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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
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Rubini, Makman94 and me fixed a problem that bothered us for years: The VampireNightVision-Bug: In a clear but dark night, your Uboat watchcrew can see a ship in 15km distance, while an enemy warship watchcrew cannot see your Uboat in 300m distance (at least in GWX).
This hardcode fix eliminates this problem. Not only the watchcrew has lowered visible range, also the player on his monitor, since the mod changes the rendering of the objects at night. So the balance between the players eyes and the watchcrews eyes is widely kept. The following Crew Sensor Settings in data/cfg/Sensors.cfg could be used as start values for further optimization: Visual range factor=0.5 Visual fog factor=1.00 Visual light factor=0.5 The Visual fog factor can be fine-adjusted between 1.00 and 1.05, if your crew detects ships before you can see them on your monitor. This balance depends on the environment and monitor settings. Edit: After finishing the Beta-Test period, this fix is no more available as stand-alone. It's now integrated into and part of the: Realism- and Gameplay- related hardcode fixes: See here: http://www.subsim.com/radioroom/showthread.php?t=174225 Last edited by h.sie; 03-10-12 at 04:42 AM. |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
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Ahoy h.sie!
Some more info for kaleuns: - All stock visual settings (on stock sensors.cfg) are good ones to go with any mod or super mod now. Just be sure to use the three settings that h.sie posted above. - The fix is just simply in concept and works flawless (at least on our tests ![]() ![]() Kudos to h.sie! ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#3 |
Pacific Aces Dev Team
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INCREDIBLE
![]() You never cease to amaze me H.Sie, great job again ![]()
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One day I will return to sea ... |
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#4 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
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You guys finally killed the Bug that plagued us since SH3 went gold!
Wow, talk about an epic feat! ![]()
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#5 |
Grey Wolf
![]() Join Date: Jan 2002
Location: Holland
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I'm amazed!
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#6 |
Grey Wolf
![]() Join Date: Jan 2002
Location: Holland
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One question: is this also improving nightly surface attacks? Ie we can better sneak into convoys?
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#7 |
Chief
![]() Join Date: Apr 2007
Location: ger
Posts: 313
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Great news!
But I just saw that my sensor settings are completely different: ;Visual. Visual range factor=1.4 Visual fog factor=0.9 Visual light factor=1.6 Is that normal and you suggest changing to the settings you recommended or do you mean that the settings should have been like those you recommend from the beginning? I'm just wondering if one of my mods messed with the sensors too much. Maybe t becomes more clear if I ask in German: h.sie, meinst Du, dass die Sensoren normalerweise so eingestellt sein sollten, wie du im ersten Post schreibst? Oder sollte man nur die Sensoren so einstellen, um mit dem Fix die besten Ergebnisse zu haben? Nicht, dass irgendeiner meiner Mods die Sensoren zu sehr verstellt hat. |
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#8 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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![]() Quote:
These crazy settings on sensors.cfg that some mods or super mods have was exactly a try to "fix"the vampire night vision bug at the past. But obviously none of then fixed it. The h.sie's fix moves the fog wall itself accordingly the sun position, so we suggest that now you stick with the stock settings plus the ones that h.sie wrote on the first post. Obviously some fine tunning could be needed for each combination on yours mods/monitor settings. I use for example fogfactor=1.05 and lightfactor=0.05, because these settings behave better for me (with the fix). Try it a bit to see what is better for you. Also the Ai behaviour (I mean: if Ai ships will attack you first or not) is adjusted on sim.cfg; some will need adjust, others not. Anyway this fix don't changes the Ai behaviour or Ai visual detection, only the player/crew ones.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#9 |
Admiral
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Contact persons / responsibilities:
Problems, incompatibilities, questions: Makman94, Rubini. Commendation, praise: h.sie ![]() Last edited by h.sie; 01-28-12 at 09:08 AM. |
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#10 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#11 |
Chief
![]() Join Date: Apr 2007
Location: ger
Posts: 313
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Thanks for the advice, Rubini! And sorry for the wrong addressee in my initial post.
![]() I'll just use the recommended settings then on my next game and see how that works. The only problem that could come up would be to figure out whether I need to adjust the AI-behaviour or not - and if so then which settings to pick. But I should probably worry about that if I stumble into any weird AI-behaviour at all. ![]() |
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#12 | ||
Hellas
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![]() Quote:
now ,your crew 'sees' much more shorter so i am guessing that thing is getting harder now (as it should) the AI on the other side are not altered by this mod . AI continues to 'see' at the ranges that you allready know so if it was easy for you (depending on which supermod you use) will continue to be that way too Quote:
each one of you has to adjust his visual settings at his own sensors.cfg forget and delete everything you read there at the visauls factors in sensors.cfg as Rubini says there are some tiny adjustments that must be taken care (especially at FogFactor value and at LightFactor).this is necessery exactly becuase of different monitor settings-enviros. ALL other values must be setted back at STOCK VALUES these are the settings i am using on GWX-16km enviro as my monitor is setted up and have the best results: ;Visual. Visual range factor=0.5 Visual fog factor=1.03 Visual light factor=0.05 Visual waves factor=0.8 Visual speed factor=0 Visual aspect=0.9 Visual enemy speed=0.2 Visual noise factor=0 Visual sensor height factor=0.5 as Rubini allready told you ,something else that is really important is that AI visuals are not altered at all by this mod . in most of the supermods AI visuals needs corrections too (especially at the situations of extreme fog weather) so if you find situations that enemy is spotting you before you do ...you have to edit the sim.cfg
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#13 | |
Hellas
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#14 | |
Lieutenant
![]() Join Date: Jan 2012
Posts: 252
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Good. Looking forward to version which is compatible with BadWeatherFix. |
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#15 |
Admiral
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@reaper: Thank you for your detailed test results. IMHO you do not have to change MEPv3. If you use the 25%-version, you'll see the ships later, because the fog-wall is automatically closer to you, compared to the 40% version.
@LemonA: I don't know which one is more realistic. This could be discussed (hopefully with facts) here in the thread. I'm only sure that a visible range of 15km at dark night isn't realistic. |
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