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I mean, currently when looking through the periscope or UZO you see the bearing in 5 degree intervals example.... 360 | 10 | 20 | 30 1 degree intervals would look more like.... 360....|....10....|....20....|....30 Just allows you to be more accurate. Are there any mods that will do this that can be used with GW, or will you guys be adding this at some point? Quote:
Yes thats what I mean! Still not sure how to equate those in the game however. Quote:
I see....and here I was pulling my hair out looking for area B.....lol Thanks for taking time to answer these! |
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2. it doesnt matter for the game too, because it only use 2, not 4 numbers... too bad, i know... Quote:
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great mod!
Add me to the ranks of those who had stopped playing SH3 and was just waiting for SH4 to be released. After I received a email update from SUBSIM I browsed the forum and became curious as to what Greywolves was all about.
All I can say is "Magnificent!" My hat's off to all you guys for the time and effort you put into this-it really is a "work of art." Our community is very lucky to have such talented folks always improving on things. Thanks to all of you! I have one question-as I'm truly a "grey" wolf (58)-I find the new guages, compass, etc so very small and hard to read. Is there a mod anyone knows of that is compatible with GW that would help me without messing anything up? Thanks! Pulseox-San Diego, CA |
I'm new to GW and like it as well. I'll have to read this thread sometime. 30+ pages, hmmm, maybe later. I'm sure a lot of questions I have are in here though, so I should.
Overall I'm like a kid in a candy store, as this is my first use of any mods on any game. Great stuff. Like I said, I should take the time and read up on it, but I'm enjoying playing too much right now. Har har. Hee hee. |
I have tired of having my crew spot ships at night that I simply can NOT see. For starters, they are spotting at the same range that they do in the day. I am using GW 1.1 16K light version. What I am noticing is that all implementation of 16k atmosphere that i have looked at basically doubled the light factor over stock .8 in cfg/sensors.cfg
Visual light factor =1.6 ;1.5 There is a lot I do not know about this, but this is what I found by tinkering... raising to 3.0 basically was no change. night spotters see ships at 17k dropping to .3 was better - night spoting dropped to 5-8K in a very limited test, but once spotted, they can be locked/tracked out to 12k or so. Due to the way these several 16k packages are commenting sensors.cfg, and the values that were commented out - I strongly suspect they are all clones. Can anyone shed light on what the reasoning for 1.6 is, and why the factor should not be less than 1, and in fact exactly what setting these factors modify. I assume it is a bit in library/sensors.dat... I appreciate any light that can be shed on this ! ------- Edit - Further testing at a still lower .25 and i just spotted a pitch black swann at 14k ;( now I am even more confused... |
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While I am on this topic, why is sensors.cfg identical even in the default 8k version ? (as opposed to being left at default) I was suprised to see this. I guess there is a lot I don't understand - still hoping someone can enlighten me on this. |
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Months ago there was a 22+ page thread dealing with this and we took what we learned from that and applied it in a conservative fashion. There ARE improvements in this area in GW over stock... but we do not consider it a closed chapter. Regarding sensor modifications... I am going to go with the short answer. We went with the best information available at the time of release... and this is also not a closed chapter. Getting accurate results in these areas is difficult because of inconsistent test data... and the "cascade effect".... When you fix one thing... you risk breaking another in the process. Then again... we aren't done! |
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On another note, I am STILL noting a total lack of aircraft in 1.1- I just lapped Ireland on the surface as much as possible at 256 and not even a sniff. Every radar emission was ship borne. This was Apr 43. This has been ongoing for weeks. |
The GW mod has not modified the number of airbases in the vicinity of Ireland from stock.
Even using 256x TC can reduce the number of AC contacts you may have. Though it cannot be completely attributed to the GW mod, we did reduce the probabilities of airstrikes against the player via the Airstrike Cfg. When you combine the computational challenges presented to the SH3 engine during the use of TC... and bad luck... you get few AC contacts. We are going to raise the probabilities in our next evolution. However, in the Bay of Biscay... I'd be ready to crash dive in a heartbeat if I were you. If you aren't happy with the current arrangement, you might compare the stock Airstrike Cfg and go with something in the middle. Without re-writing every airbase in the region... this is the only real option available. |
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Edit: The original airstrike.cfg resulted in the immediate and dramatic re-appearance of the RAF. I applaude the upcoming adjustment and appreciate the help. |
I've got SH3 Mini Tweaker and recently downloaded SH3 Color Inspector V2. I was wondering, which file do I need to change in order to decrease the murkiness? Which one of those would make it easier to change the murkiness? I think I like a little more clarity for just messing around with the camera under water. :-j
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Otherwise, in scene.dat, change the "UnderwaterFogEnd(Fog)" entry to a value between 1 (opaque) and 20 (transparent). There are other fancier methods (like changing colours and such), but you may be happy with this quick fix. |
Thanks, JScones. That's what I was after. :up: :up:
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Beautiful mod, thanks.
I have the 'screeching' problem, though I would prefer to call it a looping problem. I have noticed it starts only when I use time compression while submerged. Quite quickly, one of the new hull pressure sounds starts looping, and I have to save and reload to get rid of it, which takes oodles of time on my PC. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. etc. I have a separate sound card, a good one. Don't think it's hardware, since I never had this problem with stock SH3 or any other massive mod. |
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In next update I suspect this will be looked at in next version/update. Possible short term solution I did In the sounds folder, I have replaced all the creeks_level sound files with the defaults from stock and problem went away. I have soundblaster audioligy but also have onboard sound card. Some of us get it and some do not. Just shout if you have problems replacing files, I sometimes presume we all know what to do |
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