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Old 05-19-13, 04:44 AM   #181
Bubblehead1980
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Readjusting the gamma game setting brighter can greatly unbalance the game in your favor, allowing you to see much farther at night than visual sensors allow. So be careful with that. The best advice I can give is to adjust the gamma to be able to spot a ship at night about the same time as your watch crew.

The darkness in v2.4 was added to simulate not being able to see enemy ships at night until much closer. So if you can't see well on your screen, that's intended and normal. But it also allows you to remain hidden in the cover of darkness for surface attacks and escaping. Before, you could easily see ships (and they could see you) at 10,000+ meters distance at night. But now you'll be lucky to spot them at 4,000-5,000 meters. To help accomplish this, I added a black fog 'effect' to the skyline at night.

Also, enemy coastal guns will no longer be able to spot you in the middle of the night at extremely long ranges. Plus I like Armistead's idea of making the moonlight brighter. I might try to add that to the patch.
I figured, well gamma is up pretty high, any higher it looks goofy.I was not complaining I like it for most part, just taking some adjustment, it's hard to aim torpedoes with TBT at night and see the longer range shots mandated by radar equipped enemy escorts and heavier screens for convoys as 1944 progresses being a problem, esp when the convoys move to the china coast and night surface attack is the only "safe" way to attack in most cases, save a few spots of deep water .I use to the TBT color filter mod, which usually allows just enough visibility to make a shot.Armistead's moon idea sounds good.Either way, I really like your mod thus far, great work.
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Old 05-19-13, 10:02 AM   #182
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Thanks. Yes, they are Vargas girls from the 1940's. I got tired of staring at sweaty, half-naked men while waiting for my game to load.

Regarding the larger wave movement, I was worried it might be too much in v2.4, and I was planning on toning it down some. But if people are liking it, I might leave it unchanged in the patch. Sure makes torpedo attacks difficult.
Yea, the Vargas girls are great! I've spent a lot of time at sea( in real life) in 30' -40' boats, and your version of "heavy sea's" is pretty accurate. One thing I notice is that the Submarine does seem to roll a little too much when the water is calmer, say 6-11 knots of wind but even that can be misleading because you can still have heavy seas and little or no wind if a storm has just passed over? So my vote is to leave it the way it is!!
Thanks, captnmike :-)
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Old 05-19-13, 11:36 AM   #183
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Yea, the Vargas girls are great! I've spent a lot of time at sea( in real life) in 30' -40' boats, and your version of "heavy sea's" is pretty accurate. One thing I notice is that the Submarine does seem to roll a little too much when the water is calmer, say 6-11 knots of wind but even that can be misleading because you can still have heavy seas and little or no wind if a storm has just passed over? So my vote is to leave it the way it is!!
Thanks, captnmike :-)
Thanks. Glad you're enjoying them (waves and the girls).

I agree about too much rolling motion in smaller waves, but unfortunately it's all connected regardless of wave size. I could tone down the side to side rolling, but it would affect all wave sizes. But I do need to tone down wave motion just a bit, because smaller patrol boats sometimes give off the sinking sound when they fall below the submerged depth in large waves. But don't worry. They'll still be big.

Also, v2.4 patch will be out tomorrow. A few fixes and new features, including my much-needed campaign career game return to base button.
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Old 05-19-13, 07:54 PM   #184
Bubblehead1980
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Really loving this mod Traveler, FINALLY able to pull off a realistic like night surface attack, able to close in to 2,000 yards of tankers in a convoy, no hawkeyes magically spotting me in the dark night, able to execute attack much like the accounts in various books by O Kane, Fluckey etc. Much more to explore in this mod but so far, loving it.Engaged two convoys in Celebes Sea in January 1944, tankers in both, sank 6 tankers total, wiped out two convoys.Great mod.
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Old 05-19-13, 11:12 PM   #185
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Really loving this mod Traveler, FINALLY able to pull off a realistic like night surface attack, able to close in to 2,000 yards of tankers in a convoy, no hawkeyes magically spotting me in the dark night, able to execute attack much like the accounts in various books by O Kane, Fluckey etc. Much more to explore in this mod but so far, loving it.Engaged two convoys in Celebes Sea in January 1944, tankers in both, sank 6 tankers total, wiped out two convoys.Great mod.
Sounds great. Thanks for the feedback. Glad you're enjoying it. I agree about the more realistic night surface attacks.

I'll be releasing v2.5 final this afternoon. Some fixes and new features. It was going to be a small patch at first, but it grew into a full version. Lol. I think you'll like it.
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Old 05-20-13, 02:15 AM   #186
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Thanks. Glad you're enjoying them (waves and the girls).

I agree about too much rolling motion in smaller waves, but unfortunately it's all connected regardless of wave size. I could tone down the side to side rolling, but it would affect all wave sizes. But I do need to tone down wave motion just a bit, because smaller patrol boats sometimes give off the sinking sound when they fall below the submerged depth in large waves. But don't worry. They'll still be big.

