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kriller2
03-20-09, 03:37 PM
Hi all,
Me and W_clear think it's about time we give this mod to the users of subsim :DL

Try our environment mod here:
http://files.filefront.com/Real+Environment+mod7z/;13499966;/fileinfo.html'

Mirror site for Real environemt mod and PE4 (http://www.silenthuntermods.com/forum/index.php?board=34.0)

And be sure to read the manual before installing.

Regards
Kriller2 and W_clear

dcb
03-20-09, 03:46 PM
Got it and can't wait to try. Thanks a lot, both of you:up:

tomagabriel
03-20-09, 03:48 PM
Niiiiice!!:salute: It looks, :rock:

Say, about the new wave engine. Is it possible to create an effect in SH4 that does a cetain type of water surface deformation in some particular spot close to the ship?

el cheguevara
03-20-09, 03:55 PM
Can't wait to try it, hopefully i don't get too much of a fps hit lol. Thnx for all your hard work guys :salute:.

Armistead
03-20-09, 04:05 PM
Does it work with TMO....Rumors are you're talking to Ducimas about it, but not sure what's going on. If it's comparable to the one in FORS, that was amazing.

Captain_Alvar
03-20-09, 04:12 PM
Great!!! :woot:
I have waited for this mod and checked for a thread like this every day since i heard of its development! Just hope i can leave the computer
to sleep later. My girlfriend wouldnīt understand... :rotfl:

Thank you guys!!
I really love your old graphicsmods. I have no doubt this new will be fantastic.

ReallyDedPoet
03-20-09, 04:12 PM
Congrats, look forward to it :up:

602Sqn_Puff
03-20-09, 04:12 PM
Ouch..FPS has dropped from constant 60 to only 10 with the Nav training mission......:(....going back to RFB stock

Topo65
03-20-09, 04:15 PM
:yeah: Thanks!!!

rcjonessnp175
03-20-09, 04:16 PM
:salute::salute::salute:Kriller2 and Wclear you guys rock, perfect time for some leave. heheheh Peace bros

:rock:Jonesy

Hitman
03-20-09, 04:17 PM
Soooooooooo GREAT!!! :yeah:

Downloading now....and already added to Subsim.com News at the main page :up:

Carotio
03-20-09, 04:18 PM
Hi Kriller2 and w_clear,

could I pursuade you to sign up in
http://www.silenthuntermods.com/forum/

and make a release post here:
http://www.silenthuntermods.com/forum/index.php?board=5.0

The mod can be hosted at the same place as alternative to FF.
I can upload it for you, or you can get ftp access, whatever suits you the best.
A few mods besides my own are allready hosted, so why not just do the same...? :03:

Another thing, a modding affair. As Kriller2 knows, I was trying to work on the clouds myself, and I have made some textures plus modified two of your cloud files. I have however noticed that in my current result the clouds are greyed out too soon, and I would like the grey out effect to be closer to the horisont. Can you tell me where to work on this? I doubt it is the fault of the textures. I have made my own small adjustments of the scene.dat file, but looking in it, I'm not really sure exactly where to look. A hint would be appreciated.

rcjonessnp175
03-20-09, 04:29 PM
Wow just wow, didnt think their was anything left to pull out of this engine but you two have totally outdone yourself, ill be the first on to admit the new shallow water shader is the bomb, was a big fan of that a couple testings ago.
The color of the ocean is alot deeper witch is something im a big fan of too, love how at certain angles u can see the bottom and at others u cant sweet man.

Question would the no sub indicator mod affect anything or is thier a way of disabbling it through a tweak thanks and again awesome work:rock::rock::rock:

Jonesy

Ps nevermind figured it out had to delete the umark.dds file or whatevever good to go now this sure made my day.

Fish40
03-20-09, 04:32 PM
Great news! Any way to run this with RFB befor the latest version is ready? Unless of course it'll be ready in the near future:hmmm:

Armistead
03-20-09, 04:50 PM
Looks awesome. The water is as real as it gets. I had no frame drops and just running a 9600gt. I was having problem with the sky before, the clouds would sorta look like green bubbles unless I kept the gamma down and now it's gone and I have a perfect sky.

The only thing I noticed is after I click the binocs off, for a half second you get a quick shadow effect as if they were there...but I can barely notice because it goes away that fast.....

In FORS the interior of the subs were really crisp and the metal shined. Would love to see that included. I thought that was WClears work.

Hands down the best env. mod yet.

rosentorf
03-20-09, 04:51 PM
GIMMIGIMMIGIMMI! :yeah:

rcjonessnp175
03-20-09, 04:51 PM
Not a single FPS hit on me, and im running RFB also, loving the return of the super algae. I doubt i would get a fps hit ill have to give her a try on my laptop later.

JOnesy:rock:

Hitman
03-20-09, 04:54 PM
Simply AWESOME, only two remarks so far:

1) Using stock UBM, all Real Environment parts installed, no other mods installed, F11 camera view freezes and I have to shut down SH4 :damn:

2) A matter of personal and entirely subjective impression (Take it with TWo grains of salt): The water animation is a bit too fast. Yes I know it is more or less that fast in real life (Spent this last week by the sea BTW) but in the computer screen everything looks different, and I feel a bit slower would give an even better feel. That said, the animation is objetively CORRECT, and I have no complaints about it :up:

kriller2
03-20-09, 04:56 PM
Does it work with TMO....Rumors are you're talking to Ducimas about it, but not sure what's going on. If it's comparable to the one in FORS, that was amazing.

Great news! Any way to run this with RFB befor the latest version is ready? Unless of course it'll be ready in the near future:hmmm:


Hi Armistad and Fish, the environment part of the mod works fine with all other major mods, including RFB and TM, but the work we did to make the submarine have a more realistic roll in storm and make a sound when it hits the waves wont work with those mods and the camera file will not work with RFB or TM.

Try the rest and lets wait to see if Ducimus will make one final mod with the RE mod in it, that was what he said to me for 3 months ago :hmmm: The RFB release should be just around the corner.

Fish40
03-20-09, 05:00 PM
Kriller, if I wanted to use this with the current RFB, what would the install order be, and what would I screw up? Thanks for yours and Clear's great work:yeah:

ReallyDedPoet
03-20-09, 05:00 PM
and lets wait to see if Ducimus will make one final mod with the RE mod in it, that was what he said to me for 3 months ago :hmmm:

I am sure he will add it in k2 :yep:

kriller2
03-20-09, 05:07 PM
Hi Kriller2 and w_clear,

could I pursuade you to sign up in
http://www.silenthuntermods.com/forum/

and make a release post here:
http://www.silenthuntermods.com/forum/index.php?board=5.0

The mod can be hosted at the same place as alternative to FF.
I can upload it for you, or you can get ftp access, whatever suits you the best.
A few mods besides my own are allready hosted, so why not just do the same...? :03:

Another thing, a modding affair. As Kriller2 knows, I was trying to work on the clouds myself, and I have made some textures plus modified two of your cloud files. I have however noticed that in my current result the clouds are greyed out too soon, and I would like the grey out effect to be closer to the horisont. Can you tell me where to work on this? I doubt it is the fault of the textures. I have made my own small adjustments of the scene.dat file, but looking in it, I'm not really sure exactly where to look. A hint would be appreciated.

Hi Carotio, Yes offcause we can allso add the mod to your site.

Regarding the modding affair the place you need to look to is in the envatl.dat in the node that says something about haze and in the scene at the node that says "clouds" in there are some controllers which decide how many times the clouds should be tiled across the sky and how strong it should reflect in the ocean etc.

There is however a very dificult issue to deal with when working with the clouds, which is a time consuming task to get to work, because the engine strecthes the clouds different at different times of day and this is controlled in the envatl.dat :88)

602Sqn_Puff
03-20-09, 05:10 PM
Ouch..FPS has dropped from constant 60 to only 10 with the Nav training mission......:(....going back to RFB stock

Ok found the answer, this mod definately doesn't like any Ansiotropic filtering, it kills the FPS dead, if anyone has trouble with low FPS, switch the AF to application and it will run great.

ReallyDedPoet
03-20-09, 05:11 PM
Be sure to host it here as well: New SUBSIM Downloads (http://www.subsim.com/radioroom/downloads.php)

jimbob
03-20-09, 07:03 PM
Sweet.

Thnx.

Vikinger
03-20-09, 07:21 PM
Really nice mod. :woot: I think its the most realistic envirovment we can get out of this game.

I have tons of mods installed. TMO+RSRD+RUIM and other standalone things.

I installed the 1, 2 and 4 and in middle of a patrol and it worked fine.
But iam not sure what the 2 install will do to my submarines. But i find it out :rotfl:

There are a few concerns however.

1. Limb holes is nearly back to stock so i installed the lesser limb holes mod after and that sorted out the "waterfall" from the holes ;)

2. Did the submarine files change anything how they lay in the water?
It seams the submarine (porpoise current) is floating on the waves/sea.
I would love to se so they go a bit deeper rather than popping like a cork.:wah: This is most noticable when there is heavy sea.

3. Iam sorry to say this but the Fog is way to much. (this is my major concern that maybe do so i roll back)

I was on a night patrol. Weather report said wind 10, fog light.
i had picked up a meerchant and planned for an attack.
I had him at 600 Meters range and raised my attack scope only to find out that i couldnt se him. went to the night scope and he was impossible to spot.
I surfaced and i couldnt even find him whit my eyes nor the watch crew.

Iwent to free cam mod and tracked him and i could barely se him at distance of aprox 100-150 meters. And all this was in light fog.

I gived up the target and waited for the sunset.

When the sun was up i zoomed up from my sub to check how far i could spot my self. from the above i noticed i circle around my sub that was about 400 meter in diameter. Everything outside that circle was impossible to se like water surface.

I wonder how heavy fog would be if light fog behave like this :rotfl:

Later on when the weather was calm and no fog reported there was still fog but the visibility had increased.
I hope you look into this :)


But i couldnt resist to take a picture when there was light fog in the morning sun. It looks real nice :yeah:

http://img9.imageshack.us/img9/5887/morningfog.jpg



Thanks for a wonderful mod and hope you dont get mad at me cuz of my concerns :03:


Vikinger.

Vikinger
03-20-09, 08:10 PM
Here is a picture of the fog iam talking about.
As you se there isnt much visibility beyond that "circle".

And it didnt matter if i had volumetric fog on or off.

And if iam real picky, fog rarely happend when there are high wind speed. As a former fisherman we had only fog on real calm weather. :P


http://img27.imageshack.us/img27/7670/fogy.jpg


Vikinger.

W_clear
03-20-09, 08:29 PM
Simply AWESOME, only two remarks so far:

1) Using stock UBM, all Real Environment parts installed, no other mods installed, F11 camera view freezes and I have to shut down SH4 :damn:

2) A matter of personal and entirely subjective impression (Take it with TWo grains of salt): The water animation is a bit too fast. Yes I know it is more or less that fast in real life (Spent this last week by the sea BTW) but in the computer screen everything looks different, and I feel a bit slower would give an even better feel. That said, the animation is objetively CORRECT, and I have no complaints about it :up:

I need to hear more feedback later, and then adjust. Thanks

W_clear
03-20-09, 08:57 PM
2. Did the submarine files change anything how they lay in the water?
It seams the submarine (porpoise current) is floating on the waves/sea.
I would love to se so they go a bit deeper rather than popping like a cork.:wah: This is most noticable when there is heavy sea.

-------------->I will test the adjustment.

3. Iam sorry to say this but the Fog is way to much. (this is my major concern that maybe do so i roll back)

I was on a night patrol. Weather report said wind 10, fog light.
i had picked up a meerchant and planned for an attack.
I had him at 600 Meters range and raised my attack scope only to find out that i couldnt se him. went to the night scope and he was impossible to spot.
I surfaced and i couldnt even find him whit my eyes nor the watch crew.

Iwent to free cam mod and tracked him and i could barely se him at distance of aprox 100-150 meters. And all this was in light fog.

I gived up the target and waited for the sunset.

When the sun was up i zoomed up from my sub to check how far i could spot my self. from the above i noticed i circle around my sub that was about 400 meter in diameter. Everything outside that circle was impossible to se like water surface.

---------------------------------------->
I know the fog light and fog heavy same problem. I have tried a lot of ways, but have failed.I hope to be able to find a better way to solve this problem.

Vikinger
03-20-09, 09:11 PM
Thx for your replie W-Clear. I appreciate it. :yeah:

Concerning the fog. What files are involved in that?:06:

I might gona use some other files untill you have fixed it.:know:

There are so many lovely things about this mod :sunny: so i will use it but the fog driving me nuts :ahoy: hehe

rcjonessnp175
03-20-09, 09:30 PM
I think the fog is spot on, i mean really fog in general isnt something you would see through anyways, plus reading through patrol logs guys always had the pea soup fog to were they would have to dive to do a sound check, but we all have different tastes maybe make two versions or something , but im completely happy as is quite realistic in my opinion.

