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Ortega's original file max visual range is set for 17.5 km. :know:
Dome is set at most 20 km IIRC it is in that huge thread. Been busy with repair damage mod. OT Has anyone notice that setting the realistic repair time option before start of game seems to make no diffeence in speed of repairs? I think this is bugged, it is always set for fast repair no matter what you choose? :shifty: You can also call murkiness 'opacity' to be more exact. Murky is like foggy but usually also of a darkness quality. |
To all testers,
DON'T FORGET TO POST COMMENTS!! :up: :up: Any help will be greatly appreciated!! And criticism is encouraged, all in the pursuit of betterment! |
@ Manuel Ortega
I have a mighty big request of you, but I reeeeaally hope you will help me on this one... ;) ;) ;) Can you personally change the visibility settings so that the player is only able to see ships under 16km? I have just tested a few missions and have come up with mixed results. I was able to see a C3 cargo at about 17.4km, but it looked weird when seen from such a great distance. See for yourself: http://img476.imageshack.us/img476/695/12vy.th.jpg http://img476.imageshack.us/img476/7602/27rh.th.jpg http://img476.imageshack.us/img476/359/39ks.th.jpg Ok, honestly, seeing it from 16km did not look much better than that, but there is another reason why I am requesting this change. My crew was only able to spot the ship from about 15.6km, yet I am using your 18km visibility mod. To me, that does not make sense... Manuel, I hope you understand my reasons and aren't offended. I am only trying to make things better than what we currently have. ;) Here is a link to the files: http://rapidshare.de/files/6806095/A...Test1.rar.html If you could make all of these files compatible with a 16km visual limit, that'd be great! BIG THANKS BUDDY!!! :up: :up: :up: |
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This was exactly the reason for, and changes made to what is now the 16km visibility mod :dead: My experience is: 1. If you want your crew to say "ship spotted" at a distance at 18000m and you are not able to see anything your self until you have headed for the ship and have a distance about 15500-16000m until you can see some smoke, then go for 18 km visibility 2. If you want your crew to say "ship spotted" and when you raise your binoculars you can see the smoke pillar at 15000-16000m then use the 16 km visibility mod. Right now it looks as you want to use the 18 km vis mod and want changes to be made so it will be as the 16 km vis mod already are.?? :o Im not trying to say one is better than the other, but this is exactly why I wanted the visibility to be set for 16 km instead. This is important so we all know what we are doing or choosing between. :yep: I think it's a limit in the gameengine that it cant draw textures further away than 16km. So you can actually never see anything further away. :sunny: |
Oh man, my bad.... i'm so sorry, rulle34 :nope:
I guess I set myself up for that one... So the only thing that needs to be adjusted is Seeadler's cloud fix into the 16km scene.dat so far, only the 18km scene.dat has been fixed. Manuel could probably do that for me... :hmm: :hmm: :hmm: But don't worry Rulle, I'll get all of this sorted out! :up: |
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Yes, 18km are not exact, i can see smoke column only under 18km, may be those 17.5 you mentioned, and i can see the ships under 17 km, my comment to Marhkimov was because, may be he is using Ortegas original files, with those 20km dome or so...... but he can have the crew spoting range set a lower value ......... may be he is usung a file adjusted at 16km. Any way i am using the ortegas original files and i changed my crew spoting range to 30km, i cant see the ships, but it is real at that range in real life, and in a 100% clear day i will be able to spot only the ship masts. My crew inform me, "ship spoted sir", i take the UZO or Periscope, and i can see a flashing triangle where it is suposed the ship is. I am thinking to rduce this range to 25km........... I read some time, how they follow ships to flank them looking only the top of the ship masts, outside the horizon line and the ships sight. It is well modeled in SH1. About the repair times, i do not noted that, i will give atention. nd about your repair mod........... what are you doing ? :x Back to the Job !!! :rotfl: |
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A short question: http://www.my-smileys.de/smileys2/icon_crazy.gif
Is the Hollywood2.3 Mod integrated in the AI_Sensors.dat? http://www.handykult.de/plaudersmili...sad/ponder.gif BTW, great mod unification. http://forums.beyondunreal.com/image...es/2thumbs.gif |
What exactly is the Hollywood2.3 Mod?
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So the hollywood mod includes AI_sensors? I'm not sure, you might want to post that question in gouldjg's thread... just a suggestion... ;)
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I think the early Hollywoods only used DC reduction changes and was pretty much made for both Vannilla users and RUB at that time.
I think it was included in the download. I am not really a Hex sensor editor but am now getting used to Hex so just visualising at the moment. A new Hollywood is being planned but this is only after Jungman has had his chance to do his tweaks as he discovered how to tweak Hull integrity. He deserves first shot. Bye the end of your project and some other issues, there WILL be a decent damage model throughout the game (within limitations of course). Hope that helped Keep up the great work that I cannot enjoy till new graphics card comes for Xmas :rotfl: :rotfl: |
Guys, it is my distinct impression that for the atmospheric mod to be a success... we need a 16km visibility mod version to be done.
Are we dead in the water here? :( |
Not dead in the water... At the moment, we are still floating around...
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Ok, I better put in this improvements to the 16 km visibility mod here as well with marhkimov's environmental fix and LIGHT NIGHTS merged into the 16 km visibility mod :up:
Here are the links: 16 km visibility mod with LIGHT NIGHTS mod: http://rapidshare.de/files/6887799/1...night.rar.html and here is 16km visibility mod with environmental & sky mod: http://rapidshare.de/files/6889162/1...tions.rar.html ps. Haven't really tried them yet, but they should work as I have just merged in the new .DAT files. Playtests welcome :P EDIT: The long names on the mod is just to separate what kind of mods it's in the mod (easily separate between different versions) :P . When it's finished it'll be a shorter name and a bigger "read me" instead :rotfl: |
OKAY!!!! :up:
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16 km visibility mod with LIGHT NIGHTS mod:
http://rapidshare.de/files/6887799/1...night.rar.html this have the reflections fix too ?? Great !! :up: downloading for testing :up: |
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