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-   -   [REL] stoianm EnvNights for MO (https://www.subsim.com/radioroom/showthread.php?t=180726)

stoianm 02-25-11 10:40 PM

[REL] stoianm EnvNights for MO
 
stoianm EnvNights for MO v1 mod.
This mod change the night visibility by weather condition, time, climate zones etc. to be more realistic and the visibility in general is higher then original MO version.
This mod change the visibility only for the night time - for the day time the brightnes will be the same as the original MO version.
In normal weather condition the vizibility will be high - if the weather change then the visibility change too (clouds - visibility decrease, storm visibility decrease more etc).
Visibility change also related to the period of the night (before midnight high visibility, close midnight visibility decrease, after midnight - close to morning visibility start to increase)
Installation instructions.
Install last after other mods.
Install with the mod enabler(jsgme)
anytime eithert in port or on patrol.




DOWNLOAD






BEFORE
NORMAL WEATHER
http://i1124.photobucket.com/albums/...malweather.jpg


HEAVY CLOUDS WEATHER
http://i1124.photobucket.com/albums/...eavyclouds.jpg


STORM WEATHER
http://i1124.photobucket.com/albums/...eforestorm.jpg



AFTER
NORMAL WEATHER
http://i1124.photobucket.com/albums/...malweather.jpg


HEAVY CLOUDS WEATHER
http://i1124.photobucket.com/albums/...eavyclouds.jpg


STORM WEATHER
http://i1124.photobucket.com/albums/...afterstorm.jpg


Obelix 02-25-11 11:27 PM

Thank's! Verry nice!:yeah:

stoianm 02-25-11 11:29 PM

Quote:

Originally Posted by Obelix (Post 1606688)
Thank's! Verry nice!:yeah:

Welcome - can be used also with Env5 - i need some feedback

did you find to much brighnet now, will you guys want more brighnets....?

thanks

Obelix 02-25-11 11:33 PM

Quote:

Originally Posted by stoianm (Post 1606692)
Welcome - can be used also with Env5 - i need some feedback

did you find to much brighnet now, will you guys want more brighnets....?

thanks

In my brighter is not necessary, it's what you need.

Rongel 02-26-11 06:54 AM

This sounds good! I had some trouble with the Brighter nights-mod (probably some compatability thing) so I have to give this one a try. Thanks! I'll report more later on! :yeah:

Magic1111 02-26-11 07:13 AM

Many thanks for the MOD, pictures looks very nice !

IŽll tested in game later and then IŽll post here my feedback on this thread ! ;)

Best regards,
Magic:salute:

dcb 02-26-11 07:52 AM

Outstanding mod - the nights as I always wanted them. Thanks mate:up:

Captain Can 02-26-11 08:08 AM

those screenshots look so cool! :yeah:

i cant play sh5 as i am out of town but gonna give this mod a shot as soon as i am back.

urfisch 02-26-11 08:13 AM

looks immersive!

mobucks 02-26-11 10:59 AM

looks cool but the delecate balance of visibility vs AI seeing me is a problem I only recently seem to have solved, and notice changing settings like this can make you able to cruise around a taskforce without them seeing you while you blast away with a deckgun.


Anyone having this experience with this mod?

stoianm 02-26-11 11:02 AM

Quote:

Originally Posted by mobucks (Post 1606984)
looks cool but the delecate balance of visibility vs AI seeing me is a problem I only recently seem to have solved, and notice changing settings like this can make you able to cruise around a taskforce without them seeing you while you blast away with a deckgun.


Anyone having this experience with this mod?

In what condition you observed that? - the task force react diferent without the mod? you tested in campaign or in single mission - my mod change only parameters from Ennv.config - i do not play with sensors in my mod

so you think is a strange behavior between that and the AI? can you give me more details - maybe i can solve this and update the mod - i tested in an single mission and the DDs react the same with and without my mod

thanks

ustahl 02-26-11 11:24 AM

Hi stoianm, and a big thanks for this mod!:woot:

This is indeed a huge improvement over the earlier version.
Visibility during night at various conditions/situations works exactly as in your mod description. When the (half)moon rose up from behind the horizon, visual conditions changed gradually with increasing moon height, in a very realistic way. Also the clouds at night look very detailed with nice nuances.
One very important bonus for me is that light conditions at daylight now are realistic, too. No more exagerated dazzle from light surfaces, and daylight clouds very natural and detailed. No more details lost in dazzle like in the earlier version.
Definitely a keeper!:D

OMG - so many words, but they are well deserved!:up:

Trevally. 02-26-11 11:29 AM

I too find this mod a geat improvment:yeah:
I can see so much better with the moon up and am now using
ottos chalkboard to watch moon state:up: (shift+b)

I can even see moonshadows from my boat with a strong moon:woot:

stoianm 02-26-11 12:00 PM

Thanks everybody for posts - this is only the first version for this mod

i will say that all the feedbacks, suggestions and criticism about this mod are very wellcomed - this way i will be able to improuve the mod and to add some version to open the user option

i will add in short time an version with a little bit less brigter on the objects but i will keep almoust the same visibility

Maybe i will add some dds for the moon, moon hallo and clouds and i will try to make these a little bit more visibles

thanks in forward

@ustahl
this one has nothing to do with the other mod called brighternights - on that one i was plaing with cfg from filters so is because of that was affected the day parameters also - forget about that one - this one is like an env night mod

7Infanterie19 02-26-11 03:12 PM

Nice work stoianm:salute:! I tried it and like it.

At night, there's a nice dull look to the water. I don't think I saw the water color changes like that before, so it must be this mod. :up:

I am using your blue water mod as well. When using this mod's "stoianm EnvNights compatible blue Atlantic water for MO", it conflicts with the actual blue water mod (I accept the overwrite when enabling it), so does that mean we can disable the other blue water mod?

I'm not using MO, though. Will that cause any problems?

Quote:

Originally Posted by mobucks (Post 1606984)
looks cool but the delecate balance of visibility vs AI seeing me is a problem I only recently seem to have solved, and notice changing settings like this can make you able to cruise around a taskforce without them seeing you while you blast away with a deckgun.


Anyone having this experience with this mod?

Things like this are great eye-candy, but should affect both us and the AI fairly equally. I agree with mobucks in that visibility-related mods shouldn't allow us to float right in like we're invisible, but on the other hand, AI shouldn't be able to spot us like they're sitting right beside us, regardless of weather, distance, time, etc. I say this, because lately since TDW added those radio intercept sounds, I've been paying more attention to the messages, and have realized that ships can spot my periscope in the dark night from over 3000m away. Are they that good that a pack of ships are all always able to pinpoint my location in the dark like that, and then immediately report it? Kind of makes you wonder.

Anyways, good job!


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