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Old 05-20-08, 10:02 PM   #706
Wolfehunter
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Quote:
Originally Posted by onelifecrisis
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!
I've started over and so far in the early war I've manage to get around properly within reason. One close call was a mild storm with mild fog and a pair of destroyers emerged from the fog and I dived. It was about 5km and they didn't see me but knew something wasn't right. One of them started searching but had no bearings on me. I missed my last 2 torpedo and decided to head for home on my third patrol. I was using my VIIB.

Fourth patrol I sunk a few lonely cargo ships. nothing fancy. I had 7 torpedos left and found a nice convoi. I went after it and it was after dusk. 3 destroyers and a large convoi of uber tankers but I wanted the surprise hehehehe HMS Rodney was present I sent every torpedo at her. hehehe 36000 tooooones First volley of forward torpedos launched. 2 set at 5 meters for impact and 2 for 12 meter at magnetics. One magnetic blew up premature, one impact was a dud. I lined up my one aft torpedo and did a impact one again hit but little effect. I knew I had to use my last forward using magnetic to break her weakend hull. hehehe it worked. She sank.
Anyhow weather was clear skies and rough waters so the destroyers didn't find me.
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Old 05-20-08, 10:40 PM   #707
onelifecrisis
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Nice work WH
Was that a surface attack on Rodney?
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Last edited by onelifecrisis; 05-20-08 at 11:58 PM.
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Old 05-20-08, 11:56 PM   #708
onelifecrisis
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OLC Ubermod 2.3 - FINAL VERSION

Yeah, go on, laff it up :p
Finished laughing yet? OK, I'll wait...
Finished now?
Good.

Having played my way through half the war with this mod I'm satisfied that it's stable and does what I wanted. I've ironed out all the crinkles and I'm completely out of ideas for how to improve it. And besides, RL demands to be dealt with... and of course I want to get through the other half.

So, this is it, the last version!
Until now I've avoided making it compatible with everything because that just makes a lot of work for me, but since this is the last version, what the hell.

New in this version:
  • A final, tiny tweak to OLCE2. You might not even spot it. Anyway it's purely graphical in nature (look at the clouds near the horizon in light fog).
  • An OLCE2-compatible version of Enhanced Damage Effects is included.
  • The Ubermod has now been broken down into no less than 9 mods, to allow you maximum choice and compatibility with other mods. I'll copy and paste the updated readme, which I think (hope ) explains the new structure very well:
Quote:
OLC Ubermod is a small collection of my mods which are intended to be used together, but which have been separated into several smaller JSGME mods so that players have at least a limited amount of choice as to which changes they want and which changes they don't.


OLCE2
This mod contains the new environmental graphics and all of the OLC Ubermod graphical fixes except for the realistic rendering of waves seen through the UZO/binocular/periscopes (that one is in the OLC GUI Special mod). OLCE2 doesn't change any sensor settings, but visual sensors are affected by light levels and OLCE2 does make the nights darker. This means that the visual sensors on enemy ships are much less effective at night in OLCE2 than they are in GWX (which is a good thing). The Players Guide contains tips on how to execute successful surface attacks in the darker OLCE2 nights.
Note: OLCE2 should be used instead of the GWX – 16km Atmosphere mod, not in addition to it.

GWX 2.1 Crew Skins for OLCE2
This mod adjusts the brightness of the GWX 2.1 watch crew to suit the OLCE2 environment. You should enable this mod (and also the GWX – No Medals on Crew mod) unless you are using a crew uniform mod (e.g. the “Elite Crew Uniform” mod) in which case you should leave it disabled. Be warned that if you do use other crew uniform mods then they might not look quite right in OLCE2, especially at night, unless the mod author has made the appropriate adjustments for OLCE2.

Remove All Object Reflections for OLCE2 (with/without VIIC41)
Enabling one of these two mods will remove the reflections from all 3D objects (U-boats, ships, buildings, etc.) in GWX 2.1. This is entirely optional and depends only on your personal taste; if you would prefer to keep the reflections then do not enable this mod! Please note that the reflections of particle effects are not altered by this mod (they are optionally removed using the particle effect mods for OLCE2, described next).
Note: The “with VIIC41” version is for players who have a VIIC/41 U-boat. It should be enabled instead of the GWX – VIIC41 Player Sub mod, not in addition to it.

GWX 2.1 Normal/Enhanced Particle Effects for OLCE2 (with/without reflections)
These four mods each contain GWX 2.1 particle effects which have had colour/brightness levels adjusted so that they look right in OLCE2. The names of the mods should be self-explanatory. You should choose and enable one of these four mods unless you are using some other effects mod (e.g. the “SH4 Effects for SH3” mod) in which case you should not enable any of them. Be warned that if you do use other particle effect mods then they might not look quite right in OLCE2, especially at night, unless the mod author has made the appropriate adjustments for OLCE2.
Note: One of the these mods should be enabled instead of the GWX – Enhanced Damage Effects mod, not in addition to it.

OLC GUI Special for OLCE2
This mod contains a new version of my graphical user interface (OLC GUI) which includes realistic map contact updates and a graphical fix to waves seen through the UZO/binoculars/periscopes. Please note that this is not identical to OLC GUI 1.2.x, nor is it an addition to it. You can install either OLC GUI Special, or OLC GUI 1.2.x, or neither, but not both! The Players Guide contains more information on the differences between OLC GUI 1.2.x and OLC GUI Special.
It's big, I'm afraid. 400mb. But it's the last time you'll have to download it.
It's uploading to FF and will take a couple of hours.

