm sure that the game is far better now than before. At least you are changing a very odd behaviour (to say the minimum) to a 90% right behaviour now.

Feedbacks please!

Rubini.
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Old 03-29-07, 08:06 AM   #129
cardician
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Sorry, I'm not clear on something. I've read through this whole thread and am very excited for a 16km version (not willing to give that up ). Anyway, what is vampire night vision? I just don't understand the reference. Vampires able to see really well at night? I mean vampire bats certainly can't see for squat...and I didn't see any explanation anywhere on what that means.

Anyway, thanks for creating what sounds like a very valuable mod. I can't wait for it to work with 16km so I can d/l it for GWX
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Old 03-29-07, 08:56 AM   #130
Reece
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Once again Rubini, Thanks Very Much! I had some sort of virus stuffed up files on my HDD so I ghosted & the ghost image got 1/4 through & errored, had to get an old build and fix, now have to set up SH3 as well as other applications before I can continue! My VCR just died as well, always some damn thing! Should have stayed in bed!
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Old 03-29-07, 09:20 AM   #131
Rubini
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Quote:
Originally Posted by cardician
Sorry, I'm not clear on something. I've read through this whole thread and am very excited for a 16km version (not willing to give that up ). Anyway, what is vampire night vision? I just don't understand the reference. Vampires able to see really well at night? I mean vampire bats certainly can't see for squat...and I didn't see any explanation anywhere on what that means.

Anyway, thanks for creating what sounds like a very valuable mod. I can't wait for it to work with 16km so I can d/l it for GWX
Yes, the Vampire night vision was a term that was born when the guys started to dig the 16km mod. After the first moment of excitement they noticed that SH3 had a bad implementation for night range view and to solve this was necessary to adjust the light factor on Sensors.cfg file but in a huge way what also started to bring some side effects: the main one was a blind crew at night with fog.
All this is written on that old thread and is clear how Jungman start to be disappointed when they found this vampire night vision and he noticed that a perfect adjust was impossible. The guys tried then to find a middle ground and this is what we have today on 16km mod.
I hope that with patience and a lot of tests perhaps could be possible to have the Stay Alert crew fix also for 16km.

In truth the Hydrophones fix is the same. Only the visual needs special adjusts to 16km mod.
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Last edited by Rubini; 03-03-08 at 08:19 PM.
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Old 03-29-07, 04:05 PM   #132
Matyas
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Hi Rubini,

Thanks for your reply. On my current patrol I'm using your mod. I have just sunk my first merchant (an ore carrier). My WO spotted it at 5300 meters. Winds 6 knots NE, sky partly cloudy, light fog, daytime (around 2 pm). When the WO announced a ship was spotted, first I couldn't find it with the binoculars, but after a while (about half minute or so) it slowly slipped out of the fog and I started to see its contours and its smoke column. (I don't bore you with further details: at the end the merchant went to the bottom of the ocean after my perfectly aimed two-torpedo salvo shot. )

So my WO is a bit "eagle-eyed" but his performance is pretty close to mine. He is better than me maybe because I had no kriegsmarine training like he had.

So this far I'm happy with your mod. Thanks for it!

More feedbacks coming soon.

Matyas
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Old 03-29-07, 05:06 PM   #133
Rubini
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Quote:
Originally Posted by Matyas
Hi Rubini,

Thanks for your reply. On my current patrol I'm using your mod. I have just sunk my first merchant (an ore carrier). My WO spotted it at 5300 meters. Winds 6 knots NE, sky partly cloudy, light fog, daytime (around 2 pm). When the WO announced a ship was spotted, first I couldn't find it with the binoculars, but after a while (about half minute or so) it slowly slipped out of the fog and I started to see its contours and its smoke column. (I don't bore you with further details: at the end the merchant went to the bottom of the ocean after my perfectly aimed two-torpedo salvo shot. )

So my WO is a bit "eagle-eyed" but his performance is pretty close to mine. He is better than me maybe because I had no kriegsmarine training like he had.

So this far I'm happy with your mod. Thanks for it!

More feedbacks coming soon.

Matyas
Thanks!
But don´t forget that the range that the WO/Sonarman will detect things will always vary a bit (SH3 engine). So sometimes they will see a bit far, sometimes bit late, but always more like you can do it...and the best is that pratically ships no more will see you first - (visual related only). This is exactly the soul of this mod!
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Old 03-29-07, 11:37 PM   #134
Reece
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Hi Rubini, I have a problem now with Sonar, using "GWX - Stay Alert _crew fix_v1c" I was at Periscope depth & selected Sonar to give constant reports, this was ok, then I surfaced, but he kept on giving reports "SO: Reports ....", this keeps going until ship is sunk!
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Old 03-30-07, 04:34 AM   #135
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Hello
I think this is a stock SHIII Bug i have N.Y.G.M and G.W.X and a heavy Moded version of the game and if my memory serves i have seen this all throughout me having the game if i forget to to turn the sonar guys report to sweep before i surface he carrys on giving me the report.
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