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Old 03-24-07, 03:41 PM   #46
poor sailor
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Congratulations Rubini for your results, I will play tonight and maybe tomorrow posted more results, but for now everythings looks fine for me.
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Old 03-24-07, 05:42 PM   #47
Shepelly
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Quote:
Originally Posted by Rubini
Second report.

Type VIIb (using DD awesome new interiors!)
Jan 31, 1940
Grid AM53
6m/s, partial cloudy, light fog, day time.

Received 2 convoy radio reports but at long distance.
Then ordered to 25m to try any other contact.
As soon as the boat was at 12m my SO listenned a single contact 17km SSE medium speed!
Ok. Surfaced and start to run full ahead to intercept the target.
Minutes later my WO: visual contact at 5700 200degree. I barely could see the smoke in horizon! Bingo! the mod is working!

More some minutes later I ordered PD to start the submerged torpedo procedures...then my SO: Sound contact Sir! merchant bering 021, long range. He listenned a convoy 27km away! Bingo again!

It´s a pleasure to have a smart and well trainned crew now!
This is now a challenge game as it should be since the first day!

Rubini.
Mate, this is fantastic, where do we get it
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Old 03-24-07, 05:59 PM   #48
von Zelda
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Rubini, I played around with some minor changes to the sensor.dat file with fairly good results when I first began playing the SH3 stock version. The two main areas that I tried changing were visual identification distance and hydrophone identification distance. I think I got visual identification up to around 9000 meters.

I did not make these changes when I switched to Grey Wolves and then to GWX because I felt the developers surely had a handle on this.

I am eagerly waiting to see your mod.
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Old 03-24-07, 10:07 PM   #49
HEMISENT
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Hi Rubini
Great work as always. looks like you've solved one of the problems that has plagued us since the beginning. I really would like to see this in the 16km version if that can be fitted into your schedule. I play with GWX now exclusively and for WAW I like the longer range.

Keeping a close eye on this topic.
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Old 03-24-07, 10:19 PM   #50
Rubini
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Quote:
Originally Posted by HEMISENT
Hi Rubini
Great work as always. looks like you've solved one of the problems that has plagued us since the beginning. I really would like to see this in the 16km version if that can be fitted into your schedule. I play with GWX now exclusively and for WAW I like the longer range.

Keeping a close eye on this topic.
Hi Hemisent!
How are you mate?
I see you other post, sorry, busy RL and I miss the time to reply...

I only will start to mess with 16km after have sure that all is working as intend in 8km. Then perhaps in a week. Any help will be welcome too!
The feedback of the first ppl that are using the mod is really necessary to fine adjust if needed.
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Old 03-24-07, 10:33 PM   #51
Kpt. Kozloff
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Hi Rubini,
Looking forward to it.
How do the sensors from this mod compare to these from Atmosphere Mod 8km version 2.0? (a bit ancient history, i know)
Thanks.
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Old 03-24-07, 10:34 PM   #52
Rubini
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Quote:
Originally Posted by von Zelda
Rubini, I played around with some minor changes to the sensor.dat file with fairly good results when I first began playing the SH3 stock version. The two main areas that I tried changing were visual identification distance and hydrophone identification distance. I think I got visual identification up to around 9000 meters.

I did not make these changes when I switched to Grey Wolves and then to GWX because I felt the developers surely had a handle on this.

I am eagerly waiting to see your mod.
Thanks for the interest!

Yes, the mod is in truth only fine adjusting on the sensors files. Frequently the stock settings are very near of the best ones.
I always thought that when you mess so much with these settings soon you will not more knows exactly what are you doing and an unbalanced gameplay await you in the end. The worst is that you will not notice the side effects...

With this in mind and after these two years of accumulated knowledge by this community i started again from the stock settings to do this. Trust me, few changes are needed to acquire the best results on this matter.
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Old 03-24-07, 10:57 PM   #53
Kpt. Kozloff
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Hi,
Sorry to bug you with yet another "silly" question but is using the stock scene.DAT file going to cause any incompatibility with your mod, even when used with GWX?
Thanks.
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Old 03-24-07, 11:42 PM   #54
Rubini
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Quote:
Originally Posted by Kpt. Kozloff
Hi,
Sorry to bug you with yet another "silly" question but is using the stock scene.DAT file going to cause any incompatibility with your mod, even when used with GWX?
Thanks.
This mod uses only four files: Sensors.cfg and Sensors.dat (these two are player/uboat crew related) and Sim.cfg and Ai_Sensors.dat (AI related only).

The Scene.dat from GWX 8km (default) is compatible with the stock one but if you use the stock one you will lose the clouds fix and moon reflection at least.
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Last edited by Rubini; 03-25-07 at 10:42 AM.
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Old 03-25-07, 09:40 AM   #55
poor sailor
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My report is very similar to Rubini's. Have a large convoy contact at 22.5km hydrophone and visual spotting target at 5.1km. Early morning, light fog and wind 7m/s.
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Old 03-25-07, 02:22 PM   #56
von Zelda
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When do you plan to release the mod? Sounds like all the tests are coming out just fine.
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Old 03-25-07, 05:43 PM   #57
Jan Kyster
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Have tried now with a "clean" install - which btw. made my last patrol invalid. It had an carrier down in it :rotfl:

...but there are still issues with SO loosing contact between 20 and 10km? And sometimes between 10 and 6km...
Perhaps caused by impatient use of TC (max 16 used) :hmm: - not verified yet.
He now reports from sometimes over 30km and other times at 22km - depending of sea (?)

Lookouts are great! Alerted and sharp!
Saved our butts a couple of times from some *very* annoying Swordfishs

Jan

Using
GWX 1.02, 8km, SH3Commander
From Rubini mod:
AI_Sensors.dat - is Jungman's AI_Sensors.dat
Sensors.dat - is Sensors_30km_GWX.dat
sensors.cfg - is Rubini default "false"
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Old 03-25-07, 07:58 PM   #58
Rubini
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Thanks mates for the feedback!

I only didn´t release it yet because I´m trying to make a last minute adjusts on Hydrophones issue.

I ran 2 complete patrols and the mod is working great.
The hydrophones are really hardcoded (until now) for some features. No matter what you change on Sensors.cfg, you can´t make it better (just worse) or with settings that have a lot of side effects. On the Sonars.dat (player uboat sensors geometry) the unique good change are about distances of hydrophones.
So probably we will have the better sonarman until now but not a perfect one. In the other hand, the visual issue is very, very good!

I will release it today or tomorrow at max!
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Old 03-25-07, 08:27 PM   #59
Dantenoc
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Quote:
Originally Posted by Rubini
I will release it today or tomorrow at max!
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Old 03-25-07, 09:35 PM   #60
Rubini
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Ok, finishing the readme and packing the mod...

Even the sonarman is now very, very more smart and less deaf now!
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