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Old 05-20-13, 08:52 PM   #406
THE_MASK
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Originally Posted by Fifi View Post
Well that's your point of view, and all depending what we call medium fog in reality

Not seeing the submarine bow (even at night), to me, it should be called heavy fog (+-25m visi)
Not seeing your watching crew mate standing 80cm far of you should be callled very heavy fog ...and we don't have very heavy fog ingame.
To me ideally medium fog, and what i could imagine of, would be +- 500m visi. But for gameplay matters, and in regard of SH5 fog randomizing ingame, i setted it up to 2000m.
Just can't stand playing half of my SH5 time with <500m visi...unrealistic even for Northern seas imo.
So all this is very subjective
Its called night time .
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Old 05-21-13, 04:39 AM   #407
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Its called night time .
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Old 05-21-13, 06:10 AM   #408
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Play however you like but i like it realistic , like my trees .

Last edited by THE_MASK; 05-21-13 at 08:34 PM.
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Old 05-28-13, 09:20 AM   #409
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By the way, almost forgot to say.. I'm using now Breakwater piers patch and No Murky waters add-on.. in my opinion it's better than Murky Waters itself.. with Breakwater piers I can see murky waters only in the ports area and not everywhere in the open sea near the coasts..
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Old 05-28-13, 10:30 AM   #410
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Originally Posted by volodya61 View Post
By the way, almost forgot to say.. I'm using now Breakwater piers patch and No Murky waters add-on.. in my opinion it's better than Murky Waters itself.. with Breakwater piers I can see murky waters only in the ports area and not everywhere in the open sea near the coasts..
I hope you disabled it while using the testing patch I have posted yesterday in Hist Guns Specs thread. I forgot to mention it, but Breakwater piers would override its changes, no matter enabling order

Talking more in general about 'murky waters' vs. 'breakwater piers', they simulate different phenomenons, though with similar effects. I like North Sea's murky waters. From pictures of this area I have seen on the web, sea water looked too blue before I and stoianm decided to make the a bit "dirtier"

Trevally and SSteel should be able to tell us how realistically we have rendered North/Baltic sea in game
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Old 05-28-13, 10:37 AM   #411
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I hope you disabled it while using the testing patch I have posted yesterday in Hist Guns Specs thread. I forgot to mention it, but Breakwater piers would override its changes, no matter enabling order

No.. I just enable the fix last in my list and thought it's enough

Okay, I'll retest soon

EDIT: though on the other hand, mission area is far from the Breakwater patch working area..
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Old 05-28-13, 10:41 AM   #412
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Originally Posted by volodya61 View Post

No.. I just enable the fix last in my list and thought it's enough

Okay, I'll retest soon


There was so little feed-back since the release of this DynEnv submod, that I thought no one recollected it anymore

Sorry for the inconvenience
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Old 05-28-13, 10:56 AM   #413
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Quote:
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There was so little feed-back since the release of this DynEnv submod, that I thought no one recollected it anymore

Sorry for the inconvenience
I was testing it
have you read EDIT in my previous post?
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Old 05-28-13, 11:03 AM   #414
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I was testing it
have you read EDIT in my previous post?
no

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Originally Posted by volodya61 View Post
EDIT: though on the other hand, mission area is far from the Breakwater patch working area..
Ah okay, if it was further than 56 km off Kiel, then it is not worth testing it again
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Old 05-28-13, 11:15 AM   #415
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Ah okay, if it was further than 56 km off Kiel, then it is not worth testing it again
56 km
Further, but not much.. I'll retest it to make sure.. anyway my tests of NewUIs 7.5.0 were stopped..
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Old 05-28-13, 11:36 AM   #416
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56 km
The diagonal of a 40 x 40 km square, i.e. the extent covered by a pixel in the climate zones tga map
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Old 05-28-13, 12:42 PM   #417
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Quote:
Originally Posted by gap View Post
Trevally and SSteel should be able to tell us how realistically we have rendered North/Baltic sea in game
http://www.subsim.com/radioroom/show...postcount=3392
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Old 05-31-13, 10:43 AM   #418
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Hey Guys,

Quick question, is it possible to have DynEnv v2.9 - 3.b Enhanced Visibility (high) but "WITH" water drips and streaks on the periscope/camera?

I really like the high Visibility above and below water but would like the drips and streaks on the periscope lens and external camera also.

Just thought i would ask

Thanks all
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Old 05-31-13, 11:46 AM   #419
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Originally Posted by TiberiusXIV View Post
Hey Guys,

Quick question, is it possible to have DynEnv v2.9 - 3.b Enhanced Visibility (high) but "WITH" water drips and streaks on the periscope/camera?

I really like the high Visibility above and below water but would like the drips and streaks on the periscope lens and external camera also.

Just thought i would ask

Thanks all
Easy: remove the following files from the mod:

WaterDroplets.dds
WaterDroplets_NM.dds
WaterStreaks.tga

They are located in the Misc folder
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Old 05-31-13, 12:01 PM   #420
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Originally Posted by gap View Post
Easy: remove the following files from the mod:

WaterDroplets.dds
WaterDroplets_NM.dds
WaterStreaks.tga

They are located in the Misc folder

Awesome

Thanks gap
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