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Old 12-28-23, 03:45 PM   #31
John Pancoast
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rik, just did a quick campaign convoy attack. March, 1941. The merchants had searchlights. Came on when hit.

My mods:
OneAlex mod
SH-5 Moon Mod
SH-5 Moon Mod settings for OneAlex
SH-5 Volumetric clouds for moon mod.
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Old 12-28-23, 05:47 PM   #32
Kal_Maximus_U669
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hey rik007 ..salutation

https://www.subsim.com/radioroom/sho...postcount=1960
I have this error..!! the patch is running smoothly though..
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Old 12-28-23, 11:36 PM   #33
FUBAR295
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Originally Posted by Kal_Maximus_U669 View Post
hey rik007 ..salutation

https://www.subsim.com/radioroom/sho...postcount=1960
I have this error..!! the patch is running smoothly though..

KM,


Here is the fix ;


It is coming from the hsie mod. If you go in hsie.ini you will see:

;Val1=60.0

If you remove the ';' the error will go away.



It is H.sie Repair Time mod that causes the error. NYGM already has that included. Just do not check the box in Hsie option selector for "Realistic Repair Times" if using NYGM. That should clear up things and make the error message go away!


Good hunting,
FUBAR295
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Old 12-29-23, 03:03 PM   #34
Kal_Maximus_U669
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Icon14 SH-3 Night surface attack

Hey rik007..Merry Christmas..
Oh great creator..greetings..
I wanted to thank you for your work I have just started to assemble different versions to see which is the most effective...my first words will be
Graphically pretty... a clear coloring of the Water mod for SH-3 20 Km Atlantic V999... this mod has a color of its own...
Kind regards, Kal Maximus U669
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Old 12-30-23, 09:33 AM   #35
rik007
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Quote:
Originally Posted by Kal_Maximus_U669 View Post
Hey rik007..Merry Christmas..
Oh great creator..greetings..
I wanted to thank you for your work I have just started to assemble different versions to see which is the most effective...my first words will be
Graphically pretty... a clear coloring of the Water mod for SH-3 20 Km Atlantic V999... this mod has a color of its own...
Kind regards, Kal Maximus U669
Thank you very much Kal!



That we are at version 999 tells us that it took a while to come where we are.
As for the surface attacks it took me a while to understand it and to get rid of my old habits and internal resistance .

Here you have a suggested mod stack if that help you:

SH-5 Water for SH-3 20 Km Atlantic V999
SH-5 Command files for Voice Attack for Fifi's mod
SH-5 Moon mod
SH-5 Volumetric Clouds for Moon mod
SH-5 Water for SH-3 Bigger waves
SH-5 Moon mod settings for fifi's
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Old 12-30-23, 09:59 AM   #36
rik007
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Originally Posted by John Pancoast View Post
rik, just did a quick campaign convoy attack. March, 1941. The merchants had searchlights. Came on when hit.

My mods:
OneAlex mod
SH-5 Moon Mod
SH-5 Moon Mod settings for OneAlex
SH-5 Volumetric clouds for moon mod.
Hi John,

I didnot post all the mods I use. So a week ago I revived OneAlex again as well as some private mods. I use 2 others which I think in time should/could be part of the mega mods themselves:

SH-5 1 Km Space between lanes in random convoy for OneAlex 1.53
SH-5 Sensors what I think for OneAlex 1.53

The latter will also remove the searchlights, flares... and will add some other things to OneAlex

Now I do not want to interfer with kyle9154 or to have a kind maintenance challenge ...

Fifi mentioned he was interested in the project but he has no time as his priorities are with the polishing and rebuilding of the ships.

But you can also use the searchlights Removed mod which is quite classic...
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Old 12-30-23, 11:22 AM   #37
John Pancoast
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Quote:
Originally Posted by rik007 View Post
Hi John,

I didnot post all the mods I use. So a week ago I revived OneAlex again as well as some private mods. I use 2 others which I think in time should/could be part of the mega mods themselves:

SH-5 1 Km Space between lanes in random convoy for OneAlex 1.53
SH-5 Sensors what I think for OneAlex 1.53

The latter will also remove the searchlights, flares... and will add some other things to OneAlex

Now I do not want to interfer with kyle9154 or to have a kind maintenance challenge ...

Fifi mentioned he was interested in the project but he has no time as his priorities are with the polishing and rebuilding of the ships.

But you can also use the searchlights Removed mod which is quite classic...
Ah, it make sense then thanks. Yes, I was thinking of using the old searchlights removed mod but Alex has added many more and different types of ships than the original gwx (I think?) so wasn't sure about it. Also not sure if he might have also modified other parts of the .eqp files, in which case using the old mod could be a problem with his versions.

