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-   -   [REL] Flags Enlighten v1.0 (https://www.subsim.com/radioroom/showthread.php?t=152479)

Rubini 06-05-09 05:57 PM

[REL] Flags Enlighten v1.0
 
From the readme:

Quote:

Flags_enlighten mod v1.0 06 jun 2009
Mod by DivingDuck and Rubini
GWX2.1 and 3.0 compatible, but must run ok in any GWX version.

===================================
This mod uses a DivingDucks's idea to enlighten a bit the SH3 ships flags at night.
This is a good and totally adjustable solution for the game engine/computers screens limitations at night environment to we, virtual kaleuns, identify the nationality of the ships into the game. IMO, this really can open a new strategic level into the game, we can now use really realistic magnifications on peri/uzo and can also run the game in a more realistic dark nights environments, etc. (must be done from somebody)
In RL the kaleuns/crew probably used intercepted radio chats, some unique details on ships, etc, etc to also have a better correct nationality idenfication of the ships what is absent on Sh3...so this mod will perhaps "emulate" these conditions to a better degree.

====================================
Installation:
JSGME ready

====================================
Mod Contents and comments:
This mod uses only two files (Flag.dat and FlagS.Dat) and have only one byte per flag adjusted (emission propertie). The stock value was 0 (max 255). I adjusted the more lighten flags to 30 and the more dark ones to 50. This way, at clear nights, GWX3.0 stock environment, using a 4.5 magnification is now possible to identify any flag at 500m, using 10x the idenfication is well done at 900m. Take in mind that these results depends on your monitor adjusts, how dark is your environment in use and obviously the weather state.

====================================
Optional folder:
An Optional folder have two others versions flag_30 and flag_50. On these ones the values are all adjusted equally with 30 or 50 on the above explained emission setting. Use them if you want (rename first) or just make your own to better fit your monitor&environment.

=================
That is it,
Have fun!

Rubini.
Download:
MediaFire
RapidShare

ReallyDedPoet 06-05-09 06:30 PM

Nice work Rubini :yep::up:

melnibonian 06-06-09 03:22 AM

Great Work as always :yep:

Thanks a lot for that :up:

Graf Paper 06-06-09 03:48 AM

Thank you so very much for this mod, Rubini!

This falls into the "Truly Useful Mods" category. I love that someone has made it easier to properly I.D. a ship and reduced my renown penalties for sinking neutrals and friendlies simply because spotting the flag is nearly impossible until you're at point-blank range when sailing at night or in foul weather.

Now, if only someone would release the "hot French nurses sunbathing on deck" mod for the hospital ships, my desires for SH3 would be nearly fulfilled! :woot:

von schatten 06-06-09 12:06 PM

One of the tricks I've used in the past is to check the position of the engineer. If he is standing with his back to the engine telegraph you do not have a target. When you have a legitimate target he moves to hover over the planesmen. However this does not work with the II class subs as he is always in this position. Also this technique is not foolproof when multiple ships are involved, eg in a convoy. Many times after sinking multiple ships in a convoy encounter I discovered later that one or more were neutral. ARGH. This mod should help me increase my tally-thanks very much gentlemen.

Jimbuna 06-06-09 04:50 PM

Nice touch Rubini http://www.psionguild.org/forums/ima...s/thumbsup.gif

Venatore 06-06-09 05:53 PM

Congratulations matey for developing this effective mod.

Rubini 06-06-09 09:00 PM

Kudos to DivingDuck! He is the man behind this mod!:up:

Graf Paper 06-06-09 10:19 PM

Then DD may consider himself deluged with showers of "kudoization"!

Thanks to both of you it shall be, then. All give three cheers for Rubini and Diving Duck! :yeah::yeah::yeah:

DivingDuck 06-06-09 11:32 PM

Moin,

stop it! No need for "kudoization". If some one is mad enough to give an idea of mine a go, all the kudos shall go to him/her. Well done, Rubini. You have put too much emphasis on my involvement. It´s your mod. The work was/is yours, I myself just had nothing more than a "brain fart". LOL

Regards,
DD

Anvart 06-07-09 06:15 AM

:rotfl:
Sorry, guys ...
This idea is old as our World ...

