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-   -   [REL] Dynamic Environment SH5 (https://www.subsim.com/radioroom/showthread.php?t=202520)

THE_MASK 05-20-13 08:52 PM

Quote:

Originally Posted by Fifi (Post 2059841)
Well that's your point of view, and all depending what we call medium fog in reality :D

Not seeing the submarine bow (even at night), to me, it should be called heavy fog :yep: (+-25m visi)
Not seeing your watching crew mate standing 80cm far of you should be callled very heavy fog :haha:...and we don't have very heavy fog ingame.
To me ideally medium fog, and what i could imagine of, would be +- 500m visi. But for gameplay matters, and in regard of SH5 fog randomizing ingame, i setted it up to 2000m.
Just can't stand playing half of my SH5 time with <500m visi...unrealistic even for Northern seas imo.
So all this is very subjective :03:

Its called night time .

gap 05-21-13 04:39 AM

Quote:

Originally Posted by sober (Post 2059870)
Its called night time .

:haha:

THE_MASK 05-21-13 06:10 AM

Quote:

Originally Posted by gap (Post 2059994)
:haha:

Play however you like but i like it realistic , like my trees .

volodya61 05-28-13 09:20 AM

By the way, almost forgot to say.. I'm using now Breakwater piers patch and No Murky waters add-on.. in my opinion it's better than Murky Waters itself.. with Breakwater piers I can see murky waters only in the ports area and not everywhere in the open sea near the coasts..

gap 05-28-13 10:30 AM

Quote:

Originally Posted by volodya61 (Post 2064052)
By the way, almost forgot to say.. I'm using now Breakwater piers patch and No Murky waters add-on.. in my opinion it's better than Murky Waters itself.. with Breakwater piers I can see murky waters only in the ports area and not everywhere in the open sea near the coasts..

I hope you disabled it while using the testing patch I have posted yesterday in Hist Guns Specs thread. I forgot to mention it, but Breakwater piers would override its changes, no matter enabling order :yep:

Talking more in general about 'murky waters' vs. 'breakwater piers', they simulate different phenomenons, though with similar effects. I like North Sea's murky waters. From pictures of this area I have seen on the web, sea water looked too blue before I and stoianm decided to make the a bit "dirtier" :D

Trevally and SSteel should be able to tell us how realistically we have rendered North/Baltic sea in game :03:

volodya61 05-28-13 10:37 AM

Quote:

Originally Posted by gap (Post 2064082)
I hope you disabled it while using the testing patch I have posted yesterday in Hist Guns Specs thread. I forgot to mention it, but Breakwater piers would override its changes, no matter enabling order :yep:

:o
No.. I just enable the fix last in my list and thought it's enough http://s19.postimg.org/qbw15hmgv/facepalm.gif

Okay, I'll retest soon :-?

EDIT: though on the other hand, mission area is far from the Breakwater patch working area..

gap 05-28-13 10:41 AM

Quote:

Originally Posted by volodya61 (Post 2064086)
:o
No.. I just enable the fix last in my list and thought it's enough http://s19.postimg.org/qbw15hmgv/facepalm.gif

Okay, I'll retest soon :-?

:dead:

There was so little feed-back since the release of this DynEnv submod, that I thought no one recollected it anymore :O: :D

Sorry for the inconvenience :salute:

volodya61 05-28-13 10:56 AM

Quote:

Originally Posted by gap (Post 2064093)
:dead:

There was so little feed-back since the release of this DynEnv submod, that I thought no one recollected it anymore :O: :D

Sorry for the inconvenience :salute:

I was testing it :)
have you read EDIT in my previous post?

gap 05-28-13 11:03 AM

Quote:

Originally Posted by volodya61 (Post 2064103)
I was testing it :)
have you read EDIT in my previous post?

no :doh:

Quote:

Originally Posted by volodya61 (Post 2064086)
EDIT: though on the other hand, mission area is far from the Breakwater patch working area..

Ah okay, if it was further than 56 km off Kiel, then it is not worth testing it again :yep:

volodya61 05-28-13 11:15 AM

Quote:

Originally Posted by gap (Post 2064109)
Ah okay, if it was further than 56 km off Kiel, then it is not worth testing it again :yep:

56 km :hmmm:
Further, but not much.. I'll retest it to make sure.. anyway my tests of NewUIs 7.5.0 were stopped..

gap 05-28-13 11:36 AM

Quote:

Originally Posted by volodya61 (Post 2064116)
56 km :hmmm:

The diagonal of a 40 x 40 km square, i.e. the extent covered by a pixel in the climate zones tga map :yep:

Trevally. 05-28-13 12:42 PM

Quote:

Originally Posted by gap (Post 2064082)
Trevally and SSteel should be able to tell us how realistically we have rendered North/Baltic sea in game :03:

http://www.subsim.com/radioroom/show...postcount=3392:O:

Delta Wolf 05-31-13 10:43 AM

Hey Guys,

Quick question, is it possible to have DynEnv v2.9 - 3.b Enhanced Visibility (high) but "WITH" water drips and streaks on the periscope/camera?

I really like the high Visibility above and below water but would like the drips and streaks on the periscope lens and external camera also.

Just thought i would ask :salute:

Thanks all

gap 05-31-13 11:46 AM

Quote:

Originally Posted by TiberiusXIV (Post 2065622)
Hey Guys,

Quick question, is it possible to have DynEnv v2.9 - 3.b Enhanced Visibility (high) but "WITH" water drips and streaks on the periscope/camera?

I really like the high Visibility above and below water but would like the drips and streaks on the periscope lens and external camera also.

Just thought i would ask :salute:

Thanks all

Easy: remove the following files from the mod:

WaterDroplets.dds
WaterDroplets_NM.dds
WaterStreaks.tga

They are located in the Misc folder :up:

Delta Wolf 05-31-13 12:01 PM

Quote:

Originally Posted by gap (Post 2065657)
Easy: remove the following files from the mod:

WaterDroplets.dds
WaterDroplets_NM.dds
WaterStreaks.tga

They are located in the Misc folder :up:


Awesome :yeah:

Thanks gap


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