@bert8for3
No install sequence. Install the OLCU mods in any order. If JSGME complains about a conflict between two OLCU mods then you did something wrong and need to check the readme. HTH. :up: |
Tks much OLC.
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edit: please ignore
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Enabling PTS then OLCU will mean that Thomsen's CTRL+S shortcut (to make the engine startup sound) will not work. Everything else should work. Enabling OLCU then PTS will mean the Rudder Amidships button (recently added to OLC GUI Special) will not work, and all the in-game text will still look like GWX 1.03, but otherwise everything should be OK. |
^^^
I edited in the engine start sequence into the OLC files, then copied those 2 files into PTS. I then enabled OLCE/gui then PTS. That seemed to work perfectly. I'll find the lines to copy in from PTS to OLCE if you wish. |
@OLC ... Thanks very much. I edited/deleted my inquiry as I felt in retrospect it wasn't something I should really ask you. So I was trying to figure it out with WinMerge. Many thanks for the advice. :up:
@Wartzay ... Many thanks also, if it's not to much trouble for you to post the lines to add, that would be great. :up: |
Lifeboats and Debris V3 for OLCE2 (without reflections)
I've posted, on my FF page, a version of Rubini's Lifeboats and Debris V3 mod which has had all the reflections removed. This is for OLCU players who like to play without any reflections. If you play OLCU with reflections then you can just use the normal version of the lifeboats mod.
Download the "without reflections" version here. Full credit goes to Rubini, Philipp_Thomsen and privateer for the Lifeboats and Debris V3 mod. |
Just dropping a line
Excellent mods OLC have been using them since you arrived with the gui Unfortunatly my rig dosnt have quite enough power to run ya ubermod with out staggers Which is a bummer since it looked excellent from what i saw ah well ill just have to stick with the gui CHEERS :up: |
Quick question (which really applies to GWX, and I guess stock too): any way to rid myself of the shaded bands in the clear or partly cloudy night sky (see the last pic in the OP)? I'd much prefer to see them blended together much more subtly. Or is this a video card limitation in terms of the number of colors available, or just a video card's inability to shade them together in a satisfactory manner?
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lol
Now I too have been struck by the avatar of shame... :D |
Thanks for this great übermod OLC! Just downloaded & installed it and the environment looks sooo nifty now, and the GUI is a huge improvement too IMO :cool: I'm of course still clueless as to how it all works, but hey, practice makes perfect - or, in my case, at least mediocre :p
Thanks again m8, superb work all around. S! |
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Download S3D and edit scene.dat. In Sky>EnvSim>FogDistances there are four array items, one for each visibility (fog) level. You need to edit CloudRelativeZMin and CloudRelativeZMax to sort out your problem. Bear in mind that the clouds are a flat texture laid on a big dome and, for fogging purposes, Z is measured on the horizontal plane only; the clouds directly above your U-boat are at Z=0 and the clouds on the horizon are at approximately Z=0.9. HTH OLC |
I have one question, am doubting.
When i have for example mastheight 23m. Do i have to double it for the calculation? I thought not but.... |
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