Jonesy:up:

Vikinger
03-20-09, 09:57 PM
I think the fog is spot on, i mean really fog in general isnt something you would see through anyways, plus reading through patrol logs guys always had the pea soup fog to were they would have to dive to do a sound check, but we all have different tastes maybe make two versions or something , but im completely happy as is quite realistic in my opinion.

Jonesy:up:

Well i do respect what you are saying but the game have 4 level of fog.

Non, Light, medium and heavy.

The 4 levels represent different conditions.

1. Non is obviously :)
2. Light is more like a hazy morning or day.
3. Medium is betwen hazy and foggy
4. Heavy is the real fog where you just wish to stay in captains bed.

As it is now it is either non or heavy. Problem is that there is light fog most of the time in the game and that means heavy fog.

But we have all different tastes, some like this heavy fog and find it challenge. But it drives me nuts :88)

Perhaps a good way is to do what you say. Release 2 versions. 1 whit this new fog physics and 1 whit the former physics from the previous ENV version. If its possible to combine the files whit out they affect to many other things in this new release. ( That i really like) :yep:

But i let the modders decide what they wana do whit thier product :up:

ivank
03-20-09, 10:07 PM
She looks amazing!

Carotio
03-20-09, 10:20 PM
Well, I have played with the FogDistance part of your mod, and where you have ZMin=0,001 , I have changed it to ZMin=0,1 for the time being.
This is to my understanding where the fog starts seen from the player unit. With ZMin=0,001 even parts of your own sub seems being in the fog. By setting it to ZMin=0,1 the starting point of fog was moved away from the boat. Exactly where this starting point should be, well that I will leave up to all of you.

rcjonessnp175
03-20-09, 10:46 PM
Have u guys seen the new storm waves holy cow, i literally thought my dinkie little sub was going to get swallowed up so dove to 150 ft to ride out the storm hahaha, awesome.

In retrospec the fog is as u say i played and little bit longer and noticed to that its impossible to see jack, and also the circle of visiblility is well visible. this is also true when ur in a clear day and shallows as the transparency shader kicks in and have another circlesh visible ring, no biggee as i dont play at 100 ft above my sub. all in all this is gorgeaus and thanks didnt know thier was alctually many stages to the fog thanks for the heads up. im watching this thing on my 52 incher in a uber storm it its sick great work:o:o:o:o

Jones

ReallyDedPoet
03-20-09, 10:54 PM
http://img9.imageshack.us/img9/5887/morningfog.jpg

Nice one Vikinger :yep:

ancient46
03-20-09, 11:59 PM
A Little more Eye Candy. The USS Salmon (1942 black color scheme) on a clear calm day. The camera is at 1000 ft and the submarine is at 120 ft. I could still see it at 150 Ft but it doesn't show in a screen shot.

http://home.comcast.net/%7Eancient25/Pictures/Transparent.jpg

Armistead
03-21-09, 01:21 AM
I was in a storm and actually started feeling seasick...wow.

The more I play it the more I see......so far no problems with TMO1.7beta and DL order doesn't seem to matter.

Haven't tried the new nvidia drivers just released. Anyone have any feeback or played with nHancer settings yet with the new driver.

The fog is has some amazing effects. Does it comply correctly with the weather. If I get a report that fog is light, at night ships go out of sight at less than 500 yards, can't see the ship, but can actually see it's reflection on the water. During the day if weather says light fog, range of sight is about 1500 yards at the most. My biggest concern is does the fog have the same sight effect on the AI so all is fair...they shouldn't be able to spot me some hundred of yards less. Haven't played it enough to test it, but it may make surface attacks at night possible. If it doesn't effect the Al, then they would be able to see you long before you could see them and it would be a problem. If light fog has that effect, I can't imagine what heavy fog does. I prefer sonar and OKane attack methods so I hope it effects the AI's sight.

The waves are awesome. I think I ran into some 100 footers, looked like tidal waves, sometimes covering my entire ship. If you take your time with the cam you can find yourself in a valley with a wave wall blocking out the sky. I think the waves are the best thing.

I'm not sure, but I think it looked better with the last ver. of Nvidia drivers over the newest one. Like some feedback on this. I may roll back to the old driver and see.

neosnk35
03-21-09, 01:22 AM
is this geared for 1.5... coz i only had 1.4.. those 10 bucks for the ubm will cost me a weeks allowance..

i would really loved to see it work on 1.4

W_clear
03-21-09, 01:27 AM
Thx for your replie W-Clear. I appreciate it. :yeah:

Concerning the fog. What files are involved in that?:06:

I might gona use some other files untill you have fixed it.:know:

There are so many lovely things about this mod :sunny: so i will use it but the fog driving me nuts :ahoy: hehe
\Silent Hunter 4 Wolves of the Pacific\Data\scene.dat

Silent Hunter 4 Wolves of the Pacific\Data\Shaders\VolumetricFog\VolumetricFogPS .fx

neosnk35
03-21-09, 02:13 AM
is this geared for 1.5... coz i only had 1.4.. those 10 bucks for the ubm will cost me a weeks allowance..

i would really loved to see it work on 1.4

ive tested it in 1.4 it sure really works great..

i can almost smell the salt from the water
http://i231.photobucket.com/albums/ee238/neosnk35/SH4Img2009-03-21_145419_890.jpg

now those DDs would really see me in PD let alone the planes hiyahhh.. sooooooo breathtaking visuals
http://i231.photobucket.com/albums/ee238/neosnk35/SH4Img2009-03-21_145652_750.jpg


BTW how can i get rid of the plankton in the water and that orange icon above the sub?


this is really by far the best environmental mod ive seen soooo real sooo full of life.. havent yet encountered a storm...

big thumbs up for w_clear and kriller..........

W_clear
03-21-09, 03:29 AM
ive tested it in 1.4 it sure really works great..

i can almost smell the salt from the water


now those DDs would really see me in PD let alone the planes hiyahhh.. sooooooo breathtaking visuals



BTW how can i get rid of the plankton in the water and that orange icon above the sub?


this is really by far the best environmental mod ive seen soooo real sooo full of life.. havent yet encountered a storm...

big thumbs up for w_clear and kriller..........


Silent Hunter 4 Wolves of the Pacific\Data\Misc\impurity.dds------------------->plankton

Silent Hunter 4 Wolves of the Pacific\Data\Misc\UMark.dds-------------------->orange icon

ncorpuz34
03-21-09, 03:38 AM
First off, congrats on the release. The new water colors, sky and transparency effects are just awesome.

One thing I've noticed in the new release however is that this new version seems to have lost the "detailed reflections" effect. Reflections are now static and seem flat compared to RFB's environment. There is no more shimmering light reflect from fires and smoke and objects reflect are now flat.

Im a very visual person. As before this last RFB, I had made my own "blend" of PE and EE mods giving EEs colors and having PEs reflections and effects.

For those who have the current RFB/PE mod installed, you can see the differences of detailed reflections vs. simple reflections by turning off "detailed wave ripples" in the middle of a game. Turning it off makes the water looks more transparent similiar to new real environment mod but you lose the detailed reflections.

Here are some pictures to demonstration what I mean:

http://i107.photobucket.com/albums/m299/ncorpuz34/sh4/SH4Img2009-03-21_0052.jpg
Hard to tell in this pic because its sized down, but the reflection of the fire from the ship is casting a "sparkly" effect onto the water below it.

http://i107.photobucket.com/albums/m299/ncorpuz34/sh4/SH4Img2009-03-21_0045.jpg
New environment mod - the fire is now "mirror-like" and not scattered at all

http://i107.photobucket.com/albums/m299/ncorpuz34/sh4/SH4Img2009-03-21_0054.jpg
Reflection of ship using current RFB/PE

http://i107.photobucket.com/albums/m299/ncorpuz34/sh4/SH4Img2009-03-21_0058.jpg
Real environment


I dont know if this is intentional or not or maybe your guys might of missed something - just an observation ive noticed. Not trying to rain on your parade. I appreciate what all you modders have provided to this community.

neosnk35
03-21-09, 04:55 AM
Silent Hunter 4 Wolves of the Pacific\Data\Misc\impurity.dds------------------->plankton

Silent Hunter 4 Wolves of the Pacific\Data\Misc\UMark.dds-------------------->orange icon

many thanks W_clear that get rids of it...
i realy hate taht orange icon...

Hitman
03-21-09, 05:54 AM
OK I found the problem that caused the game to freeze: It was Carotio's camera mod. Disabling it and returning to stock cameras allowed me to use again all views with no problems.

I wonder if anyone else is experiencing this :hmmm:

Carotio
03-21-09, 06:06 AM
Well, not me, but then again, I'm not using neither RFB nor TMO, which apparently are incompatible according to the readme.

Btw, I have been doing a few reworks of the camera file since the included January version. When I upload it, it will probably still not be RFB or TMO friendly, so either LukeFF or Ducimus would have to say what it is in the file, which makes it incompatible.

Sorry

Hitman
03-21-09, 06:27 AM
But I am not using RFB or TM either :-?

As I stated some posts ago, I applied Really Environmental directly over a stock and clean SH4+UBM install :06:

Vikinger
03-21-09, 07:57 AM
Iam using TMO+RSRD and whit thiers camera files i didnt encounter any problems whit this mod.

Maybe if you dl TMO Beta 170 update and use the camera.dat file from that it might solve your problem

It can be found in sh4/Data/Library/Cameras.dat.

Make an own JSGME map for easy installation like: My Camera/Data/library/camera.dat and put it in the mods folder.


For thos that dont like the orange sub marker but still want to have a submarker that is a bit more dull i can recomend Kosh_Umark.


And thx W Clear for the files headsup. I will check into it so i can find a solution that suits me better.


To rcjonessnp175. A 52 inch screen. Holy Macaroni. I would puke if i had a screen size of that when there is heavy sea.

Hey, ever thought of dual monitors :har:

Vikinger

Carotio
03-21-09, 08:13 AM
But I am not using RFB or TM either :-?

As I stated some posts ago, I applied Really Environmental directly over a stock and clean SH4+UBM install :06:

I forgot you wrote that.
Anyway, if you should have a copy of PE4 on your harddrive, try go and fetch the camera.dat file from there, and enable that file.
It's that file, I reworked. If it works for you, you'll have most of the functions from ROW/PE, but then the radio room bug is there.

Vikinger
03-21-09, 01:12 PM
I think i fixed the fog problem i had.
It was some values in the scene.dat file that i adjusted.

To W_Clear.

In the file you should look for:

6 Node -sky / 13 Envsim / fogdistances.

There is 4 parts there that represent the fogs for Non, light, medium and heavy.
I changed the ObjectsrelativeZmax value from 0.01 to 0.25 in part 1.
And that solved my fog issue for the light fog apperance.

I also tweaked the other distances a bit as well while i was messing around.

If you want i can send you the scene.dat files and you can compare.

And i could even upload the file if others want to use it but for that i must ask for your permission. I defently dont wana step on anyones toes.:rotfl:

rcjonessnp175
03-21-09, 02:07 PM
TO vikinger, lol ya its pretty awesome to say the least, i feel bad enough on the amount of money ive spent on this setup as is, but mmmmm thats a grand idea two of these suckers b crazy.

Anyways to report ive had no crashes ive let it run on its own for well over 12 hours now im on a patrol around kiska island waiting for some jap resupply convoy to show up, these new waves rock, really missing the beach right now.

Jonesy:up:

Egan
03-21-09, 02:12 PM
s anyone else getting a weird patch of milky whiteness in front of the camera? I'm running this over RUB 1.4 through an ATI 4870x2 with Cat 9.2 drivers at x16 AA with App controlled AF (I see the same thng as 602_sqn -AF knocks about 25fps of my frames,) It happens in daylight in fine weather and calm seas. The following screenies are taken at the very start of the 'Lifeguard' war patrol:



http://img443.imageshack.us/img443/3307/sh4img20090321182232751.jpg



This one was taken from above using the free cam:



http://img443.imageshack.us/img443/889/sh4img20090321184257274.jpg



And this last one seems to show tearing in the white mist out at the bottom corners:

http://img443.imageshack.us/img443/664/sh4img20090321182412609.jpg





I've never seen this in the stock game but I don't seem to see it in anyone elses screenies either.

rcjonessnp175
03-21-09, 02:17 PM
I believe correct me if im wrong guys but thats the new transparency shader allowing us to see the bottom of the sea floor in shallow depths correct?? Thats what i got excited about and i assumed it was this:up::up:

Jonesy

Task Force
03-21-09, 02:18 PM
What file removes the orange thing. (closest thing I could find is a file called Umark.:hmmm:

Egan
03-21-09, 02:25 PM
I believe correct me if im wrong guys but thats the new transparency shader allowing us to see the bottom of the sea floor in shallow depths correct?? Thats what i got excited about and i assumed it was this:up::up:

Jonesy

Is that what that is? really? The milky thing? (I believe the boys should copywrite it with that exact name!)