ReallyDedPoet 06-07-09 06:46 AM

Quote:

Originally Posted by Anvart (Post 1113671)
:rotfl:
Sorry, guys ...
This idea is old as our World ...

The idea may be, but the mod is a welcome addition all the same :)

bert8for3 06-07-09 12:40 PM

Great stuff, tks much :yeah:

Laufen zum Ziel 06-08-09 09:33 AM

For all of us with vision problems I thank you. Your thoughts, and mods, to make SHIII better is well appreciated. Thanks.

lutzow 06-08-09 11:41 AM

Downloaded-installed-checked and founded this mod very useful:salute:
Thank You master Rubini:salute::up:

java`s revenge 06-08-09 03:20 PM

I want to see screenshots !!

Rubini 06-08-09 03:45 PM

Quote:

Originally Posted by java`s revenge (Post 1114397)
I want to see screenshots !!

As soon as I find a convoy/single ships again at my current patrol I will post...unless someone post them first!:up:

Anvart 06-09-09 03:42 AM

Quote:

Originally Posted by reallydedpoet (Post 1113682)
The idea may be, but the mod is a welcome addition all the same :)

:woot:
This idea (flag) was tested by me in the beginning 2006 and (in my opinion) has no necessary effect...
Also i used this idea in my early mods Hands_look_better, lit ships (Hospital "cosh with cross" and so on), selfilluminated dials on turm bridge (at night) and so on...
But separated selfillumihated flag has not liked me (small efffected) ...
If emissive (or selfillumination) effect to increase it is looked not really ...

Conclusion. It's difficult to make something new after 4.5 years after game release ...
Almost all modern mods (behind some exception) are variants of maded or tested earlier mods ...
and consequently, it's necessary to be cautious in words and phrases ...
:haha:

Rubini 06-09-09 09:17 AM

Quote:

Originally Posted by Anvart (Post 1114636)
:woot:
This idea (flag) was tested by me in the beginning 2006 and (in my opinion) has no necessary effect...
Also i used this idea in my early mods Hands_look_better, lit ships (Hospital "cosh with cross" and so on), selfilluminated dials on turm bridge (at night) and so on...
But separated selfillumihated flag has not liked me (small efffected) ...
If emissive (or selfillumination) effect to increase it is looked not really ...

Conclusion. It's difficult to make something new after 4.5 years after game release ...
Almost all modern mods (behind some exception) are variants of maded or tested earlier mods ...
and consequently, it's necessary to be cautious in words and phrases ...
:haha:

Yes, this is true, lately we have not really "new mods"...sh3 is showing it's age and how we, this community, worked on it so much all this past time.

About the flags, IMO, this emission propertie (what I didn't knew about until now) really makes the trick on the above matter (very difficult/impossible identification at night into the game), "emulating" at a better degree others ways that real kaleuns had at their disposition at that time (radio interception, ships unique detail, etc), that we can't add to the game (until now). The idea behind this is that is better (again IMO) to use real magnifications&dark environments at night as a realism option than make them unrealistic (wrong magnifications or enlighten nights). It's good to have choices.:up:

Anvart 06-10-09 01:37 AM

Quote:

Originally Posted by Rubini (Post 1114758)
Yes, this is true, lately we have not really "new mods"...sh3 is showing it's age and how we, this community, worked on it so much all this past time.

About the flags, IMO, this emission propertie (what I didn't knew about until now) really makes the trick on the above matter (very difficult/impossible identification at night into the game), "emulating" at a better degree others ways that real kaleuns had at their disposition at that time (radio interception, ships unique detail, etc), that we can't add to the game (until now). The idea behind this is that is better (again IMO) to use real magnifications&dark environments at night as a realism option than make them unrealistic (wrong magnifications or enlighten nights). It's good to have choices.:up:

:up:
Rubini,
understand me correctly...
I'm not against yours mod ...
You have made that you wanted ...
But it is strange to hear from the senior modder (as you) that you do not remember discussion and mods on this theme ...
As i wrote above, flag (with real value of material emissive) all the same is badly visible on distances of ship identification and on averages (more ~800 m) and far distances of torpedo launch (it's my opinion and only) ...
Therefore in the lit-ships (for example) i used little other trick for flag illumination (by projectors) ...
...
And eventually my first reply not about it ...
but it is always pleasant to talk with (to) the smart person...


Good luck.


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