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#1 |
Commander
Join Date: Oct 2004
Location: Harrisburg, PA
Posts: 304
Downloads: 276
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I tried using editing the file mentioned by THEBERBSTER and there isn't really any change. The water is still pretty cloudy and I'd like to clear it up more. I was just wondering what lines need to be edited to make that happen. I know it isn't realistic but I want to look at the Uboat as she creeps along in the ocean. I especially like it when she is close in to shore. That was one thing I loved with SH4, that water was clear enough I could watch her. The render distance was far enough that when submerged and trying to avoid the DD's I couldn't see where they had dropped until the cans were raining down around me.
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#2 |
Growing Old Disgracefully
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HI Z
Revised Post should now see a difference. Post #170 Clearer Water Visibility Options > Download Link > Enable JSGME Peter
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#3 |
Watch
![]() Join Date: Sep 2013
Posts: 18
Downloads: 192
Uploads: 0
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Hello.
![]() Is it compatible with TWoS using DynEnv 2.9 7 y 3b in the last order of mods in JSGME or I will get CTD.... In that case which one I put first 7 or 3b? Thanks |
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#4 |
Fastest Gun Around
Join Date: Aug 2019
Location: Agua Fira, New Mexico
Posts: 2,368
Downloads: 528
Uploads: 5
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Herr Kaluen, TWoS already includes its own modified version of DynEnv, so I wouldn't really recommend anything like that besides the plant and coral stuff. Fitzcarroldo has a stable modlist that has some DynEnv mods on it that work with TWoS, I just need to find the post where he listed it.
So, my recommendation for now is to not put mods like that in it for the moment, unless someone else or mutiple people say it would be ok. EDIT: Yes, here it is: https://www.subsim.com/radioroom/sho...&postcount=601 Try doing that.
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#5 |
Commodore
![]() Join Date: Aug 2016
Location: Netherlands
Posts: 620
Downloads: 31
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When I use the freecam under water it generally is pretty clear.
OLtzS Ashikaga
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#6 |
Watch
![]() Join Date: Sep 2013
Posts: 18
Downloads: 192
Uploads: 0
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Hi. Thanks to all.
Finally I only change with the stock parameters indicated by THEBERBSTER whitout any mod and all is good. Another question is that I cannot see the icon sub in Map Nav when I take max. zoom. I can see the rest of ships but not my sub. In options I only tick on in limited batteries, limited compressed air and limited O2. The rest of parameters is off. I use TWoS with only one mod additional (Brighter nights). I not installed Real Navigation at the moment. I would like to know why. Thanks again. ![]() |
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#7 |
Watch
![]() Join Date: Sep 2013
Posts: 18
Downloads: 192
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Hi again. All is fine. I' m playing with TWos.
Finally I can see my sub on Nav map again. This is beacuse during the game I type windows key to work with another applications for a moment. When I come back the game, situations such as the following occur: The symbol of my sub in nav map is out The crew on conning tower is out when I order surface the uboot Sometimes near of observation periscope the image is freeze when I use the observation periscope and stop using it. The solution is not use Tab or windows key during the game. Regards ![]() |
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#8 | |
Navy Seal
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#9 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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For extra-clear underwater and water surface, enable the following mods, making sure that you are following the same order:
DynEnv v2.9 - 3.b Enhanced Visibility (high) DynEnv v2.9 - No Underwater Impurity Patch DynEnv v2.9 - No Underwater FX Patch DynEnv v2.9 - 7. Clear Water Surface Quote:
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#10 |
Medic
![]() Join Date: Jun 2007
Location: Russia
Posts: 163
Downloads: 97
Uploads: 0
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Remind me please, does Seabed mod (which contain Coral reefs, etc.) included in TWOS Dyn.Environment or not?
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#11 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#12 | |
Medic
![]() Join Date: Jun 2007
Location: Russia
Posts: 163
Downloads: 97
Uploads: 0
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yes, but how? I have TWOS installed, and your Eco-mod v.0.2.1 on top of it. Should I download smth additional ? |
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#13 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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https://www.subsim.com/radioroom/dow...o=file&id=3975 They are numbered sequentially from 11.a.I to 11.c.III; lowercase letters indicate the type of "plants": a for kelp forests, b for Posidonia meadows, c for coral reefs; roman numbers indicate texture resolution: I for 512x512 pixels, II for 256x256 and III for 128x128. Unfortunately I couldn't find a way to implement different ecosystems in different areas of the SH5 world, so you can only use one version of the mod at any time (enabling more than one version will overwrite the same files). Nonetheless, you can switch version at any time. To help you decide which one you should better use depending on your patrol area, I am posting here three maps displaying the global distributions of the featured marine ecosystems: ![]() Kelp forests ![]() Posidonia meadows ![]() Coral reefs |
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#14 |
Medic
![]() Join Date: Jun 2007
Location: Russia
Posts: 163
Downloads: 97
Uploads: 0
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gap,
thanks for such a detailed reply!! Am I correct than main Dyn.Env mod is already included in TWOS, and I just need to choose one of the additional sub-mods to install over? And what is the correct sequence in JSGME with regard to your Eco mod? For example, I want Sea Plants - Atlantic Kelp Forests to be installed over TWOS. Should I activate it as the last one, or prior to your Eco mod? |
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#15 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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My pleasure mate
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