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This is a certainly a lesson for me :o. I bow to you Sensei. |
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makman don't feed the trolls.
http://legacy-cdn.smosh.com/smosh-pi...main-troll.jpg He'll be gone soon enough :yep: And the next time, and the next time... As long as it takes. |
isn't is possible to remove spam posts?
(but not mine :D) |
Guys,
Just ignore him and don't give him any form of attention and just press this button (http://www.subsim.com/radioroom/smartdark/report.gif) to bring him up to our radar. Thanks, HunterICX |
vampirenightvisionbugfix -> name calling
:wah: |
@victor: i don't understand....
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Simply ignore :yep:
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troll... lier... idiot... is name calling.
To suggest that this behavior is "normal" goes beyond me. I am out of here. :down: |
The only thing worse than being talked about is not being talked about.
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Let's all get back to topic. |
Kafka, my entire reason for pressing the point regarding the unaided, or naked, eye is because this "bug fix" deals only with that.
What this mod does is to link the distance of the fog wall to the position of the sun. "Fog wall" is used in referring to an invisible barrier that limits clear vision to the distance at which this wall is set from the point of view of the player and his watch crew on the bridge of the u-boat. The basic measure used by the game engine for this is the unaided eye. That is why the other visual settings that account for optical aids must be edited in addition to the use of this mod, as specified near the beginning of this thread. Since normal visual acuity is used as the baseline, that is the number for which the authors are seeking some measure of accuracy. As for the rest, we can agree to disagree. |
I can only repeat myself: This fix will be user-adjustable via .ini file.
A factor of 1,0 will have no effect at all on visibility -> same visibility as in unpatched sh3. A factor of 0,5 will reduce night visibility to 50% compared to unpatched sh3 for both the player and the watch crew. A factor of 0,0 makes crew and player completely blind. So values between 0,0 ... 1,0 contain the whole span of possibilities and personal taste regarding night visibility, from "no change at all" to "crew completely blind", with a little change in an .ini file. It is not required to have studied mathematics to immediately reason, that this mod cannot be worse than the unpatched sh3, because it also contains the situation of the unpatched version, if you set the value to 1,0. But values below 1,0 offer a new perspective for those who are not satisfied with the visibility of the unpatched sh3. If now someone says this mod is "very bad", he either did that: A) because he didn't understand anything what I/we have written here, or, B) out of negative intentions. |
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Let us both back off on our bad first impressions. |
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... :yeah: |
real sensors data
hello guys,
is there any subsimer that is having a list of the real effective ranges for the radar,sonar and hydrophone types devices that sh3 is using ? or ,can direct me to any good sites for getting these data ? one more question : does any moder knows why the game's engine is not rendering ships to more than 20km ? (is this correct ? i have read something like this at forum). maybe ,now, by hacking,we could manage to make the game rendering to larger than 20km distances (i guess that creating the 3d models for larger than 20km enviros will not be a problem) |
...regarding new 'projects': I make a rest now after V16B release.
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just wondering why is not possible to have ships rendering further than 20km |
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Hi Mate, I'd Imagine the Dev's placed a limit on the ship rendering distance due to PC limitations at the time. So in theory with today's more powerful PC's this limit could be increased much further. Is there a method to test the actual player bubble (The sphere around the uboat at which ships are rendered by the engine) to confirm it is 20KM, or how can I find the actual player bubble distance. If I can get the exact figure I may be able to trace back into the code to see if we can change it :hmmm:. |
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