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Old 05-19-08, 06:00 PM   #691
Philipp_Thomsen
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Totally ignored on the last page...
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Old 05-19-08, 06:19 PM   #692
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Quote:
Originally Posted by onelifecrisis
Damn, who just ruined my 5-star average by giving me 1 star?
Dunno, but to compensate the motherf*cker who did this, I just gave you 5 stars for your mod, not becouse you're mf, but becouse you deserve it!

Somebody did the same with my sound pack... I had one vote and 5 stars, the next day I had 2 votes and 3 stars, so doing the math, we have somebody out there ruining everybody's rating on purpose, and I think I know who the rat is...
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Old 05-19-08, 11:05 PM   #693
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I gave 5 stars too. I still like your work OLC even if you removed some reflections...

OLC what happen to the sun? I have AA2x and not i get the circled sun and not the glowing one like in my older pics. Did you remove the blurry sun glow?
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Old 05-20-08, 12:15 AM   #694
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hehe, thanks chaps

WH yes I did take the sun back to what it was before the sunhalo "fix".

On some machines, including mine, the sunhalo fix actually resulted in what you might call a Ubersun. For other people it didn't fix it at all.

I was maintaining two versions of the mod, one for my use with the original OLCUv1 sun, and one for release with the sunhalo fix, and it became too much of a version-control hassle, I'm afraid, especially given that some people were still getting a flat sun even with the fix, and other people were seeing (and posting screenshots of) an Ubersun and saying "this is OLCE2"

On my graphics card, using OLCUv2.2, 2XAA gets a flat sun but 4XAA (or higher) gets a nice sun. Maybe you could try upping your AA? :hmm:

Edit: damn, I should put this in the changelog, sorry!
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Old 05-20-08, 12:19 AM   #695
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Default Players Guide Updated!

Just like the title says, I updated the PG. The updates provide more information on night surface attacks. I'd really appreciate feedback on this new PG from players who've attempted night surface attacks using OLCU v2.1 or higher. Do you agree with what I've written? Is it well written and clear? Do your own experiences match or contradict it?

Cheers
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Old 05-20-08, 12:21 AM   #696
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okiedokie.
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Old 05-20-08, 12:48 AM   #697
onelifecrisis
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About the sun thing... it seems to be an engine problem. I head Dave (rest in peace) had major problems with the sun in SH4, so I guess that problem never got fixed by the SH3 devs.

For me it changes every time ATI release a new set of drivers. But, every time, I find the right GC settings to get it looking right and play with those.

The problem also varies enormously between rigs, affecting not only the size of the sun but also whether or not it shines through objects. It's a pain.

I could release that "sunhalo fix" modlet again, for people to enable over the top of OLCE2. It will create extra work for me if I ever decide to change the colours, but that seems extremely unlikely now... I'm basically happy with them... in fact I'm pretty much happy with the whole mod, now... dare I say the "F" word? :hmm: Maybe! Another project (not a mod) beckons... maybe it's time to call this one done and dusted!
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Old 05-20-08, 02:02 AM   #698
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OLC I've taken a look at your sunhalo.tga and did some tweaking to it. Going to send you my results in a PM to you but here is some shots,

Nothing fancy at AA 2x for Nvidia but the halo moves as you pan the screen in LOS with the sun.

At AA4x it starts to look good as you have said. I like this look give it a more lively feel,

Sunset is looks really good

Sun is almost gone at AA 4x hehe.

PMed ya for the file should you want it
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Old 05-20-08, 04:58 AM   #699
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Quote:
Originally Posted by onelifecrisis
Just like the title says, I updated the PG. The updates provide more information on night surface attacks. I'd really appreciate feedback on this new PG from players who've attempted night surface attacks using OLCU v2.1 or higher. Do you agree with what I've written? Is it well written and clear? Do your own experiences match or contradict it?

Cheers
OLC
Hallo again.

After installing the mod I have attempted to do a surface attack only once but despite the darker sceenery and the lowered night visual sensors i still couldn't feel safe about it. I finally submerged because the flank destroyer was 2km away ; still hadn't been noticed.

Now you say that the Uboat can (literally!!!) run circles around and between the enemy merchant ships in early war. I am sorry but i have my doubts on this one. I have to experience it first. Have you actually done something similar?

I'll be back on this.

/tomfon
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Old 05-20-08, 08:26 AM   #700
Aleksandar the Great
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Hi, OLC
Look picture below
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Old 05-20-08, 08:31 AM   #701
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Watch crew visual ranges, on situation in pictures up is 21km(in exellent visibility).

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Old 05-20-08, 09:01 AM   #702
Kaleun Cook
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Quote:
I'd really appreciate feedback on this new PG from players who've attempted night surface attacks using OLCU v2.1 or higher. Do you agree with what I've written?
Definitely. In early war it's not even a problem to show a large profile towards escorts in a dark night. One can easily sneak in, fire and escape at maybe half ahead before the torpedoes hit. Hopefully the boat is out of range of search lights etc by then. Till now I only found ahead flank to be a bit risky. Now it's `41 and I haven't been attacking a convoy so far. But in a very dark night west of Africa two merchants didn't see anything when the boat was within less than 300 meters. Also, after the first eel hit, their gunfire was rather inaccurate, either due to the darkness or maybe their low veterancy. I'm using 2.1.1.

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Old 05-20-08, 01:15 PM   #703
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Quote:
Originally Posted by tomfon
Now you say that the Uboat can (literally!!!) run circles around and between the enemy merchant ships in early war. I am sorry but i have my doubts on this one. I have to experience it first. Have you actually done something similar?
Yes I have. I do not exaggerate, I assure you. Ahead flank, fully surfaced, I've (more than once) run circles around escorts in 1939 on clear-night tests. Each time I would pass right in front of the destroyer at a few hundred metres, once or twice nearly colliding with it! In a couple of these tests it didn't see me at all, and in a couple of tests it caught sight of me the second or third time I passed in front of it's bow.

In one test I also weaved between merchants in a 1939 convoy, again fully surfaced at ahead flank. I was not detected, in spite of the presence of a BB in the middle of that convoy, which I circled a couple of times.

By late 1940 you can't do that anymore, except on lone merchants.

I don't know how GWX handles veterancy but I assume that combat-experienced crews do exist even in 1939, just to spice things up a bit, but I didn't meet any in my tests.

So far so good on the feedback. Please it coming! Tell me about those OLCU (2.1 or higher) surface attacks please folks!
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Old 05-20-08, 01:18 PM   #704
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Quote:
Originally Posted by Kaleun Cook
Quote:
I'd really appreciate feedback on this new PG from players who've attempted night surface attacks using OLCU v2.1 or higher. Do you agree with what I've written?
Definitely. In early war it's not even a problem to show a large profile towards escorts in a dark night. One can easily sneak in, fire and escape at maybe half ahead before the torpedoes hit. Hopefully the boat is out of range of search lights etc by then. Till now I only found ahead flank to be a bit risky. Now it's `41 and I haven't been attacking a convoy so far. But in a very dark night west of Africa two merchants didn't see anything when the boat was within less than 300 meters. Also, after the first eel hit, their gunfire was rather inaccurate, either due to the darkness or maybe their low veterancy. I'm using 2.1.1.
Great, thank you!
By the way, while surface attacks are possible (even easy in early war) I don't recommend surface escapes! Yes the gunfire is innacurate, but you can still be hit!
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Old 05-20-08, 02:39 PM   #705
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The only problem: sometimes the nights are so dark that you can't see the enemy either. ;]
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