Maybe I'll take a deeper look at comparing the files between the two at some point.
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Old 12-30-23, 11:56 AM   #38
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Quote:
Originally Posted by John Pancoast View Post
Ah, it make sense then thanks. Yes, I was thinking of using the old searchlights removed mod but Alex has added many more and different types of ships than the original gwx (I think?) so wasn't sure about it. Also not sure if he might have also modified other parts of the .eqp files, in which case using the old mod could be a problem with his versions.

Maybe I'll take a deeper look at comparing the files between the two at some point.
In the merchant fleet mod for Onealex I have removed the searchlights of all merchants including the ones in the base Onealex mod, I added the ships .eqp files to my mod so they overwrite the originals when loading the MFM mod. So its a win win, you get more ships plus fixes to all the ships in onealex mod.

As for spacings in convoys, the original values in Onealex which uses the GWX spacing is historical, they are already spaced out at 900m so the extra 100m is negligible. Source - https://www.junobeach.org/canada-in-...metres%20apart.
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Old 12-30-23, 12:53 PM   #39
John Pancoast
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Originally Posted by kyle9154 View Post
In the merchant fleet mod for Onealex I have removed the searchlights of all merchants including the ones in the base Onealex mod, I added the ships .eqp files to my mod so they overwrite the originals when loading the MFM mod. So its a win win, you get more ships plus fixes to all the ships in onealex mod.

As for spacings in convoys, the original values in Onealex which uses the GWX spacing is historical, they are already spaced out at 900m so the extra 100m is negligible. Source - https://www.junobeach.org/canada-in-...metres%20apart.
Ok thanks, I haven't tried your mod. Have to try it out as no searchlights is a good thing. Yes, I recall that about the stock GWX spacing.
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Old 12-30-23, 01:59 PM   #40
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Thank you very much Kyle!

Aggreed! I do not discuss a 100m difference. For your interest my source you find below. I was not aware that OneAlex is already on 900 meter. I use a Java program for that so it doesnot matter what it needs to upgrade...



SH3 regularly re-spawns convoys to 500 meter. What that means is that it will start a convoy with column spacing of 900 meter. Now when it re-spawn - for example after a turn-around - it will re-arrang to 500 meter whatever you specify in the the campaign.rnd. So what you see in Sh3 that a convoy suddeny has 500m wide lanes. It is bug in sh3. Now we can change the 500 to a value which is specified in the config file of the moon mod (Sh-5.cfg). So I will make it a 900m to be consistent:

New lane spacing when sh3 rearranges a convoy=900.0 ;[>=0.0 meters]


As for the sensory mod. It will bring the following to the table:
  • It will creatre seperate visual sensors for merchants, escorts, capital ships, airplanes and bombers.
  • Sensors have been tweaked to take advantage of the moon mod and night simulation.
  • Escorts and capital ships have better vision than merchants. Escorts have better vision than capital ships. Aircraft have of course the best vision of all (was already in OneAlex).
  • In clear wheather with full moon and no fog escorts can see you from around 2.2 km
  • In cloudy wheather with full moon and no fog escorts can see from to around 1.8 km
  • In overcast wheather no fog or moonless nights escorts can see from around 300 meter
  • In clear, cloudy and overcast moonless nights escorts can see you up to a few hundred meters. So escorts will still be dangerous.
  • You are invisible for merchants in moonless nights
  • In storm and rain you are about invisible for any ship or airplane. Destroyers can still see you within a distance of around 100 meter
  • Airplanes will overfly you in moonless or overcast nights
  • In clear wheather with full moon and no fog airplanes can spot you over a distance of around 4 km in clear wheather
  • In cloudy wheather with full moon and no fog airplanes can spot you over a distance of around 3.5 km in clear wheather
  • Capital ship have around half the visual capabilities of destroyers.
  • Much is of course depending on the aspect ratio the enemy is looking at you!

I will put this online soon so we can try it.
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Old 12-30-23, 02:03 PM   #41
John Pancoast
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Quote:
Originally Posted by rik007 View Post
Thank you very much Kyle!

Aggreed! I do not discuss a 100m difference. For your interest my source you find below. I was not aware that OneAlex is already on 900 meter. I use a Java program for that so it doesnot matter what it needs to upgrade...