So if I sail off into deep water it should disappear, right?

The things you learn! I guess I'll go explore and see what happens. Cheers.

rcjonessnp175
03-21-09, 02:27 PM
Egan, Roger out in deeper waters dont know exactly the depth it does disapear My guess is around 100 ft or so, and to remove the orange marker simply delete umark.dds

Jonesy

Task Force
03-21-09, 02:29 PM
Thanks for the info rcjonessnp175

Later on today im gonna upload some pics I took. Im getting ok perfomance with this mod so far.:up:

cdpca
03-21-09, 03:58 PM
You know....between you two and Dave it's really getting hard to find the words! :up:

Task Force
03-21-09, 05:55 PM
all right. here there are!!!:D
http://img13.imageshack.us/img13/2086/sh4img20090320174952877w.jpg (http://img13.imageshack.us/img13/2086/sh4img20090320174952877w.jpg)
http://img22.imageshack.us/img22/5609/sh4img20090320175527248n.jpg (http://img22.imageshack.us/img22/5609/sh4img20090320175527248n.jpg)
http://img14.imageshack.us/img14/6176/sh4img20090320175724156e.jpg (http://img14.imageshack.us/img14/6176/sh4img20090320175724156e.jpg)
http://img9.imageshack.us/img9/2787/sh4img20090320175843526z.jpg (http://img9.imageshack.us/img9/2787/sh4img20090320175843526z.jpg)
http://img12.imageshack.us/img12/3886/sh4img20090321145748047x.jpg (http://img12.imageshack.us/img12/3886/sh4img20090321145748047x.jpg)
http://img10.imageshack.us/img10/5981/sh4img20090321150005773y.jpg (http://img10.imageshack.us/img10/5981/sh4img20090321150005773y.jpg)
http://img8.imageshack.us/img8/6513/sh4img20090321150326612f.jpg (http://img8.imageshack.us/img8/6513/sh4img20090321150326612f.jpg)
(sorry. I hope I didnt slow down anyones Internet.)

W_clear
03-21-09, 06:59 PM
I think i fixed the fog problem i had.
It was some values in the scene.dat file that i adjusted.

To W_Clear.

In the file you should look for:

6 Node -sky / 13 Envsim / fogdistances.

There is 4 parts there that represent the fogs for Non, light, medium and heavy.
I changed the ObjectsrelativeZmax value from 0.01 to 0.25 in part 1.
And that solved my fog issue for the light fog apperance.

I also tweaked the other distances a bit as well while i was messing around.

If you want i can send you the scene.dat files and you can compare.

And i could even upload the file if others want to use it but for that i must ask for your permission. I defently dont wana step on anyones toes.:rotfl:

I also make the environment MOD if I don't know the 4 parts.You are too lovely:rotfl:

gdc3man
03-21-09, 09:10 PM
Hey, all

Kriller and W_Clear, Fantastic job on this mod....you guys have really hit the mark......:yeah:this time.....I have a couple of questions, I am using ship reflections from enviroment 5.0 after real enviroment and WOW, it works great for the ship reflections on the water....the one thing that is not working so well is the caustics on the sides of ships....some are working and other ships are not, I really like that effect....so I looked in the environment ship file with silent hunter editor, and noticed that most of all the ship caustic effects are off, or at zero....I am wondering, were they mostly turned off or zeroed out for a reason, as they did not work very well in enviroment 5.0 as well....do I have to set parameters for every ship and if so what are the typical parameters/numbers that need to be set under unified render controller? Here are current ship settings

Causticts

Enabled=True
MaxAltitude=0.0
MinAltitude=0.0
strength=0.0
Scale=0.0
Speed=0.0

most of the ships in #4 ship Reflect file are set up like above, I would think Strength would need to be higher than zero correct to see the effects, and what are the best standard settings for all ships, I guess I will need to set and save every ship file, that will take time:o

thanks very much for your help....:salute:

gdc3man
03-21-09, 10:26 PM
Kriller and W_Clear

Here are some screen shots of the caustic effects, the sub effect are working fine, the ship reflections are great, but there is no caustic effects on the sides of many ships.....:hmmm:


http://img16.imageshack.us/img16/2919/sh42009032119304742.png[/URL]

http://img11.imageshack.us/img11/3293/sh42009032119290239.png (http://img6.imageshack.us/img6/2919/sh42009032119304742.png)

[URL]http://img24.imageshack.us/img24/9615/sh42009032119260423.png

http://img14.imageshack.us/img14/7686/sh42009032119245965.png

Thanks again for the help.....:salute:

Task Force
03-21-09, 10:47 PM
(what hud mod are you useing.):D

gdc3man
03-21-09, 11:16 PM
Hello,

Its a combination of RSRD_410 for TMO163,Scaf_for 410 and Captain America's TMO163 hud mod / High res dark hud dials, I had to Configure the INI 1024_768 menu file to make it all work, I need to ask permission from the other modders to release the new menu file....there is another thread on the front of this sight that says need help ! engine telegraph bell sound, there I have more pictures and a little more info, It is a work in progress, took me 8 hours to reconfigure the new file to make everything work the way I like....I like detail, and the old radio and phono....for me is what I like..with ops monsun it rearranged things in away I did not like, so I made it all work again:rock:+ extras:D

Task Force
03-21-09, 11:26 PM
Yea. nice job. I like the way the buttons look. (like they have a light behind them.):up:

W_clear
03-22-09, 12:15 AM
Kriller and W_Clear

Here are some screen shots of the caustic effects, the sub effect are working fine, the ship reflections are great, but there is no caustic effects on the sides of many ships.....:hmmm:


http://img16.imageshack.us/img16/2919/sh42009032119304742.png

http://img11.imageshack.us/img11/3293/sh42009032119290239.png

http://img24.imageshack.us/img24/9615/sh42009032119260423.png

http://img14.imageshack.us/img14/7686/sh42009032119245965.png

Thanks again for the help.....:salute:

Well.
Kriller recently very busy, there is no time to put some documents in RE1.0. Please waite RE_Addon.

gdc3man
03-22-09, 02:11 AM
Hello, W_Clear

Thanks for the reply, I was wondering if you could give me some numbers, since I dont have a reference to play with that works...

Causticts

Enabled=True
MaxAltitude=0.0
MinAltitude=0.0
strength=0.0
Scale=0.0
Speed=0.0

I like to experiment while we wait for your guys add on to RE, I am new at this and not quite sure what numbers to plug in above:03:

Thanks....

kriller2
03-22-09, 03:33 AM
Well.
Kriller recently very busy, there is no time to put some documents in RE1.0. Please waite RE_Addon.

:o are we making an addon? I thought we would take a break now ! :har:

To get the caustics working with W_clears reflection mod is not easy, because the numbers for defining the caustics needs to be different from each other, because the ships are different in size.

BTW just to be clear the RE mod does not change the caustics, because there is no data ship files included.

602Sqn_Puff
03-22-09, 03:36 AM
Could I ask what the Noise files do in game??..I have spent a good few hours testing as to why my FPS drops and even with no AF enabled the FPS was dropping by 30 when I looked at the sky, short side of the tale is , the problem stems from the noise01.dds and tga files, so I have removed tham from the install, but I was wondering what I have actually switched off in the mod? Look forward to your reply.

Puff

kriller2
03-22-09, 03:40 AM
Could I ask what the Noise files do in game??..I have spent a good few hours testing as to why my FPS drops and even with no AF enabled the FPS was dropping by 30 when I looked at the sky, short side of the tale is , the problem stems from the noise01.dds and tga files, so I have removed tham from the install, but I was wondering what I have actually switched off in the mod? Look forward to your reply.

Puff

HI Puff, those are the new high resolution clouds which takes care of the new sky above the submarine. You can try installing one of the other clouds mods on top of RE from this forum. 30 FPS ? that sounds okay to me :hmmm:

MikiBzh
03-22-09, 04:45 AM
I would just say THANK YOU... :up::yeah::rock::sunny::up:

kriller2
03-22-09, 04:57 AM
Hello, W_Clear

Thanks for the reply, I was wondering if you could give me some numbers, since I dont have a reference to play with that works...

Causticts

Enabled=True
MaxAltitude=0.0
MinAltitude=0.0
strength=0.0
Scale=0.0
Speed=0.0

I like to experiment while we wait for your guys add on to RE, I am new at this and not quite sure what numbers to plug in above:03:

Thanks....

Hi gdc3man, im glad you like the newest edition of our work, here is the numbers from the Fuso (stock sh4 1.5)
http://img22.imageshack.us/img22/6876/fusodata.th.jpg (http://img22.imageshack.us/my.php?image=fusodata.jpg)

To make this work you will need the old datafiles and compare them with W_clears changes then slowly add the missing numbers in. I don't know why he put those numbers out and would think there must be a reason?

thyro
03-22-09, 05:20 AM
@W_clear/Killer2

Is there foam on top of waves on this mod?

Thanks

gdc3man
03-22-09, 05:39 AM
Thanks a bunch kriller....:yeah: you have given me just enough numbers to hang myself with:dead:.....and or make your great mod explode into thousands of tiny non working pieces:har: so I will work with one ship at a time and see what happens....:ping: its just what i needed....just out of curiosity why did you not include the caustics in you new mod like PE3...environmental 5.0 has the ship reflect folder, with all the seprate ships...thats why I like it...so I can play with the settings one at a time....but I can't quiet figure out why the settings were all left at zero, what did I get into:o ??!!

Task Force
03-22-09, 11:39 AM
Runs great here. (36+ never below 30 in pearl harbor.) 40-50 at sea. Everything on high.:D

ancient46
03-22-09, 12:06 PM
Egan, Roger out in deeper waters dont know exactly the depth it does disapear My guess is around 100 ft or so, and to remove the orange marker simply delete umark.dds

Jonesy

Take a look at my picture on page two. The sub is visible in 120 ft in a screen shot and barely visible on the monitor at 150 ft.

Task Force
03-22-09, 12:40 PM
Wasnt there a mod that got rid of that Umark (the orange thing floating over my sub That just wont go away nomatter what File i delete. Yes I deleted the Umark file... nothing...)

xristoskaiti
03-22-09, 02:15 PM
can make something compatible and for the monsun v 700? :oops:

rcjonessnp175
03-22-09, 02:27 PM
Make sure u deactivate the mod when u go in and delete umark.dds, it worked on my setup. Thats sweet that the sub is visible 100 ft plus considering aircraft could spot subs at that those depths and deeper in certain waters pretty cool.


Jonesy

Vikinger
03-22-09, 02:31 PM
Wasnt there a mod that got rid of that Umark (the orange thing floating over my sub That just wont go away nomatter what File i delete. Yes I deleted the Umark file... nothing...)


Try and replace the Umark file whit a file from a mod where its not visible. Like TMO.

And se if that helps. :)

Task Force
03-22-09, 05:25 PM
rgr. (currently useing RFB.)

Thanks.:yeah:

Soundman
03-22-09, 05:33 PM
First, let me salute Kriller and Clear on an outstanding accomplishment for visually improving the game. :yeah:

Secondly, there is one major gripe.. and I realize this problem existed before this modification, but please, fix this if you can. I love the eyecandy, but not at the expense of realistic gameplay. Let me explain,

Thirdly, I'm using up to date RFB.

The inability to use the stadmeter without locking onto a target has been an issue since day one. In reality, it should not matter whether or not a ship is in view, nor should the ability or inability, to lock onto the target matter in order to use the stadmeter for range measurements. IRL, the stadmeter is/was not aware if there is a target in view or not, and it could be used looking upon the wide open ocean, allowing a range to be entered without the necessity of a target.

I am fully aware this is hard coded and Kriller and Clear cannot fix this issue. However, the ability to lock onto a target at a certain range should have reasonable parameters. IMO, the locking of a target in this game, should simulate a person looking through the scope, while a target is visible, and simply holding the scope on the bearing of what he sees, (i.e.,, the target..) In other words, as an example.. if I were looking through a scope and saw a lighthouse, I could certainly hold the scope on that bearing constantly, unless the boat sailed out of view of that lighthouse. Where my frustration lies, is the ability to see a target clearly enough to identify the target, but yet, not be able to lock onto the target. Therefore, the inability to use the stadmeter. On the other hand, I don't want the ability to lock onto a target 9 miles out either. I just want the abilities of visualization and gameplay to be in sync. Ducimus spoke many times on the issues of changing parameters for visuals, in that it often creates the necessity to adjust perhaps three other parameters, in order to avoid changing gameplay. Such is the example I'm trying to make.

