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Old 12-24-16, 11:30 PM   #3271
gutted
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never had a need to use the 7zip command line, but there's a lot of good info here:
http://superuser.com/questions/13189...e-7-zip-faster
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Old 12-25-16, 07:06 AM   #3272
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This might help and then again it might not.

http://linoxide.com/how-tos/7zip-linux-command-line/
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Old 12-25-16, 11:34 AM   #3273
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Interesting project here. Which envs are you using, TMO or something else.

I hated the night env in TMO, never being able to pull off night surface attacks and escaping within a reasonable range. Also hated to be able to clearly see ships for several hundred yards my crew wouldn't call out. I found the better option was to adjust the night env files, darker colors and use light {sun values work for moon at night} to adjust the visuals without having to mess with the AI visuals too much.

Also may want to consider cutting off the searchlights on all ships but the escorts. It was way too easy to shoot a merchant or capital ship by using the searchlights to aim by at night.
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Old 12-25-16, 11:47 AM   #3274
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Quote:
Originally Posted by Armistead View Post
Interesting project here. Which envs are you using, TMO or something else.

I hated the night env in TMO, never being able to pull off night surface attacks and escaping within a reasonable range. Also hated to be able to clearly see ships for several hundred yards my crew wouldn't call out. I found the better option was to adjust the night env files, darker colors and use light {sun values work for moon at night} to adjust the visuals without having to mess with the AI visuals too much.

Also may want to consider cutting off the searchlights on all ships but the escorts. It was way too easy to shoot a merchant or capital ship by using the searchlights to aim by at night.
Interesting thoughts to consider. I have noticed that the night are very dark that's it's hard to see anything at night. I believe the envs are from TMO as TMO v1.7 was used as the base.

Merry Xmas to you.
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Old 12-25-16, 12:31 PM   #3275
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I've done several patrols now, and it varies. I remember one time on a moonless night not being able to ID two ships no matter how hard i tried. While other times (i guess with the moon up), it was much easier.
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Old 12-25-16, 01:00 PM   #3276
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Originally Posted by gutted View Post
I've done several patrols now, and it varies. I remember one time on a moonless night not being able to ID two ships no matter how hard i tried. While other times (i guess with the moon up), it was much easier.
Things brighten up the higher the moon is up higher. My method regarding nights was to adjust the env instead of the AI settings for night so I didn't impact TMO's AI value settings. Actually I think TMO nights were way to bright due to lighter colors and didn't bring in the light values for moon...when the moon wasn't out, you could still see basically as far as you could with it out, although a tad more difficult, because the sky and water was too light and that distinct line where the horizon met the water was different enough you could make ships out almost to the horizon yourself
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Old 12-25-16, 01:06 PM   #3277
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Quote:
Originally Posted by Armistead View Post
Things brighten up the higher the moon is up higher. My method regarding nights was to adjust the env instead of the AI settings for night so I didn't impact TMO's AI value settings. Actually I think TMO nights were way to bright due to lighter colors and didn't bring in the light values for moon...when the moon wasn't out, you could still see basically as far as you could with it out, although a tad more difficult, because the sky and water was too light and that distinct line where the horizon met the water was different enough you could make ships out almost to the horizon yourself
Would you be able to post those settings here, Armistead?
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Old 12-25-16, 01:40 PM   #3278
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Originally Posted by cdrsubron7 View Post
Would you be able to post those settings here, Armistead?
I haven't played in ...years and my files are on my old PC, but I think I emailed the mod version to a few, so I'll try to dig one of those up and you can look at it. I was about 80% done in my mind, but it was down to 10ths in env adjustments. Think only issue I had was at night with no moon, crew would spot contacts about 3-500 yards before I did, which I preferred over me seeing obvious ships they were blind to and I was trying to get that even, but ..hey, they up high on the con, so thought just leave it...but you're welcome to play with it, try to hunt it up this week.
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Old 12-25-16, 01:44 PM   #3279
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Quote:
Originally Posted by Armistead View Post
I haven't played in ...years and my files are on my old PC, but I think I emailed the mod version to a few, so I'll try to dig one of those up and you can look at it. I was about 80% done in my mind, but it was down to 10ths in env adjustments. Think only issue I had was at night with no moon, crew would spot contacts about 3-500 yards before I did, which I preferred over me seeing obvious ships they were blind to and I was trying to get that even, but ..hey, they up high on the con, so thought just leave it...but you're welcome to play with it, try to hunt it up this week.

