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Old 05-23-16, 01:50 PM   #46
CapnScurvy
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Quote:
.........in surface ride was under favorable conditions only max. 5nm and from mid-1943 (WAC modified) max. 7,5nm possible.
I have the effect trying to find some compromise ... and it works.
Ok, got it.
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Old 05-24-16, 10:39 AM   #47
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Originally Posted by Bleiente View Post
Yes that's right. However, in surface ride was under favorable conditions only max. 5nm and from mid-1943 (WAC modified) max. 7,5nm possible.
I have the effect trying to find some compromise ... and it works.
Eh... what do you mean of "compromise", do you mean that the hydrophone is too powerful and you need to reduce the range of it, because i remember in my early war game, the WAC could detect very long range.

And what is the change of AA guns?
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Old 05-24-16, 11:39 AM   #48
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Yes - the hydrophone had significantly too much good properties previously at surface running.
I tried to find a compromise to be reasonably reflect reality.
It is the same with the deck armament.

We must not forget - Ducimus, lurker_hlb3, CapnScurvy and TorpX have created with their great works only SH4 an interesting and useful game, so my greatest respect.

My ModSoup is just a summary of many small modifications (also thanks to their creators) adapted to my ideas of "reality" in consideration of the game engine.

Last edited by Bleiente; 05-24-16 at 09:46 PM.
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Old 05-25-16, 01:47 AM   #49
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Updated first post.

Here are a few pictures from my campaign at MarineSims.de:
http://www.marinesims.de/wbb2/thread...397#post308397

regards
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Old 05-25-16, 11:31 PM   #50
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Hi, @Bleiente, I remember that in your #32 post of this thread, you mentioned that the graphics will be greatly improved by deleting the "reflex_pac.tga" in OTC. And you said that visual settings in the CFG also need to be adjusted.

So how to tweak the visual settings? do you have another patch for this?
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Old 05-25-16, 11:41 PM   #51
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I had assumed that I must "adjust" the Cfg new.
However, it was not necessary - I am quite happy with the visual sensors.

Why do you ask - did you come across a problem?
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Old 05-26-16, 02:11 AM   #52
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Quote:
Originally Posted by Bleiente View Post
I had assumed that I must "adjust" the Cfg new.
However, it was not necessary - I am quite happy with the visual sensors.

Why do you ask - did you come across a problem?
No, I just want to have a try to delete the "reflex_pac.tga", in case of any problem, i ask this question firstly.

So you mean that there is no need to adjust any file, just delete the "reflex_pac.tga" in OTC then everything is still OK, right?

By the way, i noticed that you modsoup contains the "TDW_Ship_Plane_Fire_Damage_v1_3_SH4", while does't contain the "TheDarkWraith_DC_Water_Disturbance_v2_0_SH4". In my game, i think the "water disturbance mod" will cause some bug, see this thread below for more details. Do you have any idea about that problem? Is this the reason why you didn't put this mod into your modsoup?

http://www.subsim.com/radioroom/showthread.php?t=225854

==================
Besides, I also want to post some of my screen shots with your mod. Very beautiful in deed! The first one is my favourite~








Last edited by flaminus; 05-26-16 at 02:32 AM.
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Old 05-26-16, 02:32 AM   #53
Bleiente
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Yes - the ModSoup and OTC disable, then delete the following files ...

Quote:
Originally Posted by fitzcarraldo View Post
The file is "reflex_pac.tga"

It is in OTC.....\Data\Textures\TNormal\tex

And:

OTC....\Data\Textures\TLowRes\tex

These files affect the colours of the TMO 25 environment (it has his reflex_pac file). The sea is mostly light blue with this file and are modified also sunsets...
"TheDarkWraith_DC_Water_Disturbance_v2_0_SH4" - I have not tried ... no idea.

"TDW_Ship_Plane_Fire_Damage_v1_3_SH4" - makes no problems, works well with TMO_RSRDC_OTC and RallesModSoup.

-----------------------------------------------------------------------------------
Have you seen my pictures - I was met with the Solomon on a Destroyer Squadron ... it was very exciting ... who have actually seen me at night to about 6 nm.
I think I had pretty lucky ...

Last edited by Bleiente; 05-26-16 at 02:53 AM.
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Old 05-26-16, 02:56 AM   #54
flaminus
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Quote:
Originally Posted by Bleiente View Post
Have you seen my pictures - I was met with the Solomon on a Destroyer Squadron ... it was very exciting ... who have actually seen me at night to about 6 nm.
I think I had pretty lucky ... [/I]
Yes i saw them. the Destroyer Squadron should be the famous "Tokyo Express"!
As for the visual detect range of 6nm in night, that's strange. I usually be detected by about 5nm at night.
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Old 05-26-16, 03:06 AM   #55
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Quote:
Originally Posted by flaminus View Post
As for the visual detect range of 6nm in night, that's strange. I usually be detected by about 5nm at night.
I have the distance only appreciated ... it was pretty hectic, as they opened fire (have the sensor patch of ModSoup the fire distance of 10,000 to 16,000 increase).

I think that one of the destroyers equipped with radar - to simulate the high visual skill of Jap (probably part of "Toccos Revenge" from OTC).
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Old 05-26-16, 03:29 AM   #56
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These screenshots are unbelievably beautiful!!
Great job Bleiente!!
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Old 05-30-16, 12:19 PM   #57
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Has it turns out that LURKER had in 2008 created a stunning good "fire and smoke Mod".
Test images in MarineSims.de:
http://www.marinesims.de/wbb2/thread...505#post308505
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Old 05-30-16, 01:09 PM   #58
cdrsubron7
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Quote:
Originally Posted by Bleiente View Post
Has it turns out that LURKER had in 2008 created a stunning good "fire and smoke Mod".
Test images in MarineSims.de:
http://www.marinesims.de/wbb2/thread...505#post308505

Is this mod still available?
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Old 05-30-16, 01:50 PM   #59
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Yes - otherwise it comes in my next "update" (it is not really improving) for "Ralles ModSoup" ... it was built by LURKER for TMO_RSRDC ... OM.
I am myself about to open the LOD, without fear of compromising computer gamers ... this is at least my goal.
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Old 05-31-16, 04:17 AM   #60
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Those who can not wait or want - there are explicitly following files under MOD / Data / Library from LURKER's OMEGU for TMO_RSRDC_OM:
Materials.dat
particles.dat

Works fully with TMO_RSRDC_OTC_RMS (Ralles ModSoup).

Mahlzeit
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