I don't expect the ability to lock onto a target from 5 miles away in heavy fog, but on the other hand, I do expect the ability to remain locked onto a target from six miles out on a clear day. What I am trying to convey is... Synchronize the visual abilities with the capabilities of locking onto a target. As an example,.. I was in semi foggy conditions yesterday. I could clearly see and identify a target from 2000 yards. Yet, I could not lock onto the target until I was about 150 yards away and all the time, I'm trying to gather data to input into the TDC. Without the abilty to lock, I could not use the stadmeter and could clearly see the boat, mast height and all. This is not realistic. If I can see or certainly, identify a target from 2000 yards, I should undoubtedly be able lock onto, and use the stadmeter from that range. Some people have spoke of fog issues, and I can only imagine that creates many complications with balancing all of the parameters necessary for proper gameplay.

The last thing I wish to do here is disrespect the work of these guys. Quite the opposite. I highly appreciate and respect the work, time and dedication spent on this project. :salute: :salute: :salute: I only hope this is something that can be fixed.

There are probably many parameters that adjust these factors I'm speaking of, but could anyone point me in the right direction of how to adjust the distances that allow the locking of targets? Maybe I could do some fiddling and see what becomes of it.

Navarre
03-22-09, 07:42 PM
For what is the additional sky folder inside the data folder?
This folder contains the same shader files, such the sky folder inside the shaders folder.

As a result of a binary, hex and text compare tool, allot of shader files are identical in content with the original stock version, as well as some other files, why are they even included in this mod?

el cheguevara
03-22-09, 11:22 PM
Was wondering if not using environmental effects and volumetric fog still gives a realistic look, i've noticed the ocean does look darker but don't know if it still gives it "that look" lol, don't tick those or else i get 17-18 fps at pearl.

rcjonessnp175
03-23-09, 12:02 AM
17-18 on most rigs in pearl isnt all bad, realize most of your patrols arnt in ports so im sure u get good fps out at sea per say. But yes volumetric anything will eat up alot of fps on older machines.

Jonesy

el cheguevara
03-23-09, 12:13 AM
So do most people with fps like mine just turn those off in port and then on after leaving port, cause i have notice after a couple of miles away from pearl my framerate does jump up to around 70. Just tried this mod out and it is superb, i love the new ship pitch and roll.

rcjonessnp175
03-23-09, 01:38 AM
What i did with my old laptop was keep those settings on but put the slider mostly to the left for i forget what its exactly called but the sliders for land objects and lod or range one of the two, that seemed to help out a bit. hope that helps.

Jonesy

el cheguevara
03-23-09, 01:59 AM
Thanks, will try that out :yeah:. What i was thinking, since i can get performance similar to stock with this mod, will this help get a frame or two more outta RFB if used with it? If it does, what order should i install it in?

Armistead
03-23-09, 11:48 AM
Love the visual graphics. I agree with the problem not able to lock on to targets that you can clearly see needs work. In heavy fog, OK, in lite fog being able to see a target over 2000 yards away, but can't lock on until 200yards and then you can't shoot. Using OKanes method helps, but still want to shoot at multiple target if I'm in the middle of a convoy shooting at many angles.

You can get some serious work done with a deckgun against dd's if you use the deckgun. You can see them far away, even though the AI, nor you crew can. I sunk 4 in one patrol with my deckgun. For the most part they can't see you, they just go about patrol. Got one convoy in lite fog, sunk the two dd's, the the two merchants with my deck gun.

Before, in heavy fog it was more realistic. You still could ping and use the bearing to sink ships with your DG, but you couldn't see them.

I could deal with the fog if we could lock on the ships we can clearly see.

Love the wave action....

http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2009-03-23_182629_906.jpg

Wilcke
03-23-09, 01:01 PM
Kriller and W_Clear,

Well done gentleman! Thanks for your work. As always your able to go above and beyond your previous creations.

Thank you!

Karbo
03-23-09, 02:04 PM
:yeah: Great Job!! Kriller2 and W_Cear I am enjoying the fruits of your labor immensly. :salute:

Fish40
03-23-09, 02:59 PM
I know some of you out there are useing this mod with the current RFB. I'm also useing the current RFB and would like to know which parts of the mod should be used, and should they be installed befor or after RFB? I know the next version of RFB will include this mod, but I'd like to give it a try NOW!!!

rcjonessnp175
03-23-09, 04:32 PM
Fish40, install it after RFB and also dont install part 2 or part 3 of the mod, this is what ive done and having no problems other than i spend all day drooling on my self looking at these awesome waves. Correct me if im wrong guys im not the expert by any means:up::up:

Jonesy

Vikinger
03-23-09, 04:36 PM
I wud say that you can use it whit any mods.
It only changes the environment. It will not affect any other parts.
However it add the stock orange marker over your sub so just delete the Umark.dds file before you install it. Can be found in Data/Misc directory Main install.

The mod comes whit 1 main install and 4 others optional installs.
Install only the main part as they other could affect your sub and the AI boats.

Fish40
03-23-09, 05:58 PM
Thanks for the info guys:up:

silent killer
03-23-09, 06:57 PM
thanks kriller and w clear have dl the mod,

skookum
03-24-09, 12:17 AM
Awesome Mod WC!! I only have two gripes. The water is too transparent for my taste. I think you should just barely be able to make out the boat down to periscope depth, perhaps maybe still be able to occasionally see bits and pieces another 20 feet lower.

I also noticed that the fringing around the sub glows at night. This bug disappears when complex wavelets are turned off.


Supreme mod man. I love the narrower moon/sun reflections!

Fish40
03-24-09, 06:08 AM
I just installed parts 1 and 4 after RFB, and WOW!! So far, I haven't noticed any real loss of FR. I was really worried about that.I installed during a current patrol figureing since these files were texture files it was OK. The weather at the time was partial clouds, and glassy seas with 2 targets on the horizon.

When I went to the bridge view (with fingers and toes crossed) I was greeted by awesome looking clouds, better reflections IMO, and what was most surpriseing to me, a seemingly slight increase in performance! Mabey my imagination was running away with me, but it seemed that I was able to pan around alittle quicker, and my mouse cursor seemed alittle less laggy. Hey I'll take what I could get! Hopefully higher sea states and storms won't be too crushing on me. All in all I'm a happy camper:woot: Thanks Kriller and Clear! All the best:yeah:

LukeFF
03-24-09, 03:06 PM
Awesome Mod WC!! I only have two gripes. The water is too transparent for my taste. I think you should just barely be able to make out the boat down to periscope depth, perhaps maybe still be able to occasionally see bits and pieces another 20 feet lower.

http://upload.wikimedia.org/wikipedia/commons/5/59/USS_Chicago_(SSN_721)_at_periscope_depth_off_Malay sia.jpg (http://upload.wikimedia.org/wikipedia/commons/5/59/USS_Chicago_%28SSN_721%29_at_periscope_depth_off_M alaysia.jpg)
http://www.navy.mil/navydata/cno/n87/usw/issue_23/images%5Cttl-rimpac.gif
http://lh5.ggpht.com/_FnqhniZCwjY/SJGB9Ey_fiI/AAAAAAAAAIM/ScBgMBBOfX0/s1024/Periscope_Depth.jpg

Armistead
03-24-09, 03:29 PM
I am not clear on this fog issue. If I read correctly Ducimas said there could be problems with the merchants guns showing up. Maybe he was referring to if you tried to change the fog factors.

So, is there a way to change the fog with TMORSRD without messing up TMO1.7's guns...anything.

I don't like the fog, but overall it's such a great work I would rather deal with it than give it up.

You can actually sneak into convoys without a problem and using OKane and sometimes just guessing get hits. You get within 400yards, being able to lock on or not, just line up and shoot and you're gonna hit. I always wanted to do night surface attacks. In one way, fog makes this possible, but in the other it may dumb the AI down too much. You can sneak in a convoy and sink as many merchants and dd's as your ammo allows without them ever seeing you...just stay 300 yards behind a dd and he's easy prey, repeat the process, then take out the merchant ships.

I havent read, but it almost seems that the light fog renders the same AI effects as if it were heavy....

I saw the post that adjust the fog circle, so if someone will clarify if it works without messing TMO1.7 up.

andrut82
03-24-09, 04:52 PM
anyone tried to launch RE with NSM? I was using NSM + PE 4 with Special Effects for NSM...this new RE mod is quite a looker so I'd like to find a way to launch NSM with RE...but the problem is that oil slicks and debris is gone when I launch RE...

neosnk35
03-24-09, 05:04 PM
anyone tried to launch RE with NSM? I was using NSM + PE 4 with Special Effects for NSM...this new RE mod is quite a looker so I'd like to find a way to launch NSM with RE...but the problem is that oil slicks and debris is gone when I launch RE...


i thought those oil slicks and dead bodies were from PE4 not NSM4.. i too like some goodies from PE4...

well just have to wait for w_clear and kriller for some additions for this magnificent mod...

Task Force
03-24-09, 05:07 PM
(couldnt we put that in the instal the one that came with PE4 to RE?)

Armistead
03-24-09, 05:13 PM
If I remember correctly, WClear env was used in FORS. I don't play that, but the interior sub graphics were awesome, much sharper and crisp, the metal looked real. I was so hoping that those sub interior changes were to be included with this mod. Maybe someone tweaked WClears work, but I sure loved the way the sub interior looks in FORS and wish it were included.

kriller2
03-24-09, 05:31 PM
(couldnt we put that in the instal the one that came with PE4 to RE?)

This should be possible, the special effects mod uses the "#1 PE4 Install main/Data/Library/materials.dat" and the "#1 PE4 Install main/Data/Library/particles.dat" with some of the textures from data/tnormal/tex/textures (something named, fire, smoke, oil etc.) after that install the special effects mod from PE4 for your mod combination, RFB, TM etc.

The reason I haven't worked on the special effects mod for RE and the other parts of PE4, is that we want the environment mod to be just an environment mod, which the modder of RFB and TM then can integrate in there mods without to much trouble.

Before I had to test the different parts of PE4 with different combinations of mods and it took allmost one month just to be sure the different parts of PE4 worked with all the different mod combinations and it was a pain in a.. to find out why some guy suddenly had errors with there special combination of mods.

BTW thanks alot for all the thumbs up and bug reports :salute:

neosnk35
03-24-09, 05:31 PM
i tried to use the debris with dead bodies from PE4 over RE.. and it did work.. but there were no oil slick, i think it came from the other files of PE4

andrut82
03-24-09, 05:50 PM
Yep, the debris with bodies works ok, I noticed something else though...In training mission "torpedo attack" I sunk the cruiser with ONE torpedo(with NSM 4 activated), it looks like some "sweet spots" (like these in SH3, the engine, fuel bunker etc) were activated, I hit it under the bride and it instantly went off like a firecracker.

neosnk35
03-24-09, 05:56 PM
no fare i didnt notice that andru.. i tried it with that mission too, cost me three fish... the transfarency effect seems not working with the debris and bodies(or its just my rig)

andrut82
03-24-09, 06:30 PM
try the front section of the bow, between the bridge and 3rd gun turret.

clayman
03-24-09, 07:27 PM
Wow .... what a looker! Thanks for all the hard work K2 and wclear :up: :up: :up:

I do wish I could get the debris and oil slick back. As noted above, will running anything else with RE get it back? Trigger Maru? I was only running PE4 w/ NSM4 in my/SH4's last incarnation.

Ivan Putski
03-24-09, 07:34 PM
I`m running FOTRS at present, just installed part #1 and #4 it`s running great with no fps loss here, thanks guys looking forward to further developments of this. Puts

Vikinger
03-24-09, 09:31 PM
Iam running TMO and RSRDC and installed enviro mod part 1, 4 as last and i have the oil slick and the debris.

But the oil slick look a bit odd when there is heavy seas :) Its like a black lid floating atop of the waves. :haha:

You can check in the sh4/Data folder and open the file zones.cfg whit notepad.

Check the entries if it says like this:

example:

NCargoFuel]
,
,
,
,
,

CargoType=Custom
Crash Depth 7.2
Effect1=#Catastrofic_explosion, 75
Effect2=#Fire_big, 50
Effect3=#Oil_trace, 100
;Effect4=#dc_bubbles, 20
;Effect5=#Oil_trace, 20


If you se thos semi colon " ; " before any effects you can remove them and hope that solve the problem. A semi colon means that the game will ignore the effect.

kiwi_2005
03-25-09, 03:25 AM
Will this mod work with FOTRS, and if so I presume i add it last?

andrut82
03-25-09, 09:52 AM
one more question ;P
default torpedo wake looks like <censored> ;)
is it possible to import good PE4 torpedo wake to RE? :P

Soundman
03-25-09, 01:33 PM
I am not clear on this fog issue. If I read correctly Ducimas said there could be problems with the merchants guns showing up. Maybe he was referring to if you tried to change the fog factors.

So, is there a way to change the fog with TMORSRD without messing up TMO1.7's guns...anything.

I don't like the fog, but overall it's such a great work I would rather deal with it than give it up.