Thanks, Armistead. Appreciate it.
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Old 12-25-16, 03:24 PM   #3280
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Armistead, I'd be interested in this too. Night on the ocean should be dark. I've been in some canyons at night where you couldn't see your hand in front of your face.
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Old 12-25-16, 04:08 PM   #3281
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Default baza mod for SH4 and FOTRS 0.40 or 0.50

In 2014 Nelruid posted a link to sh4 baza mod

http://www.subsim.com/radioroom/show...highlight=baza

I´ve been experimenting with this for a few years and it seems to work fine. There were however some problems with the original baza mod.

These problems can be quite easily corrected. I have managed to modify and use this baza mod for every available supermod (like MONSUN, RFB,GFO etc). The trick is to edit each mod's zones.cfg file and not to overwrite particles.dat and materials.dat.

I created my own version of this baza mod for FOTRS 0.40 and 0.50(not tested extensively yet). I also included a simple single mission to test these baza effects in action.

Temporary download link:

https://www.dropbox.com/sh/ry42voea6...SLEQq_e_a?dl=0


I noticed some weird things (bugs maybe): In this single mission you can not choose Tambor sub for some reason and the battleship does not fire her main guns at all.
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Old 12-25-16, 05:41 PM   #3282
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Quote:
Originally Posted by Captain Dave View Post
Armistead, I'd be interested in this too. Night on the ocean should be dark. I've been in some canyons at night where you couldn't see your hand in front of your face.
It really depends on the moon. I grew up duck hunting in Southeastern Louisiana. We drive our bouts around navigating through the marshes quite easily at night when the moon is out. When it's not out, you gotta know the area really well. Ran aground atleast twice
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Old 12-26-16, 03:02 AM   #3283
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Quote:
Originally Posted by Moonlight View Post
This might help and then again it might not.

http://linoxide.com/how-tos/7zip-linux-command-line/
If I were worried about compressing that would be good. But I'm concerned about decompression speed, which I'm the only Linux SH4 user that I'm aware of. Whatever I do has to work with Windows, so I have to work with Windows 7zip command line program.

Remember, Linux understands Windows better than Microsoft but Microsoft pretends Linux doesn't exist. It won't even read a Linux hard drive. It won't even issue it a drive letter or tell you it's connected to the computer. That's how lame Windows is. When you're the best you don't have to pretend you're the only one in the world. That kind of conduct tells you that Microsoft considers Windows inferior.

Gutted's link led me to see if the -mmt=off switch might help.
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Old 12-26-16, 05:14 PM   #3284
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Using this mod, I am having an issue. Installed on a clean SH4 1.5.

The pitch in the command room is always as if I am rising to the surface after blowing ballast. The view in the conning tower is normal and reflects the subs behavior.

Any ideas?
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Old 12-26-16, 09:37 PM   #3285
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Quote:
Originally Posted by Factor View Post
Using this mod, I am having an issue. Installed on a clean SH4 1.5.

The pitch in the command room is always as if I am rising to the surface after blowing ballast. The view in the conning tower is normal and reflects the subs behavior.

Any ideas?
Did you happen to move about the room or sub yet? I've had some "different" behavior after I've gone into the other "rooms" of the boat (including "out-of-bounds"), and then come back in, and the height of the camera is a little different, like it's the exterior camera, and looking down at the Me marker, instead of being a "human" angle and being "level"-headed... I've just changed the angle of view and been fine. Or are you describing something different? Have you scrolled the mouse wheel for a "zoom" and "un-zoom"?
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