Cheers
OLC
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Old 05-21-08, 12:10 AM   #709
Wolfehunter
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Quote:
Originally Posted by onelifecrisis
Nice work WH
Was that a surface attack on Rodney?
:rotfl: Hell no dude. My one cannon against forward 3 triple canon turrets not including his smaller still uber guns against me on the surface plus 3 destroyers and a large convoi of ships.... Hey OLC does my name look like Bernard... Only a Bernard could pull that off. Suicide isn't in my agenda hehehe.:p
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Old 05-21-08, 03:09 AM   #710
Schwuppes
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Quote:
Originally Posted by onelifecrisis
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!
This is awesome news!
Finally a mod that enables realistic surface attacks like they were in the beginning of the war!

Oh and when I want update to OLC Ubermod 2.3... do i have to disable any other mods before I update (apart from the previous OLC Uber version of course)?
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Old 05-21-08, 03:29 AM   #711
JScones
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Quote:
Originally Posted by onelifecrisis
OLC Ubermod 2.3 - FINAL VERSION

Yeah, go on, laff it up :p
Finished laughing yet? OK, I'll wait...
Finished now?
Good.
Sorry, still laughing. :rotfl:

You a funny man OLC.

So what have you got in store for us in v2.4? :p
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Old 05-21-08, 04:18 AM   #712
onelifecrisis
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Quote:
Originally Posted by Schwuppes
Oh and when I want update to OLC Ubermod 2.3... do i have to disable any other mods before I update (apart from the previous OLC Uber version of course)?
It's all in the new readme.


@ JScones
BTW, any chance of a reply on that idea I PM'd you? :hmm:
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Old 05-21-08, 04:44 AM   #713
JScones
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Quote:
Originally Posted by onelifecrisis
@ JScones
BTW, any chance of a reply on that idea I PM'd you? :hmm:
Yep, you'll get one. Prolly not tonight (my time) though because State Of Origin Rugby League starts in about 10 minutes, LOL.
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Old 05-21-08, 04:48 AM   #714
Kaleun Cook
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Hehe, just updated to 2.2. and there's already the next one up.

I just have one problem with this - my low end comp. I guess it is reason why it is pretty hard to define the top of the mast for measuring the distance and the beginning and the end of a ship for measuring its speed - the view is just too fuzzy to be sure. I'm playing with low textures and 25 % particles - maybe that's the reason?
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Old 05-21-08, 04:55 AM   #715
onelifecrisis
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Quote:
Originally Posted by Kaleun Cook
I just have one problem with this - my low end comp. I guess it is reason why it is pretty hard to define the top of the mast for measuring the distance and the beginning and the end of a ship for measuring its speed - the view is just too fuzzy to be sure. I'm playing with low textures and 25 % particles - maybe that's the reason?
AA really helps a lot when it comes to making out ships/masts in the distance. Obviously it'll lower your framerate... so I guess you have to choose between high fps and high-accuracy torpedoes?

I find I can make out distant ships easily enough at 1024x768 with 4xAA (6x even better).
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Old 05-21-08, 07:13 AM   #716
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Quote:
Originally Posted by onelifecrisis
OLCE2
OLCE2 doesn't change any sensor settings, but visual sensors are affected by light levels and OLCE2 does make the nights darker. This means that the visual sensors on enemy ships are much less effective at night in OLCE2 than they are in GWX (which is a good thing).


I have some simple questions: If I make much brighter night – tweaking AmbientLightColor parameter in for example 'SkyColors_Atl.dat' – will it affect the level of enemy detection?
Till now i was thinking, that brightness and colors of night are just eye candy, i.e. game don't recognize the amount of light in the night. So if I don't see anything in night, because it is so dark – tweaking dat files is much less safe than tweaking gamma on LCD or graphic card?

sorry for my poor english
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Old 05-21-08, 07:30 AM   #717
onelifecrisis
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Quote:
Originally Posted by Shakatan
I have some simple questions: If I make much brighter night – tweaking AmbientLightColor parameter in for example 'SkyColors_Atl.dat' – will it affect the level of enemy detection?
Yes. Tests exactly like that one enabled me to determine for certain that light levels directly affect sensors (BTW it's in EnvColor.dat, not SkyColor.dat).

There are three environmental light sources in SH3. The sum of two of them (sunlight and ambient light) affect sensors. The third (sun reflection - light reflected up off the water) has no effect on sensors.

Because the sum of the first two equals or exceeds 255 at all times of the day in both OLCE2 and GWX, there is no difference in daytime sensors between the mods.

Non-environmental light sources such as searchlights will also affect sensors i.e. when a light is shining on you, you are a lot easier to see.
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Old 05-21-08, 11:10 AM   #718
Adriatico
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Maestro,
You are killing me with these upgrades...

My web provider lives for a weeks on my downloads!
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Old 05-21-08, 11:19 AM   #719
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Quote:
Originally Posted by Adriatico
Maestro,
You are killing me with these upgrades...

My web provider lives for a weeks on my downloads!
:rotfl: :rotfl: :rotfl: :rotfl: :rotfl:
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Old 05-21-08, 04:36 PM   #720
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