You can actually sneak into convoys without a problem and using OKane and sometimes just guessing get hits. You get within 400yards, being able to lock on or not, just line up and shoot and you're gonna hit. I always wanted to do night surface attacks. In one way, fog makes this possible, but in the other it may dumb the AI down too much. You can sneak in a convoy and sink as many merchants and dd's as your ammo allows without them ever seeing you...just stay 300 yards behind a dd and he's easy prey, repeat the process, then take out the merchant ships.

I havent read, but it almost seems that the light fog renders the same AI effects as if it were heavy....

I saw the post that adjust the fog circle, so if someone will clarify if it works without messing TMO1.7 up.


I'm not sure of what you speak about guns, but what I was refering to was Ducimus' statement that carefull attention needs to be paid to altering things such as fog, weather or the enviroment in general, that it also effects the "locking'" capabilities, the abilities of crew to visualize and sensors as well. It seems tweaking one parameter, necessitates the changing of many others in order to keep all the right playabilty factors syncronized and in balance. i.e., it gets complicated. Bottom line is..Ducimus tweaked his mods carefully for proper gameplay and said not to blame him for improper gameplay if you put an enviro mod on top. That's why we need enviro mods specifically for TMO, RFB, stock, etc.

Wilcke
03-25-09, 01:58 PM
Soundman,

You hit the nail on the head! Sound advise may man!

I agree the Vigilante was an awesome aircraft and that it was carrier based made it even more so.

SilentAngel
03-25-09, 02:14 PM
Hi, im using operation monsun, and the submarine roll doesnt seem to work with the uboats, its fine with the fleet boats any files i should adjust?

Vikinger
03-25-09, 02:56 PM
Hi, im using operation monsun, and the submarine roll doesnt seem to work with the uboats, its fine with the fleet boats any files i should adjust?

Hi.
I assume you mean that you want more pitch and roll.

For that you need to change the values for your self.

You need a nifty little program called S3D Editor.

http://www.subsim.com/radioroom/showthread.php?t=119571


Download and install the program.

Start the program and select to open a file. Locate where you have Silenthunter4/Data/Submarine/Nss_gato and open the file Nss_Gato.sim file.

(You can do this for any sub in the Submarine directory. Its the .sim file you sould aim for)

When the file is loaded into the editor you will se some nodes like:
2:Cmdr_AiHumanSub
4:obj_turret

Go to.

10:unit_submarine and click the little arrow and you will se
11:unit_submarine poping up ( click on this name) and you will get some "info" to the right that is called property tree.

Click the arrow there and navigate down to obj_hydro.
The full path i the property tree are: Unit_submarine/ Unit_ship/Obj_hydro.

There you should se a value called gc_height=2.50 ( or whatever it could be for value)

That value means Gravity center height and if you increase that value abit you raise the gravity center of the submarine and it will roll more.
Clcik the value and type in the new value in the bottom box and dont forget to save the file so it will take effect.

Start the game and get ready to puke as you get seasick :D

Note. Dont raise the value to much. Increase it max in steps of 0.2.
If you get to high value the submarine will flip and turn upside down.
Even if the sub goes nice on the surface it can flip upside down when you dive.

So test and do small changes untill you find something you are satisfied whit.


There are other values that also affect the pitch and roll but this is the most easiest value to change for an high effect.

I have upped my Gato value to 3.52 and that is enough for me to get seasick from :D

Vikinger.

andrut82
03-25-09, 05:01 PM
thx vikinger, i hope it will solve my problem of gato swinging like insane ^^

BTW, RE + PE4 special effects for NSM4 =
he took 1 torp in the engine room :D
http://img214.imageshack.us/img214/2628/lolw.jpg (http://img214.imageshack.us/my.php?image=lolw.jpg)

jlmurc
03-25-09, 05:29 PM
Thanks for yet more hard work that you keep doing, to increase our continued enjoyment of SH 4. It really is much appreciated :arrgh!:

I must dash and get it installed forthwith, so that I can marvel at the result of your labour. :yeah::yeah::yeah::yeah:

Aye, Aye,

John :salute:

SilentAngel
03-26-09, 01:49 PM
Woah thanks for the detailed explaining vikiner, will get to work with it once i find some spare time:D

Kapitan Soniboy
03-26-09, 08:12 PM
Hey. I have a problem. My submarine is rolling in calm sea as if it is a storm! What's wrong?

Gumpy
03-26-09, 10:35 PM
Guys I love this mod THANKS! but could you please fix it so a guy can lock on a target before they are dropping depth charges on your head?Going back to old mods tell fixed.:wah:

kriller2
03-27-09, 06:30 AM
Guys I love this mod THANKS! but could you please fix it so a guy can lock on a target before they are dropping depth charges on your head?Going back to old mods tell fixed.:wah:

I assume that you mean when attacking a warship in fog?
Try Vikingers fix for the fog on this forum.

skookum
03-28-09, 02:45 AM
On the topic of water transparency. Perhaps its not the overall depth of visibility that is bothering me. I think its more like the angle at which you can still see the submerged submarine is set shallower than om RL. If you are almost directly overhead a submerged submarine with the sun behind you then he should show up clear as day. But in RL you should not be able to stand on the bridge of a ship a quarter mile away and still clearly make out the hull shape of a submerged submarine. Reflected sky would be much brighter and would overpower any visible light reflecting off the sub's hull.

Is there any way to adjust the angle of reflection to make the sub less visible at shallow angles?

Please and Thank you.

capt_frank
03-28-09, 02:43 PM
Simply mindbendingly incredible!!!:salute::salute:

andrut82
03-28-09, 05:18 PM
Hey. I have a problem. My submarine is rolling in calm sea as if it is a storm! What's wrong?

I had the same problem, solution is on previous page, you have to download S3D editor and...the rest was written by Vikinger on previous page ;P

Gumpy
03-28-09, 07:20 PM
All is fixed with the Lite fog mod by Vikinger I can lock on targets now further than 300 feet away. BEAUTIFUL mod guys Thanks:salute:

joker68
03-29-09, 10:00 AM
Well, first post here, and first of all, kudos for W_Clear and Kriller2 for a great job. :yeah:

In the last week (since I've bought the SH4+1.5), I've been trying to get the game up to speed with visual enhancements.
Here is how I am running the game now (after trying with Environmental 5.2 and then PE4 stand alone/mixed installs):

#1 Real Environment mod install
ROW Sound Effect v_9
#3 Carotio camera fixes bugs for the uboats hydrophone for stock sh4
#4 Warships retextured
Lite Fog (fix for the fog issue)
#2a PE4 Special effects for Stock
SCAF for Sh 1.5
#2 Submarine splash and roll pitch mod with new sound for Stock sh4
#5 Optional loading_screen
Metric Nomographs
#4 PE4 Ship_debris_SH4_with bodies

*note: the order is important - #4 PE4 Ship_debris_SH4_with bodies must be last installed to function properly

Right now, the only bugs that I've found were the following:

1) When at surface in calm sea, looking through external camera fixed, if you accelerate up to 32x for a while and then return to 1x, your boat will be rolling like if it was on a heavy storm. If you then submerge and return to surface, everything works fine again.

2) I'm having the "camera out of sectors" bug when trying to click some spots inside sub. Anyone else?

3) periscope's ticking sound (when turning) is gone :( (I miss that sound)

By the way, to be able to use special effects from PE4, I have changed some files according to this:
This should be possible, the special effects mod uses the "#1 PE4 Install main/Data/Library/materials.dat" and the "#1 PE4 Install main/Data/Library/particles.dat" with some of the textures from data/tnormal/tex/textures (something named, fire, smoke, oil etc.) after that install the special effects mod from PE4 for your mod combination, RFB, TM etc.

Files changed (copied old PE4 version over Real Environment) were:
FIRE.DDS
FIRE_ADD.DDS
NEWFIRE_ADD.DDS
OILSPILL.DDS
SMOKE.DDS
SMOKE_VOLUM2.DDS
SMOKE_VOLUM.DDS
SMOKEA.DDS

I think it looks and play great now! :D
---
JoKeR68

ATR-42
04-01-09, 10:21 AM
you guys did a great job with this. been running it for a day so far. The sea and colors are very real.

the only thing that i feel is not accurate is the ship roll in 5 knot winds, its way excessive.

kriller2
04-01-09, 12:51 PM
you guys did a great job with this. been running it for a day so far. The sea and colors are very real.

the only thing that i feel is not accurate is the ship roll in 5 knot winds, its way excessive.

HI ATR42, Thanks :DL, yes there is a bug with some of the submarines and they they roll to much at 5m wind, I have tried alot to correct that bug when we tested the mod with RFB team, but when I change the sim files something else is affected alot, so I choosed to let it be because all other wind speeds is very nice with the combination of my roll mod from PE4 and W_clears submarine swing mod with the submarine making a sound when it hits a big wave.

ATR-42
04-01-09, 02:30 PM
very good, thanks for the reply Kriller, will be watching here.

Thanks again for all the hard work, it looks great.

ATR-42
04-01-09, 04:07 PM
To anyone experiencing excessive roll and wants to change it...

follow what Vikinger said in prior post... Summery; here is the value that worked for me in the editor program go to>
nss gato.sim >10 unit submarine > 11 Unit Submarine > open obj Hydro > CHANGE gc_height to 2.7

there is a BIG change in dynamics from 2.8 to 2.7 2.8 is very roll sensitive, 2.7 is steady with light rolling in calm seas.

Seems to be more realistic, not sure what else it will effect, but in really calmed everything down... at least enough till they patch.

Vikinger
04-01-09, 09:12 PM
Yeah that is the easiest way to change it.

Other values that also affect the pitch and roll is how deep the sub lays in the water at surface.

You can allways try to adjust that value also by lowering the sub.
Unit_Submarine/unit_Ship/obj_Hydro/Surfaced and change the draught value.

Higher value means it sits lower.

Dont forget to write up the "normal" values if you change anything. it can have a dramatic impact how the sub behavie.

And another value, same path as the gc_height.
fr_Ratio. That change the horizontal gravity center but i would not advise to change this to much. it affect how the sub "dives/plows" through the waves. How much the bow will move up and down.

Balance a pen on your finger and you have gravity center 0.5 when its horizontal. Move the pen to either side and you se the effect how its either tilt up or down. :)

Dont change it more than 0.001 at a time. it will affect the diving also. if the sub tilts forward ( higher value than 0.500 ) it will affect the dive planes. And you must compensate the tilt then by adjusting the rudders value :)

ATR-42
04-01-09, 11:33 PM
i was also unable to lock onto targets further away than 300 or so yards in fog, thanks to Vikingers Lite fog its fixed.

the Environment looks great. And i can finally see the boat pitching! love it!

Sokolov
04-03-09, 03:47 AM
Really great job, guys, the best graphic mod for SH4, i think, for this moment. Water, oh, that's water... Just one thing, the water too blue, in reality water looks not so colored, not how on picture

tonschk
04-04-09, 09:25 PM
This is without a doubt the Best Wonderful Amazing Glorious Beautiful Astonishing Environmental Mod I have seen , Very well done congratulations :salute: :yeah: :woot::rock:

capt_frank
04-05-09, 11:25 AM
Shouldn't this be "stickied"?

Captain von Keldunk
04-05-09, 02:25 PM
Really great job, guys, the best graphic mod for SH4, i think, for this moment. Water, oh, that's water... Just one thing, the water too blue, in reality water looks not so colored, not how on picture
Yes to my eyes too (graphic gard +driver) it looked too blue.:wah:
So first I disabled all my mods with jsgme, then went to Data/env folder and took stock "EnvColors_Atl" file and made a copy of it.
then opened Real env mod and replaced its "EnvColors_Atl" with the stock one
and got my usual "normal water colors back, sure this way I will loose some
effects etc, but I like it this way better:woot::woot:

ATR-42
04-05-09, 02:58 PM
should be stickied

Laffertytig
04-07-09, 09:05 AM
hi,

im experiencing a weird shaking/shimmering effect when i move the camera around, any chance some of u guys can tell me what settings u have for your nvidia cards? i have a geeforce 8800gts 320mb card

cheers

Vikinger
04-07-09, 09:10 AM
I have that odd thing also on my Nvidia BFG 8800GT 512 card.

its some odd flickering that flashes up.

Never had this issue before so i think its not related to what drivers we use.
its impossible to take a screenshoot of it cuz it happends in a moment of a second :)

However it doesnt happend all the time so i can live whit it. :)
but iam just curious what cud cause it.

joker68
04-08-09, 11:10 AM
Laffertytig, I was using the following on my 9800GTX+ (just upgraded from a 8800GTS 320) in nHancer (www.nhancer.com (http://www.nhancer.com)):

AA - Multisampling 4x
Gamma Correction ON
Super Transparency AA
AF 16x
Vertical Sync - Application (turned on in the game)
Texture Filtering - High Quality
Trilinear Optimization - OFF
Anyso Optimization - OFF
Negative LOD Bias - CLAMP
Antialiasing Compatibility - 20000000 EA Strategy Games

Everything else on stock.

