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Old 05-09-2007, 11:31 AM   #46
mikaelanderlund
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by mikaelanderlund
Quote:
Originally Posted by Alex
Same thing for me, 3 words : everything works ok.

One of the best improvements I've ever seen on this game. Thank you very much, Rubini !
Maybe time for release?

Mikael
Yes...probably tomorrow!


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Old 05-16-2007, 01:16 PM   #47
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Any news?

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Old 05-16-2007, 03:03 PM   #48
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@ Rub : I definitely did not notice any bug... Well, after this beta version installed, it runs slower (because of the specs of my cpu), but all went ok.

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Old 05-16-2007, 03:12 PM   #49
Hitman
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Hitman,
The problem in messing with the light factor on Sensors.cfg is that we will get less vampire night vision, this is right...but then we will start to have blind crew at early morning and late afternoon...Sh3 uses probably the sun angle to calculate the sensibility for light factor. It´s really not easy to adjust all this. But I already fine tuning this issue to the best possible (that i could) in the mod!
Eh, no no no...read again, I did not mean changing anything in sensors or AI input. I meant to make night lightning clearer GRAPHICALLY, i.e. what is rendered on screen. Just a graphics mod, so to speak, not a sensor mod. I meant that the game renders thing on screen that your crew can see buy you don't because the monitor is too dark. They are there, it's only your real life eyes can't see it. So I meant actually tweaking the other end of the chain: Not the crew eyes, but the player's eyes! Lowering vampire vision through your work so far, and then increasing player vision by making graphics clearer by night could actually make crew and player's spotting abilities by night much closer
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Old 05-17-2007, 07:55 AM   #50
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Quote:
Originally Posted by mikaelanderlund
Any news?

Mikael
Sorry for the absence,

Busy RL here!
Today, I promisse!
I'm at my work now and at night I will release it. (KL is also studying it officially for GWX, so perhaps this will make part of the GWX patch 1.04. But no promisses, ok?)
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Old 05-17-2007, 07:58 AM   #51
Rubini
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Quote:
Originally Posted by Hitman
Quote:
Hitman,
The problem in messing with the light factor on Sensors.cfg is that we will get less vampire night vision, this is right...but then we will start to have blind crew at early morning and late afternoon...Sh3 uses probably the sun angle to calculate the sensibility for light factor. It´s really not easy to adjust all this. But I already fine tuning this issue to the best possible (that i could) in the mod!
Eh, no no no...read again, I did not mean changing anything in sensors or AI input. I meant to make night lightning clearer GRAPHICALLY, i.e. what is rendered on screen. Just a graphics mod, so to speak, not a sensor mod. I meant that the game renders thing on screen that your crew can see buy you don't because the monitor is too dark. They are there, it's only your real life eyes can't see it. So I meant actually tweaking the other end of the chain: Not the crew eyes, but the player's eyes! Lowering vampire vision through your work so far, and then increasing player vision by making graphics clearer by night could actually make crew and player's spotting abilities by night much closer
OK, I understand! LOL
This is what I made on my installation. Anyway a lot of ppl like a lot the very dark nights...then they need to live with the problem at night apart any mod or solution.
The important is to have choices...
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Old 05-17-2007, 06:31 PM   #52
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Hi mates,

As promissed here the GWX Stay Alert crew fix mod for 16km:
http://rapidshare.com/files/31902538...m_V1.2.7z.html
(it have small diferences from the beta version, so the testers need to download again)

Many thanks to all the guys that tested it all these past days!

From readme:

Quote:
May 17, 2007.

Well, even not so "perfect" as its related 8km version here a attempt to give a more balanced AI to GWX16km.

First of all, GWX 16km already works quite well.
The GWX 16km AI not frequently (the opposite of 8km version) will see you first (exception for small planes and ships and in heavy fogged conditions).

Then, what this mod does?
This mod tweak three main sections:
1. A less deaf and more wakeful sonarman
2. A slight more smart crew on watch tower (visual)
3. A slight tweak over some RWR to avoid some side efects by SH3 world´s rendering limitations.
So, the GWX AI (enemy) behaviour (sonar and Hydrophones) and Long Range Gunnery properties aren´t changed by this mod.
This mod in truth only makes your crew more smart. And this will help you a lot!

Installation:
JSGME ready.

Usage and side effects:
Expect a very smart sonarman that will listen and detect things a bit far away and more quickly.
The watch tower crew will be able to see a bit far away and detect the AI before they detect you in more situations and also your crew FOV will be more like the player FOV (but this isn´t so perfect as in 8km version).
The unique side effect is a possible more Vampire night vision, but almost not noticeable.
Also a slight more quick hydrophone wheel spin. The optional Sensors.dat have it more in par with the stock spin velocity (see below).

Optional:
I also included an optional folder with another Sensor.dat that have only a bit less sensible sonarman than in the main "default" mod. I also included a tweaked Jungman AI_sensors.dat that will make the Enemy ASW a bit more (only a bit) easy. I like very much this option, it makes GWX more playable for my taste.
And for last a Sensors.cfg with all the "uses crew efficiency=true" - but I suggest to use the default one on the mod
A tip: if you want these optional files then rename them correctly and put them on the correct place before enable the mod or you will not play with the mod in the end...lol

Compatibility:
This mod (with its "default" files) is also compatible with Ducimus/NYGM new visual sensors for GWX 16km (the Ducimus/NYGM new visual sensors aren´t compatible with any 8km version). Note that the optional (see above) tweaked Jungman´s AI_sensors.dat isn´t compatible with Ducimus/NYGM new visual sensors for GWX 16km.

Have fun!
Rubini.
================================================== ================================
Changes made:

Sensors.dat:
-changes on min and maxrange and also on the SweepPeriod or all hydrophones. MaxSensorsHight changed for all KDB types.
-changes on max and min range for the RWR. SweepPeriod changes for Tunis.

AI_sensors (tweaks over Jungman original mod):
-changes on MaxBearing and also minRange for all active sonars
-changes on MaxRange, Maxheight and MaxBearing for AI_hydrophones

Sim.cfg:
-small changes under Visual section (Fog and Light factors)

Sensors.cfg:
-small changes under visual section (Fog and Light factors). I put a note on the best interval to be used for "Visual fog factor" if you want to try another value.
-"uses crew efficiency=false" for Visual and Hydrophone section. See the above Optional section.
================================================== ==================================
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Last edited by Rubini; 05-18-2007 at 07:49 AM.
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Old 05-17-2007, 07:21 PM   #53
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Rubini, thank you very much for all the effort you put into this mod. It is deeply appreciated by one of your compatriots. I will be installing it as soon as I reach port. Abracos EmeAzul
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Old 05-17-2007, 08:45 PM   #54
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RapidShare hates me Can anyone DL this to an alternate site?
TIA

Thanks Rubini, another great mod!
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Old 05-18-2007, 01:15 AM   #55
Kpt. Lehmann
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Here you go SamWolf.

http://files.filefront.com/GWX__Stay.../fileinfo.html
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Old 05-18-2007, 02:07 AM   #56
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Quote:
Originally Posted by Rubini
(it have small diferences from the beta version, so the testers need to download again)
Ok, downloading.

THANK YOU VERY MUCH !
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Old 05-18-2007, 05:18 AM   #57
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Cheers Rubini
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Old 05-18-2007, 05:52 AM   #58
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Thanks, Kpt. Lehmann
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Old 05-18-2007, 06:43 AM   #59
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Thanks, Kpt. Lehmann
No problemo.
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Old 05-18-2007, 07:47 AM   #60
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Quote:
Originally Posted by Kpt. Lehmann
Many thanks Kaptain!
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