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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Torpedoman
![]() Join Date: Mar 2005
Location: Eckernförde, S-H, Germany
Posts: 113
Downloads: 3
Uploads: 0
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Hi,
after my 3rd patrol in GWX I decided to give the 16km atmosphere mod a try. Enabled it via JSGME and started my new patrol..... wow a very surreal look. I had a black sky at noon with clouds normally lightened. Any ideas? (Ati 9700pro with CAt 6.2 on W2Kpro) Z. |
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#2 |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
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Check out this thread http://www.subsim.com/radioroom/showthread.php?t=121046 and follow the instructions concerning Rollback of SH3Cmdr
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![]() http://www.thegreywolves.com/ http://wolvesatwar.com/ Download GWX and other goodies: http://hosted.filefront.com/melnibonian |
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#3 |
Planesman
![]() Join Date: Sep 2002
Location: Brisbane, Australia
Posts: 195
Downloads: 0
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what does this mod actually do for game play? what are the effects if any ?
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I use Linux http://www.kde.org/screenshots/ |
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#4 |
Sea Lord
![]() Join Date: Feb 2004
Location: San Francisco, California
Posts: 1,633
Downloads: 1
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It gives you realistic sighting distances. You can see merchants on a good day at 14k, and truly follow them at the edge of the horizon.
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U.Kdt.Hdb B. I. 28) This possibility of using the hydrophone to help in detecting surface ships should, however, be restricted to those cases where the submarine is unavoidably compelled to stay below the surface. http://www.hackworth.com/ |
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#5 |
Planesman
![]() Join Date: Sep 2002
Location: Brisbane, Australia
Posts: 195
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wow that is neat!
thanks.
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I use Linux http://www.kde.org/screenshots/ |
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#6 |
Torpedoman
![]() Join Date: Mar 2005
Location: Eckernförde, S-H, Germany
Posts: 113
Downloads: 3
Uploads: 0
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THX,
I knew I must be having missed something really simple..... ![]() ![]() Z. |
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#7 | |
XO
![]() Join Date: Nov 2006
Location: The Netherlands
Posts: 435
Downloads: 22
Uploads: 0
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![]() I thought it had to do with the spawning/rendering distance, not necessarily ones own sighting distance. Will give it go ASAP!
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If I wasn't a little mad, I'd go mad. |
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#8 |
Ocean Warrior
![]() Join Date: May 2007
Posts: 2,689
Downloads: 34
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If your PC can handle it you must use this mod!!! It also means that you can abandon your unhistorical dependence on dipping down for a listen all the time too.
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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#9 | |
Ensign
![]() Join Date: Jun 2007
Location: Waiting for convoys of the coast of Donegal
Posts: 227
Downloads: 0
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''Ever tried. Ever failed. No matter. Try Again. Fail again. Fail better'' SAVE U 534!! http://www.atlantik-pirat.com/U-534page.htm ![]() ![]() |
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#10 | ||
Eternal Patrol
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#11 |
Torpedoman
![]() Join Date: Mar 2005
Location: Eckernförde, S-H, Germany
Posts: 113
Downloads: 3
Uploads: 0
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Wow,
really missed something here so far, this mod is great. And it seems even my elderly system can handle it, didn`t encouter a convoy though. `night Z. |
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#12 |
Sonar Guy
![]() Join Date: Apr 2007
Location: Newfoundland,Canada
Posts: 398
Downloads: 6
Uploads: 0
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It doesent require a better computer to handle it really.
The Game ALWAYS renders things at 16km away anyway, you just cant see them till 8km. In stock or withouth the mod if your game ever froze for a second when you were on a concept intercept path, but you cant see the ships thats a sign they were just rendered so your useing the same amount of CPU power. |
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#13 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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There's another very good reason to use the 16km mod in GWX, which is that (according to Rubini - and my own experience) it fixes the "watch crew asleep" problem. In 8km mode, the watch crew are blind (you can see to 8km but they can only see about 8 feet) but in 16km their eyes are just as sharp as yours, more or less, and they'll report contacts at 15km or more in good visibility, and more often than not they'll see the enemy before the enemy sees you (unlike in 8km).
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#14 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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#15 |
Fleet Admiral
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The one "problem" with this mod is that it gives your crew night vision par excellence! they can still spot ships in the blackest night (no fog) at extreme distances that in RL would be quite difficult without modern technology (night vision headset etc.)
IIRC it also increases the AI spotting capability although you should almost always see them before they see you under 1xTC. |
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