SH3 regularly re-spawns convoys to 500 meter. What that means is that it will start a convoy with column spacing of 900 meter. Now when it re-spawn - for example after a turn-around - it will re-arrang to 500 meter whatever you specify in the the campaign.rnd. So what you see in Sh3 that a convoy suddeny has 500m wide lanes. It is bug in sh3. Now we can change the 500 to a value which is specified in the config file of the moon mod (Sh-5.cfg). So I will make it a 900m to be consistent:

New lane spacing when sh3 rearranges a convoy=900.0 ;[>=0.0 meters]


As for the sensory mod. It will bring the following to the table:
  • It will creatre seperate visual sensors for merchants, escorts, capital ships, airplanes and bombers.
  • Sensors have been tweaked to take advantage of the moon mod and night simulation.
  • Escorts and capital ships have better vision than merchants. Escorts have better vision than capital ships. Aircraft have of course the best vision of all (was already in OneAlex).
  • In clear wheather with full moon and no fog escorts can see you from around 2.2 km
  • In cloudy wheather with full moon and no fog escorts can see from to around 1.8 km
  • In overcast wheather no fog or moonless nights escorts can see from around 300 meter
  • In clear, cloudy and overcast moonless nights escorts can see you up to a few hundred meters. So escorts will still be dangerous.
  • You are invisible for merchants in moonless nights
  • In storm and rain you are about invisible for any ship or airplane. Destroyers can still see you within a distance of around 100 meter
  • Airplanes will overfly you in moonless or overcast nights
  • In clear wheather with full moon and no fog airplanes can spot you over a distance of around 4 km in clear wheather
  • In cloudy wheather with full moon and no fog airplanes can spot you over a distance of around 3.5 km in clear wheather
  • Capital ship have around half the visual capabilities of destroyers.
  • Much is of course depending on the aspect ratio the enemy is looking at you!

I will put this online soon so we can try it.
Hi rik, fwiw if if helps, NYGM did the separate visual modes for merchants, etc. a long time ago. New nodes in the aisensors.dat file iirc. I used to add them to any non-nygm installs I used.

Maybe you already know this, just thought it could help if needed is all.
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Old 12-30-23, 02:30 PM   #42
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Hi John,

That is exactly the solution. Seperate sensors in the AI_sensors.dat and then relate them to the sns files of the ships. Just awesome. Great results. It gives the game an extra dimension. Certainly at night.

In the setup I have you can do Kretschmer style attacks (when the situation is favorable) but escorts can still see you up to a few hunderd meters or less in dark or clear/cloudy nights. So they still will have your respect.

So yesterday I met a (too) well defended Gibralta convoy. I really held my breath when I passed the heading sloop within a distance of 800 meter...

Last edited by rik007; 12-30-23 at 02:59 PM.
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Old 12-30-23, 03:04 PM   #43
John Pancoast
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Quote:
Originally Posted by rik007 View Post
Hi John,

That is exactly the solution. Seperate sensors in the AI_sensors.dat and then relate them to the sns files of the ships. Just awesome. Great results. It gives the game an extra dimension. Certainly at night.

In the setup I have you can do Kretschmer style attacks (when the situation is favorable) but escorts can still see you up to a few hunderd meters or less in dark or clear/cloudy nights. So they still will have your respect.

So yesterday I met a (too) well defended Gibralta convoy. I really held my breath when I passed the heading sloop within a distance of 800 meter...

Nice! Yes, your work needs to be added to the megamods.
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Old 12-31-23, 07:16 AM   #44
kyle9154
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Im sorry but I had to stop using this mod, it's a good idea but until you can make it work for increased sensors for later part of war this mod only makes sense to use if your in 1939- early 1941. Having people go through your files to do manual edits to .CFG files etc changing sensors could have opposite effect and be detrimental to later stages of war. Need a mod that is balanced for whole war or have two seperate versions one for early war one for late with increased sensors. Or just have one that you only use during early war until radar but then again the problem is that this mod patches over the .exe so if you don't make a backup of that then your stuck using this mod for the whole war.

Another reason why I'm hesitant to use this is it clearly adds load time and mod weight because using this mod I can't start patrols at the most intense time of the war(Jan 43- Mar 43) using my merchant fleet mod, too much for the game to handle I guess. So until I or someone finds a way to get this to work with my popular MFM for onealex then I'm gonna have to pass.
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Old 12-31-23, 10:52 AM   #45
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Hi Kyle,

The visual part does not change during the war. With other words: the eyes didnot change during 1939 - 1945. The crew on the ships cannot see better in 1939 than in 1945. The mod does not change that.

The advantage the uboots have in the beginning of the war will disappear with the radar. That is already in Sh3.

So there is no need to change cfg files. Why should we need that?

I provided a config file with the moon mod to make it flexible for other modders. Regular users do not need to go there. They just enable the mods and start sh3.

As for the load time. It does not load anything except for a dll and the environment. So can you be more specific? I had no issues with starting of campaigns in 1942/43 with MFM and everything loaded. Of course it does some calculations which can be optimized as well if that is really an issue (i will check that).

What I see though is that in the environment mod the Lod factor and patches are too high . So there your feedback helps! They can be lowered. I will do that in the upcoming update. And that certainly will increase the number of FPS

You can try it yourself by changing patches (scaling -> patches) to 90 and lod factor to 15 in the scene.dat (and then env: That would be helpfull.

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