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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 | ||
Watch
![]() Join Date: Jul 2005
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The ranges are the ones given for practical purposes not theoretical. Provided the equipment was installed in the U Boat there was always sufficient time to dive to safety, the problem was that not all radar emissions mean't that you had been detected, so it was up to the operator to determine if the signal was becoming stronger, i.e the aircraft is making a vector towards you. Another issue of course was that RWR equipment in u boats was difficult to maintain and prone to fail, if it did then you were a sitting duck. But make no mistake having RWR was an absolute lifesaver in most situations for a u boat, BUT it did mean that the u boat was now in an entirely defensive frame of mind, i.e picking up signals and diving is fine (you can read many accounts from 1943 where a u boat would dive 20-30 times a night), but if there are so many aircraft patrolling as by 1944 then the uboat cannot spend any significant time on the surface.[/quote] |
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#122 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
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Jungman, have you reversed the 180 to 360 changes in your radar mod. I am worried that what you have done is enable radar to search underwater....
Example below, the maxELEV for sonar is 100 and MIN is 90 so it is a beam below horizon. If you havent reversed changes, radar can detect underwater objects... here is a grapic about changing maxele cause i can't explain well in words... one of the reasons i can;t type very well is I've been on the beer too, Leffe beer (strong stufF_) from belgium or france.... wheaty... when I asked for it in bar once, i asked for a pint and they looked at me like I was an idiot, "we only sell it in half pints sir" probably cause its 6.6%, I like the litre bottles though cause they open like champaign... pop!!! ![]() |
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#123 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
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any updates on the visibility issues? have we given up on those?
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#124 | |
Navy Seal
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#125 |
Medic
![]() Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
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@CC... by Crew Visibility, do you mean unlocking the camera angles in Camera.dat for the Crew Stations?... if so, can you unlock the camera angles for the Periscope Seat station?....cause that is the ONLY crew station that's still locked up...
As for Manuel's mod for the Fog values in Scene.dat (both Surface Fog and Underwater Fog), I'm having a lot of trouble understanding the hex values that Manuel has highlighted in Scene.dat file... Are they squared float numbers converted into hex values or what?... I can convert the existing hex values into float point, but they make no sense to me at all... so, I'm not sure what float numbers have to be converted and then inserted as the new hex values to move the Surface Fog back... like shown in Manuel's photos... Mabybe someone can post something to clear up this issue so that us homegrown hex editors can get it right? Cordialement, Duke of Earl
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U-627.... das \'Wabo-Magnet\' |
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#126 | |
Navy Seal
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No, no, this is all purely about visual range outside, as in, seeing ships through binoculars at any more than 8-10km. We know how to get the crew to do it, but not you. Objects aren't rendered beyond that, but are still tracked. As for your Camera mod suggestion - I noticed it from before. I've just been 'hiding' from that project a little bit because I've been preoccupied with finishing RUb 1.43 stuff. ![]() Update on that soon ![]() |
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#127 |
Medic
![]() Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
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@CC... well, if you mean the edits to the Sensors.dat file to increase visual range with Binocs, I've been keepin up with that and making the appropriate changes... not too much trouble since the hex decimal - float point conversions make sense... but, the Scene.dat conversions are a still a mystery...
Cordialement, Duke of Earl
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U-627.... das \'Wabo-Magnet\' |
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#128 |
Sailor man
![]() Join Date: Jul 2002
Location: Alicante - Spain
Posts: 48
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For the 'FogDistances' value I don't know what kind of data is, too. Maybe a possible enum?
Other values are simple floats, but I don't know what units are. The main fact is that they are changeable. I'm working on clip distance to get more visibility than the default 10 km. One important value that I found was EarthRadius. This handles the curvature of the world. Yeah, the SH3 Earth isn't flat, everything is curved depending on this value. For example with a lower number, a ship at 7 km only shows smoke (or masts), and viceversa (for higher values). All except dynamic ocean, that remains always flat. |
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#129 |
Medic
![]() Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
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Thanks Manuel... I guess it will trial and error for me with the FogDistances Scene.dat values... they might be squared float, so a square root conversion might be necessary to understand the units.. it's anyone's guess right now...
Good luck on the clip distance.. and earth curvature.. Cordialement, Duke of Earl
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U-627.... das \'Wabo-Magnet\' |
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#130 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
Posts: 835
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Hello!
Interesting to see you proffessionals work on this issue ![]() Is there some file ready (or in beta) you can download for increasing the visibility? Best wishes /Rulle |
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#131 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
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n/a
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#132 |
Sailor man
![]() Join Date: Jul 2002
Location: Alicante - Spain
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Well, it seems that we will have visual sight increased soon.
![]() - Clip distance is changeable now, I found it ![]() - Clipping artifacts (Z-buffer fighting) have been reduced a lot ![]() Just one thing remains: change the sky dome size. This is a hemi-sphere that cuts the horizon, and it does at 10 km from camera position. The problem is that every object behind the dome is not visible (but it is drawn). One question: what is the visual range at sea in a clear day? Or better: what distance should I put to the camera sight to be coordinated with the AI sensors? If all goes as well as now, we could view ship smoke at 20 km (very very far, but we could see it), then the ship at about 10 km, like now. |
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#133 | |
Samurai Navy
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I wonder if there wasn't a reason, perhaps a flaw in the game engine, which you will be unlocking as well?
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X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#134 |
Sailor man
![]() Join Date: Jul 2002
Location: Alicante - Spain
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No idea, but I think it was due to CPU performance. The extra visibility eats about 15 % of total fps.
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#135 | |
Commander
![]() Join Date: May 2005
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