In SH4, using Real Environment and some other mods, with everything on max in the graphics config, I'm getting 75FPS steady (I use 75Mhz frequency on my monitor).

Important: Last week I did a BIOS upgrade on the 9800 and now I cannot run with AF turned on in SH4 anymore. :hmmm: Still waiting for support from XFX, but I didn't notice visual difference anyway. If I turn AF on, I got stutter. If you have it on, try turning it off and see if works.

Good luck.
JoKeR

Laffertytig
04-08-09, 12:45 PM
cheers mate il give that a try.

on another note, im gonna make a change to the file that affects roll as its makin targetting impossible. earlier in this thread 2.8 seems to be the seet spot, can these changes be made after a career has been started or must i start over?

ATR-42
04-08-09, 03:32 PM
...earlier in this thread 2.8 seems to be the seet spot, can these changes be made after a career has been started or must i start over?


To anyone experiencing excessive roll and wants to change it...

follow what Vikinger said in prior post... Summery; here is the value that worked for me in the editor program go to>
nss gato.sim >10 unit submarine > 11 Unit Submarine > open obj Hydro > CHANGE gc_height to 2.7

there is a BIG change in dynamics from 2.8 to 2.7, 2.8 is very roll sensitive, 2.7 is steady with light rolling in calm seas.

Seems to be more realistic, not sure what else it will effect, but in really calmed everything down... at least enough till they patch.


try 2.7 i did it 'in between patrols'

Laffertytig
04-09-09, 12:00 PM
i posted this on the main forum but i guess this is the right place to post it.

visibility was reported as excellent with clear skies (daytime) yet there was a fog which meant i could barely see 500 metres!

hey vikinger, could u please post what changes u made to the 4 node files in scene.dat? somethin defo aint right with my visibilty.

Vikinger
04-09-09, 12:56 PM
Hi Laffertytig.

You can either try this little fix:
http://www.subsim.com/radioroom/downloads.php?do=file&id=524

Or manualy edit the files for your self.

In the file scene.dat you should look for:

6 Node -sky / 13 Envsim/14 Envsim / And in the property tree fogdistances.

There is 4 parts there that represent the fogs for Non, light, medium and heavy.
I changed the ObjectsrelativeZmax value from 0.01 to 0.25 in part 1 that handle the light fog and i also adjusted the medium fog.

Here is the stock values if you want to use them:

0 = 0,85 (Nonfog)
1 = 0,5 (lightfog)
2 = 0,25 (mediumfog)
3 = 0,02 (Heavyfog)


Vikinger.

Laffertytig
04-09-09, 01:49 PM
weird cos number 2 and 3 default values are at 0.01!! il change them and see what happens.

Vikinger
04-09-09, 06:22 PM
weird cos number 2 and 3 default values are at 0.01!! il change them and see what happens.

I know. That was the problem :)

OneTinSoldier
04-12-09, 04:41 AM
Ok found the answer, this mod definately doesn't like any Ansiotropic filtering, it kills the FPS dead, if anyone has trouble with low FPS, switch the AF to application and it will run great.


Yep, I discovered you are right. If you have Anisotropic Filtering enabled, at least when I tried 16x and 8x AF, there was quite a performance hit and my video card would get fairly hot. Turned AF to Application Controlled and it's all good.


At any rate, excellent mod kriller2 and w_clear!

Thank you. :)

AVGWarhawk
04-12-09, 07:06 AM
Kriller/WC,

I sticked this mod as it is getting a lot of activity. I will leave up the older version for those that have trouble running this mod and can revert back to the previous version.

W_clear
04-12-09, 09:44 AM
Kriller/WC,

I sticked this mod as it is getting a lot of activity. I will leave up the older version for those that have trouble running this mod and can revert back to the previous version.


OK.:salute:


Please don't wright W_clear to -------------- WC:wah:

joker68
04-13-09, 08:43 AM
Just for curiosity, I tried the game under Win7 beta with this mod and aniso 16x (nHancer), and the game was really silk (way better than XP). Don't know why under XP with aniso sometimes there are stutters and sometimes not (just to be safe, leave it app controlled and it will be fine all the way under XP).
This happens with nVidia. Don't know about ATI cards.

AS
04-15-09, 03:23 PM
Hi Folks,

this Mod is just AWESOME, couldnīt believe my eyes when I saw those realistic waves!

Sadly I encountered serious trouble though... I installed the New Real Environment mod using JSGM on stock SH4 1.5 (playing U-Boat mission at the moment).

Now after installing the mod (whole pack) I cannot really control diving any longer. My U-Boat just ignores "A"-key or clicking the gauge and just keeps on sinking unless I hit "e" (emergency blow) several times. I cannot even dive to periscope death, iīll just keep on sinking. Any solutions?

Thanks for answers,

Cheers, AS

Vikinger
04-15-09, 04:05 PM
Hi A.S.

I dont know what could cause your problem but you can allways try and
unistall the mod pack and then try the game whitout any mods.
If you still have the problem after you have uninstalled the hole pack i suggest you do a re-install of the game.

Then you can go on by installing each mod at a time and start whit the No 1 mod/folder first. That is the most essential folder.

Then if it works ok you can install the others, one by one by testing each one. By that you will "pinpoint" what folder that cause the problem.

Its most likely that it is the pitch and roll mod that cause it since that mod is the only one that affect the submarines files directly. If the problem lays whiting the enviroment mod it self of course.

AS
04-16-09, 08:28 AM
Hi again,

please can someone help me, Iīve got problems keeping depth since I installed the mod. Pressing the "p", "d", or "A" keys or setting depth manually using the gauge just causes the sub to sink deeper and deeper. Only way to escape is hitting "e" (emergency blow) for several times. Is it possible that this is caused by the mod or just coincidence? I use stock SH4 1.5 U-Boat mission, clean and new install, no other mods.

Ups, just writing these lines I got Vikingerīs reply, thank you very much. Yes, I also think it must have to do with the roll and pitch mod, but if so, other people should have the same problems I have, donīt you think? Iīm a "SH veteran" and SH4 has always run smoothly with and without mods. Strange that all of a sudden this one super mod causes trouble. Can anyone confirm the diving problem?

Thanks for help,

Cheers, As

tonschk
04-16-09, 09:00 AM
I got some kind of problem with the depth control ,after installing some mods , when I am on the surface of the sea and want to go to periscope depth , I adjust the gauge on the right/bottom side of the screen but even with the engines on , take a loooooooooooot of time to dive to periscope depth , in silent hunter 3 was never problem, in SH3 when was necessary to change the depth , the change of depth occur somehow normal enought fast progression

billko
04-16-09, 10:10 AM
I didn't even realize this was released until just now!

I have a few questions:
Does having gamma correction on in nVidia AA still kill the lighting effects, and does the engine still cough up a hairball when coming out of super-time compression?

These aren't dealbreakers, but I was just curious.

Bill

xristoskaiti
04-17-09, 01:57 PM
I want to increase fox the water when I see from plane I do not
want to see the propelers of boats that I can him make this Ļ? :salute:

Old Dog
04-21-09, 08:04 PM
Thanks Gents,
Just spotted this mod and checked out the Youtube link. Amazing ! The generosity of the folks here really makes this site.

ATR-42
04-24-09, 09:38 PM
Yep, I discovered you are right. If you have Anisotropic Filtering enabled, at least when I tried 16x and 8x AF, there was quite a performance hit and my video card would get fairly hot. Turned AF to Application Controlled and it's all good.

this is understated! im glad i saw this...thank you for this tip! made a gigantic difference. much smoother now on external views.

ichso
04-27-09, 05:01 AM
*Love* the water reflections in this mod.

But the transparency of the ocean surface could be reduced in my opinion. It takes away the mysterious look when the sub is diving and gives it more of a bath tub feel.

What would have to be done to tweak this ?

ichso
04-29-09, 01:04 AM
And another question:

The mod seems to make the water surface very reflective. This looks good at daytimes but the nights are way to brightened up by that. In a night almost without any moon I was able to spot a ship several 1000s of yards before my crew was able to, or before the ship was able to spot me.

If I take screenshots during the night, they look pitchblack, as it should be. But the game itself displays the water surface much much brighter.

Any way to edit this, and which would that be ?

dcb
04-29-09, 07:39 AM
But the transparency of the ocean surface could be reduced in my opinion.

I agree 100%, especially as in the Atlantic this transparency looks most weird.

tonschk
04-29-09, 09:06 AM
In my opinion the transparency of the water in this Mod is Good Perfect Excellent Wonderful Amazing Astonishing Awesome Marvellous :up:

2DarkWolf2
04-30-09, 01:50 PM
Is this mod available for download anywhere else? I can't seem to connect to filefront....

DW

ichso
04-30-09, 03:25 PM
So ... are there any tutorials or links that explain how to tweak the water reflectiveness ?

Or might there be a possibility that the surface looks darker at night times ?

Doolittle81
05-02-09, 11:50 AM
I apologize if I am asking for too much help, too early....but...I was wondering if some expert type could take a glance at my current installed Mods and tell me if they see any specific MODs which are likely to conflict with Real Environment. I assume that I should de-activate all MODS, toss away all the Pacific Environment MODs, and then install Real Environment first, then re-install the others after that.

Any advice or 'heads up' warnings about potential conflicts will be appreciated.

Thanks


http://i440.photobucket.com/albums/qq121/Doolittle81/SH4JSGMEPEAmerican.jpg

http://i440.photobucket.com/albums/qq121/Doolittle81/SH4JSGMEGerman.jpg

kriller2
05-04-09, 08:18 AM
Hi doolittle,
The RE mod is made so that you can install any other mod before the mod, so my advice is that you start out with keeping your current installation sequence and just apply the RE mod after that and see if anything works, if not then reinstall.

The mods that conflict with the submarines datafiles are TM and RFB. Ducimus and the rfb team is working on integrating the environment mod into those mods.

kriller2
05-04-09, 08:23 AM
So ... are there any tutorials or links that explain how to tweak the water reflectiveness ?

Or might there be a possibility that the surface looks darker at night times ?

Hi Ichso,
No there aren't any tutorials for that, because it's complicated you have to edit both the scene.dat and the water shader responsible for reflectiveness, including how much the clouds should reflect under different weather conditions. It took me and W_clear alot of time to get it the way you see it today, continuing on nisgeis excelent shader work.

If you do want to edit this then look in the data/scene.dat clouds node and in the water.psfx shader in the data/shaders/water directory.

2DarkWolf2
05-04-09, 04:11 PM
Has anyone ever seen this before? Sometimes I get kind of a double vision effect underwater.

http://img91.imageshack.us/img91/9295/doublevis.png

You can really see it along the edges of the conning tower and deck gun. Is this intended? Normally I just see kinda wavy edges without any double vision.

DW

sladecutter3
05-11-09, 05:12 PM
downloaded and tried this mod:o....only thing missing is the ocean spray in my face:up::up:

AVGWarhawk
05-12-09, 09:04 AM
I have to say the fog aspect of this mod is fantastic. Patrolling at night when there is fog is just awesome. Fear of running into a vessel, getting it heading as it zig-zags is generated in the pitch black of night is difficult. It does provide the feeling of night hunting in the soup as it were. Nice work!

MRV
05-14-09, 12:17 PM
Got back to playing SH4 with TMO and RSRDC....and this nice little mod....

but what the hell am I doing wrong again, my sun is flat, just a yellow dot in the skies, and the horizon is an ugly edge without the nice haze seen on screenshots.......

EDIT: Ok problem is not related with RE 5.0, its the same with everything disabled except TMO....

Armistead
05-15-09, 01:01 PM
downloaded and tried this mod:o....only thing missing is the ocean spray in my face:up::up:

You can get a spray bottle of water and have a complete experience.

billko
05-15-09, 01:44 PM
You can get a spray bottle of water and have a complete experience.

Don't they have saline nose spray? That should do the trick. ;)

tonschk
05-21-09, 11:19 AM
Hello ,:DL thank you very much for the release of the " Real Environmental " mod ,very well done Congratulations http://1.2.3.10/bmi/www.subsim.com/radioroom/images/smilies/icon_biggrin.gif, can you tell me please if i can tweak a bit the files to control better when the foam at the bow of the sub appear , actually this foam at the bow appear now when the bow is still two meters under the water , and looks not much realistic , thank you for the help

http://i194.photobucket.com/albums/z58/tonschk/wrongfoam.jpg

Dunedain82
05-23-09, 03:43 PM
Thanks for the awesome mod!

One problem though. I use stock SH 4 (no patches or anything else except this mod) and when I start a mission all other textures except water and sky are totally white but after I play about 24h (speeding up the time in the game) all the other textures suddenly appear working just fine too. Did I installed it somehow wrong? Or should I get the latest patches? Or?

Thanks for any help!

Carotio
06-03-09, 03:02 PM
Now that PE4 has dissapeared from FF, and so it seems for Env5 too, I have secured RE as alternative download host in SHMF as well.
PE4 is there too, but it seems that I don't have Env5 as backup.