Also, v2.4 patch will be out tomorrow. A few fixes and new features, including my much-needed campaign career game return to base button.
Trav, what values are you adjusting for wave size and rolling motion. Haven't had time to play your mod yet, but started comparing your values to TMO. I see you adjusted the MaxWaveHeight to 850. I thought that maxed out at 256, but I guess not. Seems in the past when I increased that value, I got no results. I always adjusted the Wind/WaveProperties, mainly scale and bumpscale and then tweaked the sim cfg waves
amplitude waves attenuation. Just interested in your approach.
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Old 05-20-13, 03:29 AM   #187
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Trav, what values are you adjusting for wave size and rolling motion. Haven't had time to play your mod yet, but started comparing your values to TMO. I see you adjusted the MaxWaveHeight to 850. I thought that maxed out at 256, but I guess not. Seems in the past when I increased that value, I got no results. I always adjusted the Wind/WaveProperties, mainly scale and bumpscale and then tweaked the sim cfg waves
amplitude waves attenuation. Just interested in your approach.
Hey Armistead. Actually, it does go higher than 256. I think 256 was their recommended max size to prevent ship damage from larger waves. You can go way higher than 850, but it's not really practical in my opinion. Plus I also adjust the amplitude and attenuation. As you know, it's hard to find the right balance.
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Old 05-20-13, 07:56 AM   #188
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Thanks! Maybe I was just happier using scale and bump, being able to control the height and width of waves more. Course, as you know they're several other factors. I think this was my first attempt, haha, lil rough ride.

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Old 05-20-13, 08:09 AM   #189
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Oh, maybe you can answer. You have 3 weather types in the EnvATL/EnvColors, clear, cloudy, storms. You can add another array/weather type, but I've yet taken the time to try it to see what would happen. My guess is code won't allow it, but maybe you know? Even if it worked, not sure how the added type would fall in sequence. It would be nice to have more sunsets, etc., but I assume if it worked someone would've long tried it.

Course, most items have the add array option, but seems some have effect, some don't, moreso in scene dat. I tried to add a extra wave pattern at 25mps, let's you do it, but never saw any effect. On the other hand, it worked with clouds.
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Old 05-20-13, 09:53 AM   #190
Bubblehead1980
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Anyone else having trouble getting the "cold weather clothing" mod to activate? Im in December 1941 with a porpoise class heading to Japan.Activated via jsgme.
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Old 05-20-13, 10:53 AM   #191
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Anyone else having trouble getting the "cold weather clothing" mod to activate? Im in December 1941 with a porpoise class heading to Japan.Activated via jsgme.
Not working? Did you install between missions.
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Old 05-20-13, 11:04 AM   #192
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Oh, maybe you can answer. You have 3 weather types in the EnvATL/EnvColors, clear, cloudy, storms. You can add another array/weather type, but I've yet taken the time to try it to see what would happen. My guess is code won't allow it, but maybe you know? Even if it worked, not sure how the added type would fall in sequence. It would be nice to have more sunsets, etc., but I assume if it worked someone would've long tried it.

Course, most items have the add array option, but seems some have effect, some don't, moreso in scene dat. I tried to add a extra wave pattern at 25mps, let's you do it, but never saw any effect. On the other hand, it worked with clouds.
Lol. Those are some serious waves! And about adding weather arrays... I had no idea you could do that. That's really cool. If you could get the extra wave arrays to somehow work, that would be amazing.

Also, right now I'm trying my hardest to get v2.5 final out, but decided to add one last thing- a campaign game 'return to base' feature like in Silent Hunter 3. It works fine now, but I don't want it abused as a cheat. So what I'm in the process of doing is adding a campaign renown penalty for using it. In doing this, I think it's a good feature to have in case of running out of fuel or having diesels, rudders, etc destroyed and being left stranded at sea. So in a way this will simulate being rescued- at a price. And it will be replacing my Rescue Sub mod, which is no longer necessary.

Last edited by Traveller; 05-20-13 at 11:14 AM.
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Old 05-20-13, 11:43 AM   #193
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I never played sh3, so what exactly is a return to base feature? If it's click a button and you automatically return to base, I'm all for that cheat...

Most items you can add an array item by right clicking and add an array.

Been so busy I haven't been able to do much, but maybe you'll finish updating soon and I won't have to restart a campaign.

If you get time, maybe try a lil night moonlight and see what it does. When I was testing it, it really appeared visuals were effected by moon position. I think I was using between 50-70 for my value, really too much light past 65.
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Last edited by Armistead; 05-20-13 at 12:07 PM.
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Old 05-20-13, 12:07 PM   #194
Bubblehead1980
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Not working? Did you install between missions.
Started new career, activated before went on patrol...showing it as active in JSGME, nothing overwriting it. However, the cold weather clothing is not showing up.
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Old 05-20-13, 12:19 PM   #195
Bubblehead1980
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Also, I went over the readme, trying to understand how spawning of enemy planes works now, nice they dont spawn all time but in two patrols, one in celebes sea in 1944, not one plane on patrol and now in 1941 off Bungo Suido in Japan, not one plane either.I had to have been reported in 44 as I was sweeping tankers(two convoys with six tankers sunk), no planes.Kind of worried or am I just misunderstanding how it works?
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