SHMF (http://www.silenthuntermods.com/forum/index.php?board=34.0)

tonschk
06-03-09, 04:35 PM
The transparency of the water of this RE mod is Fantastic Perfect Amazing , is possible even to see a bit of the bottom sea sand in shallow waters

billko
06-05-09, 09:56 AM
Got back to playing SH4 with TMO and RSRDC....and this nice little mod....

but what the hell am I doing wrong again, my sun is flat, just a yellow dot in the skies, and the horizon is an ugly edge without the nice haze seen on screenshots.......

EDIT: Ok problem is not related with RE 5.0, its the same with everything disabled except TMO....

With nVidia cards (at least as late as the 9x00 series, i don't know if it holds true for cards younger than that) you need to disable gammaa correction for anti-aliasing.

Bill

AVGWarhawk
06-05-09, 06:45 PM
With nVidia cards (at least as late as the 9x00 series, i don't know if it holds true for cards younger than that) you need to disable gammaa correction for anti-aliasing.

Bill

:yeah:

Highbury
06-05-09, 06:58 PM
I have been using this for awhile now and really love it. It adds to the immersion quite a bit. If there were ever to be updates the only thing that comes to mind which I might suggest is a touch of foam in all but the calmest seas. Sometimes the water does look a bit too active for my wake to be the only bubbles on the surface.

tonschk
06-06-09, 02:53 AM
. If there were ever to be updates the only thing that comes to mind which I might suggest is a touch of foam in all but the calmest seas. Sometimes the water does look a bit too active for my wake to be the only bubbles on the surface.

I agree :up:, a touch more of foam is OK :yeah:

alexradu89
06-08-09, 07:24 AM
hi all, this is a VERY spectacular mod... but sadly i'm posting here with some issues.... when using RE + splash pitch and roll sound mod and loading a game using the walther uboat, the game CTDs... (if i use 9d2 or us subs all is good) and also, there is a glitch when you drive the type 9d2 underwater at periscope depth (which somehow when using the mod, isn't set to 13m anymore, but to 12....and the depth gauge is a little glitchy when you want to correct this) there is still some V-shaped sea foam (like that when the sub is surfaced and sailing) in front of the submarine... and it's kinda annoying.. because the sub is surfaced, and yet it would seem that there is a small invisible hull thing on-top of the sub....please help me if you can, i can post a picture if u dont understand the sea foam thing :p

PS: it only CTDs whe using the splash pitch roll mod and only on the walther (so far, but i guess the rest of the subs work... since most are american subs)... i would be very grateful if you could help me out, this is a fantastic mod and i just can't play without the roll pitch sound mod..

tonschk
06-08-09, 09:36 AM
I remember months ago when still was not yet released the New " Real Ennvironmntal " and the people were still using the old " Environmental 5 " someone was posting in the " Environmental 5 thread " explainimg about his CTD problems when trying to use the walther U-Boat , I have the same CTD problem when play the game using the walther U-Boat , I dont know if someone have found a solution for this problem

alexradu89
06-08-09, 09:47 AM
just to be sure, i AM using the Real Environment mod, downloaded from the 1st page.. :P

here is the 2nd minor glitch i was talking about... if anybody could help me out on how to fix this
http://img194.imageshack.us/img194/7629/sh4img20090608175049421.jpg
this has happened only on the type 9d2 and here is how it occurs: when pressing P (to go to periscope depth obviously) the sub only dives to 12 meters (as seen in the picture, even though the red marker for periscope depth is at 14 meters, and that is where it should dive at) and if i want to manually correct it i can't go to 13-15 meters, only 16 meters and over... (i guess it may be a minor bug in a .cfg or something regarding periscope depth and the gauge... and maybe if it is possible to correct this)

tonschk
06-08-09, 02:58 PM
I also hate that " V-shaped sea foam " (like that when the sub is surfaced and sailing) , I sended weeks ago public and privete messages to the developers of this beautyful " Real Environmental " Mod , asking how to get rid of that bow foam when the sub is at periscope deep , but it seems that W_Clear and Kriller2.are no longer intrested in this Mod

http://i194.photobucket.com/albums/z58/tonschk/wrongfoam.jpg

alexradu89
06-08-09, 03:10 PM
lol ? o_O is he working on a new better mod or what ?

tonschk
06-08-09, 03:14 PM
Only W_Clear answer my question with some confusing words , he dont speak english , none answer from Kriller2

Armistead
06-26-09, 12:06 PM
Anyone else using #4 Ships_Reflect and Caustic_Environment Mod 5.1 with real env? It was made to add caustic effects to real env, so don't let the 5,1 throw you off. Looks great.

http://www.subsim.com/radioroom/downloads.php?do=file&id=605

Carotio
06-26-09, 05:22 PM
Only W_Clear answer my question with some confusing words , he dont speak english , none answer from Kriller2

maybe kriller2 doesn't respond because of RL matters...
and besides it's getting close to vacation time, so....

maybe you should just wait till september.

anyway, last words I heard from him was that he considered this final co-work a final work. maybe a few corrections, but in total, a final work.

tonschk
06-27-09, 04:31 AM
Hello , thank you for the info about the patch for Real Environmental :yeah:, I use " just " GFO mod plus the Real Environmental , can you tell me please if is OK to add the patch for the real environmental after the Real Ennvironmental Mod in the order showed below ? , thank you


Silent Hunter 4 version 1.5
GFO mod ( last verion )
#1 Real Environmental mod install
GFO patch for Real Environmntal
#4 Ships_Reflect and Caustic_Environment Mod 5.1

Carotio
06-27-09, 05:05 AM
can? no I can't. since I don't play with GFO and have still not looked into the files of GFO. this question is better asked in the GFO thread, and then Webster will have to clarify for you.

tonschk
06-27-09, 06:08 AM
Thank you for your answer , I was cheking a bit with a couple of quick missions and it looks like the caustic effect are basically there in the war ships and also in the Balao sub , even without the addition of this patch for the Real Environmental mod into the SH4 1.5 game , therefore I have a doubt if I need or not to add this caustics effect patch

EgoApocalypse
06-30-09, 11:43 AM
http://i241.photobucket.com/albums/ff92/A_COLOHAN/SH4Img2009-06-30_164707_900.jpg

NICE.:yeah:

Nicolai
07-03-09, 02:59 PM
What is the difference between PE4 and RE? is there any? and if so, should I take RE or keep PE4?

Thanks

Nikolai

tonschk
07-03-09, 06:03 PM
Real Environmental is the improved version of all the previous Environmental mods , unfortunately I think is not yet full perfect

REIS
07-08-09, 12:01 PM
Really great job, guys, the best graphic mod for SH4, i think, for this moment. Water, oh, that's water... Just one thing, the water too blue, in reality water looks not so colored, not how on picture
Ou the creators of this is demigods maby, but water maan water is almost purple? Purple - light blue water? The original color was more realistic. Please tell me how to fix it???

regerds

billko
07-09-09, 11:47 AM
Ou the creators of this is demigods maby, but water maan water is almost purple? Purple - light blue water? The original color was more realistic. Please tell me how to fix it???

regerds

Actually, the water color is fairly accurate (accounting for all sorts of local deviations) if you've ever been to the South Pacific.

What was included in SH4 looks like water from a more temperate climate like the North Altlantic or maybe the North Pacific.

http://www.fotosearch.com/photos-images/south-pacific-ocean.html

Bill

Nicolai
07-11-09, 06:42 AM
Real environment is great, but some things i like more about PE4, can I use the two together, and if so in what order?

thanks

Kapt.Klaus
07-12-09, 04:24 PM
Everytime I click on the Helmsman I get "Camera out of Sectors". I downloaded "Silent Editor" and I compared the camera.dat to the original and for the life of me can not figure out where to edit. I did edit helmsman's dummy node. But that did not do anything.

So, where do I go to fix this or where can I down load a fixed verision.
I like roaming around the ship, there is a lot of "Eye Candy" that is missed with out this option.

Thanks.

karamazovnew
07-15-09, 05:53 AM
This looks better than I have imagined. The color and transparency are almost perfect. Even if I'd know how to change them, I wouldn't know to what. Those trails that remain when you submerge are actually a simple fix. When you dive, simply go all stop then back to your original setting. So, for example I press "P" "~" "2" in rapid succesion. The trails dissapear 10 seconds after you reach periscope depth.

tonschk
07-15-09, 06:11 AM
Those trails that remain when you submerge are actually a simple fix. When you dive, simply go all stop then back to your original setting. So, for example I press "P" "~" "2" in rapid succesion. The trails dissapear 10 seconds after you reach periscope depth.

Hello , if you are speaking about this trails , I think must be possible to tweak the files of this SH4 game to fix this bug problem , this bug is ugly

http://i194.photobucket.com/albums/z58/tonschk/wrongfoam.jpg

karamazovnew
07-15-09, 06:19 AM
Yes, those. I don't even use external camera so I almost never notice them. But even so, as I said, if you see them, quickly stop engines and back to the previous setting again. You don't even need to wait for the command confirmation.

tonschk
07-15-09, 07:03 AM
Thank you, for the suggestion :up:, I still believe this is a matter of tweak or adjust some files somewhere in the code to get a properly fixed bug

Rockin Robbins
07-21-09, 09:14 AM
Hey, we've had discussion (fight?) after discussion (argument?) about the correct color of water. Well, I stumbled into a scientific article on exactly that, along with an easily replicated experiment so you can demonstrate its truth: there IS an intrinsic correct color for water. No, it isn't purple!

The color of water (http://scienceray.com/earth-sciences/the-color-of-water-2/). It's a fascinating read. I'll post this in the other environmental mod thread too.

Piggy
07-21-09, 12:48 PM
Will this mod work with TMO, if just installing the #1 mod? And when I say work I mean does it conflict with anything, like detection range etc.

As I understand it some environmental mods can unbalance other supermods because of sensors etc...

Armistead
08-01-09, 06:36 AM
I have no problem with it. I don't think Ducimas has stamped his approval on it, but more do to lack of time. I'm no pro modder yet, but I see no conflicts with sensors, ect, nor do I think any changes in water conditions effect TMO in any way. The DD's seem mean as ever.

TMO uses Env 5 anyway which is still rather close. Ducimas did makes some env changes somewhat close to real env with TMO 1.8. I think in his mind it was so close that he didn't see the need to deal with Real Env and his time is limited to test every aspect of it.

There are many mods that work with the supermods like TMO. It comes down to you have to trust the ones that make them and test them if they say they work with TMO.

Just because they don't stamp there approval, it just says rely on the mod maker and blame him if something goes wrong, because they can't test every mod that someone makes and claims will work with their mods. However, we have many good modders that do a good job and I've found most the time someone says something works with TMO, it usually does.

You basically have to learn to look at certain conflicts that mess with cfg. files, sensors, things like that.

FADM Gryphon
08-06-09, 12:25 AM
Okay maybe I am being a moron at the moment but where is the link for this mod?

Silverwolf
08-06-09, 12:42 AM
All you have to do is go to the first post and the download link is posted there. It's page 11 when you're logged in and page 1 when you're not.

ShadowWolf81
09-16-09, 02:58 AM
Hey guys.. have a stupid question befor i head to bed... I just got SH4.. and saw a few video's on Youtube that i liked the look of (and of course they were running mods) so i decided to see what i could find in the eye-candy department.. and i ended up finding 2 i liked.. the RE4 one, and this one (the Real Environment mod) I tried installing the RE4 one first to see what it looked like.. and wasnt 100% set on it.. so useing the JSGME program (which i used to install the RE4 one) i uninstalled that one, then after it was fully uninstalled, i installed the REL mod... now.. this one 'looks' better sofar.. but im wondering if i need to do a 'fresh' install of SH4 to make sure i dont have any files messed up or not wit the REL mod running.. or if it should be 'fine'.. as long as i had uninstalled the RE4 one first.

First time running SH4.. and first time useing any Mods.. so sorry if this is a 'stupid' question :D

p.s. If any of the above confused you (typing this at 4am heh) basicaly, i had a fresh install of SH4, 'first' tried installing the RE4 mod useing the JSGME program, launched the game.. didnt like it as mutch as i though i would.. exited the game, then ran JSGME again, uninstalled the RE4 mod, then useing the JSGME program installed the REL mod.... should everything be 'a-ok' mod-wise to run with no problems? or would installing the RE4 program have changed files that would 'not' have reverted to 'stock' when uninstalling it?

Thanks for any answers / help.

*Edit*

Im asking this cause of looking at screenshots... Here's what i see:

http://img40.imageshack.us/img40/7808/sh4modme.jpg

And here's one of the pictures from earlier in this thread.

http://img199.imageshack.us/img199/8697/sh4modmorningfog.jpg

Now.. does my water look different cause of leftover files from the RE4 mod even though i removed it with that program first?.. or is the 2nd picture running some other mod as well as the REL?

Armistead
09-16-09, 04:43 PM
You should be fine. Just always remove mod's in the order you installed them. I run several and add and delete mods all the time.

If you run real env you will also want to run the "Lite Fog & Slow Water" mod with it. It just tunes thing so you can see longer distances in the fog.

That's why they made jsgme, so you can easily install and uninstall mods.

ShadowWolf81
09-16-09, 05:22 PM
Ahhhh. K... I just clicked the "all" button on thar brogram to remove all the re4 stuff at one time. Don't sapose ya got a link to that fog mod handy do a?.. and i would just add it on after the REL fies right?.... that migt be why my water looks different than the screenshot I saw... I don't have the fog/slow water one.

Armistead
09-16-09, 08:20 PM
Here lite fog link.http://www.subsim.com/radioroom/downloads.php?do=file&id=1032 just install it after real env.

Are you just running stock...?

I assume when you say re4, you mean PE4. I liked PE4 ok, just thought water was too purple. I think real env is as good as it get's. I run a few other mods to help with graphics and add a little more eyecandy.


As for your SS's. Water is going to look different depending on many factors, weather, wind, what part of the ocean you're in, ect. Some area's the water may be very blue, others darker.

Here's a few of my SS using RE. I've adjusted a few things and played with video card settings to no end, but get a pretty real enviroment.


http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2009-08-10_035748_062.jpg

http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2009-08-10_035633_671.jpg

http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2009-08-10_002255_468.jpg

http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2009-08-09_035340_578.jpg
[IMG]

ShadowWolf81
09-16-09, 09:11 PM
Yea.. i did mean PE4... was typing on my Mytouch phone at work earlier.. so was makeing a few typing mistakes :yawn:

But as for my game... yea. its stock except for RE and now that fog add-on. So we'll see how it looks now. And the reason i didnt 100% like PE was the same thing you said.. water just looked to purple... that and the reflections i get with RE seem to look better (combined with the slightly more transparent water effect)

So.. just added in the Fog mod, (got a warning message saying it was overwriting part of RE.. so hope thats normal.) gonna see how it looks :yeah:

ShadowWolf81
09-17-09, 02:03 AM
yay! its working =D thanks for all the help =D.. though i do have one question.. how often do you see clouds and rain? my entire trip over to Honshu and all i saw was rough seas and stars.. couldnt realy see any clouds / fog / rain or such =D just currious.

Color
09-22-09, 12:47 AM
Hi Laffertytig.

You can either try this little fix:
http://www.subsim.com/radioroom/downloads.php?do=file&id=524


0 = 0,85 (Nonfog)
1 = 0,5 (lightfog)
2 = 0,25 (mediumfog)
3 = 0,02 (Heavyfog)


Vikinger.

Thanks a lot, man. :yeah:

xristoskaiti
09-27-09, 01:52 AM
I want to decrease transparency the water.
I don't want to see
propelles when I look at from tally . it knows to me does say
somebody what I will change with the S3D? :salute:

tonschk
09-27-09, 03:48 AM
Anyone else using #4 Ships_Reflect and Caustic_Environment Mod 5.1 with real env? It was made to add caustic effects to real env, so don't let the 5,1 throw you off. Looks great.

http://www.subsim.com/radioroom/downloads.php?do=file&id=605



Hello there , I downloaded and installed this mod in the secuence showed below and crashed continuously to destop just before the first horizontal loading red bar is 100% full , I uninstalled this mod and now many gauges are black without anything inside the gauges just black colour inside the gauges , I think I must delete uninstall and reinstall again the game

Game fixes only mod ver 1.1
1 Real environmental mod install
GFO patch for real env.
Snorkel name fix for GFO
Slow smoke ver 3
Typ IX D2 ERT Base Pacage
Type IXD2 bubbles
Highres_Dark_Hud_Dials
Animated fans (V1.1)
Lite_Fog_Ver2+Slow_Water

FenixBR
10-24-09, 01:04 AM
Hi everybody! I just got SH4 + U-Boat "clean" with no mods...and I don't know what mod I should install...

PE4 or Real Environment 1.0? The RE 1.0 is an "update" from PE4?

ps: Sorry about my english! I'm brazilian! So be patience ok? hehehe :up:

Thanks!

billko
10-24-09, 05:21 AM
Hi everybody! I just got SH4 + U-Boat "clean" with no mods...and I don't know what mod I should install...

PE4 or Real Environment 1.0? The RE 1.0 is an "update" from PE4?

ps: Sorry about my english! I'm brazilian! So be patience ok? hehehe :up:

Thanks!

Heck, you write better English than 80% of the college grads here in the States.

Not sure which one to run tho. Sorry. :(

Carotio
10-24-09, 10:31 AM
PE4 or Real Environment 1.0? The RE 1.0 is an "update" from PE4?

RE is a joint venture mod of PE4 and Env5, so yes, it's sort of an update from PE4. But it may change some effects like colours, clouds, waves etc which differs enough from PE4, so some today prefer the old mod.
Try them both and make up your own mind.

You can get them both in SHMF (click my signature)

FenixBR
10-24-09, 07:25 PM
Ty Carotio e billko. I will try the RE 1.0 :)

FenixBR
10-25-09, 01:03 AM
Here 4 pictures from the "Torpedo Atack" Tutorial with and without RE mod:

WATER - Without RE:
http://img16.imageshack.us/img16/8868/16720246.png

WATER - RE:
http://img30.imageshack.us/img30/7966/34482012.png

SKY - Without RE:
http://img30.imageshack.us/img30/2539/41259575.png

SKY - RE:
http://img8.imageshack.us/img8/2061/56893062.png


NICE WORK! This mod is fantastic! Congratz! :yeah:

Faamecanic
11-04-09, 08:54 PM
Hi all...

Beautiful mod.... but I have one issue I have a question on.

Initally the mod worked great (30 min or so). I went to map and TC'ed for 3 or 4 min, came back out of TC into the command room.... WHOOA!! Must have come up on a storm...pitching and rolling all over the place. go up to bridge.... calm seas :06:

After searching the thread I see there is a way to edit this... I take it this is the only way to fix the roll?

Faamecanic
11-05-09, 08:27 PM
Anyone? I love the look of the water...but my sub looks funny as the conning tower slaps the waves! First port then starboard... :haha:

billko
11-05-09, 08:44 PM
Anyone? I love the look of the water...but my sub looks funny as the conning tower slaps the waves! First port then starboard... :haha:

I think it only happens to Gato class ships. If you can wait it out, you should be okay. :) Bill

Faamecanic
11-12-09, 12:52 PM
DoH! Yep...thats the boat I have now...a GATO. thanks!

vickers03
11-12-09, 01:47 PM
DoH! Yep...thats the boat I have now...a GATO. thanks!
do you have the roll&pitch mod activated? i think it's part of RE but is has some issues.

Hylander_1314
11-17-09, 07:36 PM
Kriller2 and W_Clear,

Very nice job indeed on the enviornment! :yeah: I hope TMO 1.9 is compatable with everything in this edition. Very pretty sunrise and sunsets. The water is beautiful too especially on the clear sunny days.

Good work lads! Thankyou for your efforts!

Btw, any chance of getting this thread stickied? It keeps working it's way down the list.

ghcpa9
12-01-09, 12:18 PM
d/l'd this mod yesterday, I have at last found a game that has truly realistic water! That is very hard to do, hats off to you guys!! :yeah:

Out of curiosity, I played the game with the new mod quite a bit and have yet to run into heavy seas, which I am looking forward to seeing. Any tips on how / where and what frequency these storms occur?

Thanks!

ghcpa9
12-03-09, 04:47 PM
anyone?

I assume it's purely random?

vickers03
12-03-09, 06:10 PM
i'm always getting heavy seas in the celebes area,
but normally it's random.

ghcpa9
12-03-09, 10:56 PM
i'm always getting heavy seas in the celebes area,
but normally it's random.

That did it, thanks. :salute:

Rottweilexpress
02-04-10, 03:48 AM
I can't get it to work....I install it like I do with TMO, and TMO works. RE does not however. I do as the instructions say and install it with JSGME. What is wrong? I am running 1.5 U-boat missions.

sergei
02-04-10, 04:39 AM
When you unzip the mod it creates a folder called 'NEW Real Environment mod'
Inside that are 5 numbered folders, these are the mod folders that need to be enabled in JSGME.
See screenshot

http://img32.imageshack.us/img32/7604/67765417.jpg

To enable Real Environment you need to use the folder #1 Real Environment mod install.
If you move in the Big folder containing everything it won't enable properly.

Hope that makes sense.

Rottweilexpress
02-04-10, 05:12 AM
Ah yes, it made sense! Thank you Sergei. The ocean is beautiful! I didn't see any difference in the clouds and such, but perhaps I'm just not paying attention =)

Bambistor
03-13-10, 04:14 PM
Hey, I downloaded and installed this mod...but only problem is that the textures of all subs and ships goes WHITE! ...can anyone help me with this? Love the mod...best mod out there :) just want my sub to have textures . lol

TheBlobThing
04-04-10, 04:24 AM
Has anyone found out why those white jagged edges appear around the wires and railing on the sub when it's submerged? You only see them when the camera is above the surface and the sub is below. Other than that, this env. mod is fantastic!

Chubster
04-25-10, 09:01 AM
Hi guys...is this hosted anywhere else? I have tried twice now to download and not only does it take an age 20 minutes on a fast broadband connection when I did eventually get it winrar said it was corrupt?

:cry:

Chubster
04-25-10, 09:47 AM
Ok, just got this downloaded :o (how many cups of tea later) and it has extracted this time.

Off for some luvliness :cool:

Dignan
09-02-10, 09:37 PM
Does Real Environment include the explosion special effects and debris effects that were in PE4?

fastfed
09-30-10, 12:43 AM
Wait does this work with TMO and RSRD ?? Its the only mods I have installed.. And I WOULD LOVE THE HELL OUT OF THIS MOD!! It adds so much to the immersion.. THANKS

TopcatWA
09-30-10, 05:12 AM
I will give this mod a try & see how my graphics speed goes.
Thanks for the upload.

Dignan
10-12-10, 05:55 PM
Been running this mod over TMO and RSDRC and am loving it.

I have one question about night storms though. Last time I was on the bridge in a heavy storm at night, I noticed that the cloud layer was slightly transparent. I could see some stars behind the cloud and it was 15kt wind, heavy rain and heavy fog. SHouldn't I not be able to see much beyond my own sub? Is this a RE mod thing or a vanilla weather thing?

It's not noticeable during daytime storms, just nighttime.

Armistead
10-12-10, 11:54 PM
I wouldn't run it over TMORSRD. It doe's effect sensors, visuals, ect. TMO ha env 5 with additional parts of real env and PE4. To what degree it effect it I couldn't say, but TMO is tweaked to work with Env 5. It's the changes you're not aware of that could result in the enemy responding different than what he would.

Still, not the end of the world, won't crash your game and I ran it over TMO for a long time, I just don't trust it with all the changes now with TMO2.

Galanti
10-13-10, 10:05 AM
I wouldn't run it over TMORSRD. It doe's effect sensors, visuals, ect. TMO ha env 5 with additional parts of real env and PE4. To what degree it effect it I couldn't say, but TMO is tweaked to work with Env 5. It's the changes you're not aware of that could result in the enemy responding different than what he would.

Still, not the end of the world, won't crash your game and I ran it over TMO for a long time, I just don't trust it with all the changes now with TMO2.

Absoutely perfect advice. The visibility ranges in basic Real Env are a little goofy, so the supermods (TMO2 and RFB) have incorporated balancing tweaks so that you're not being picked up at 9000 yards in dense fog.

Dignan
10-13-10, 04:01 PM
Ok. Thanks for the advice. I'll get rid of RE for now. Just FYI, I'm running the last TMO compatible with 1.4. I don't have uboat addon. On that note, does the uboat addon/gold edition fix a lot of the missing speech files?

Still wondering about my original question, RE or not....is it normal to see stars through the clouds at night during a heavy storm?

Armistead
10-13-10, 10:58 PM
I don't recall seeing stars in heavy storms. Maybe a few, but usually on the horizon. The stars do rotate correctly and fade on the horizon on one end, come up on the other. I think sometimes when they near the horizon a few show. Also, a lot depends on what video settings you have. If you enable enviromental effects, light filters, fog, you'll see a lot less to nothing.

I did run RE with TMO 1.4. I didn't see that it effected sensors much, but I don't trust it with TMO2, so you're probably fine. Again, shouldn't hurt anything but possible sensors and visuals, could by better or worse, but no one has compared the values. That's why most scorn on using other env mods not included with the supermod, as the env mod for the supermod is tweaked to work with it in a realistic fashion.

As for speech files, I don't know which ones are missing that gold would correct. There are several sound mods that fix some speech issues. You may enjoy Pouls sound mod with EAX, adds lot's of sounds and changes the depth and tone of the sound.