![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#631 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
Uploads: 0
|
![]()
hi guys, ok i have 3 questions.
1- i assume u cant update this mod mid patrol, is this correct? 2- instead od de-activating this mod, then re-activating the new version can i just add these changes to the default files? 3- on a seperate issue, ships can be spotted upto 15k's right? can smoke be spotted before the actual ships are? cheers |
![]() |
![]() |
![]() |
#632 |
Watch
![]() Join Date: May 2008
Posts: 25
Downloads: 14
Uploads: 0
|
![]()
Uberfast updates there
![]()
__________________
With regards. |
![]() |
![]() |
![]() |
#633 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
|
![]()
[/QUOTE]
I have an X800XT, which is presumably similar to your X850XT, so maybe the "fix" I use will work for you:
Thank you very much OLC ![]() With AA=4x and Adaptive AA I have a nice sun ![]() Thanks again, I am now off to enjoy the sun ![]() |
![]() |
![]() |
![]() |
#634 | |
Mate
![]() Join Date: May 2007
Posts: 58
Downloads: 3
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#635 |
Silent Hunter
![]() Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,520
Downloads: 110
Uploads: 0
|
![]()
Yes, i have! The lamp of the captain cabin burn-out and I can't read any of the grossadmiral specs... :p
Oki, apart from joking. I post here since any one that reads and use this mod can advice me. My "problem" is this: the torpedos often don't hit since they pass behind the ship. Many times this is a human (mine) error, I puted bad calculations in the TDC and/or the speed of the target is wrongly calculated. But yesterday this last one was done right. It was a convoy, and I calculated the speed right, by both method's and in several ships. But my torpedos miss, pass behind the ship. Now, I thing of two things, or my speed calculations are wrong and/or the AOB calculations are. Or since the periscope is more time above water, the ship's can see it and increse speed making my estimations all wrong. My question? In your opinion what is the second cause more likely to be it? And, just for the record, I saw, read and follow up the tutorials. Also, by the way, the marks for the calculation of the ABO are in valor of 2, aren't they? |
![]() |
![]() |
![]() |
#636 |
Seaman
![]() Join Date: Feb 2008
Posts: 32
Downloads: 10
Uploads: 0
|
![]()
Srry this is a question for OLC
Is it possible to make the water more transparent like in SH4 where you can see parts of the hull underwater?? THX
__________________
Navy Field Europe player Server Hood Kriegsmarine(L.43) and I.J.Navy(L.18) Silent Hunter III player GWX 3.0 LRT Lite(Testing compatiblity) OLCEnviroments and GUI Thomsen Ships(Testing compatiblity) and SoundPack |
![]() |
![]() |
![]() |
#637 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
|
![]() Quote:
2. Huh? 3. SH3 just doesn't work that way. IRL you can see (from a U-boat watch tower) the horizon 8km away and (on a clear day) the masts and/or smoke stacks of ships ~16km away (this would vary by ship). But the SH3 world is flat and square, in any SH3 16km atmosphere you'll see a ship 16km away, not just it's smoke stack. You'll have to "pretend" that you're seeing it's smoke stack.
__________________
Freedom of speech - priceless. For everything else there's Mastercard. |
|
![]() |
![]() |
![]() |
#638 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
|
![]() Quote:
__________________
Freedom of speech - priceless. For everything else there's Mastercard. |
|
![]() |
![]() |
![]() |
#639 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
Uploads: 0
|
![]()
I never really realised how weird the flattened water looked through the binocs and peris.
SH3 without your mods becomes more and more a no-go for me ![]() |
![]() |
![]() |
![]() |
#640 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
|
![]()
I'm releasing another update... 2.2.0! The minor version increase is because this one has a quite big change: I've removed all object/particle reflections. I just think they look pretty naff, not least of all because half of them are broken anyway... but even those that aren't broken just don't look right to me.
I had this idea after going to Museum and noticing there were no object reflections there. By that I mean you can see the environment reflections e.g. sky/cloud/sun, but no ship reflection. IMO this looks waaaay better, and much more like RL, so I set about making this change to OLCE2. Some might not like the sound of it, but I say: try it before you judge. Now the bad news... I was unable to find a global switch for turning these reflections off, so I had to turn each one off individually. A hex search and replace tool made quick work of it, but it means that just about every .dat file in GWX 2.1 has been modified in OLCE2. This means OLCU is now a 260Mb download and, worse, it will probably report JSGME conflicts with just about any other mod you try to install. I leave it to you to decide what, if anything, you want to do about that. To the computer-literate users of OLCU, I say: the only thing I've changed in all these extra .dat files is a switch that turns off reflections. If you want to use a mod which conflicts on, say, Turm2A_1_hd.dat, you can enable that mod over OLCU (ignoring the JSGME warning) and the only "bad" thing that will happen is you'll still get the reflections on all objects in that .dat file. I hope that made sense. ![]() I'm dreading the feedback on this one. ![]() Someone be nice and say they like it after it's released. ![]() ![]() OLC
__________________
Freedom of speech - priceless. For everything else there's Mastercard. |
![]() |
![]() |
![]() |
#641 |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
Downloads: 40
Uploads: 25
|
![]() ![]() ![]() Goodluck with your future endeavors dude. ![]() WH |
![]() |
![]() |
![]() |
#642 |
Commander
![]() Join Date: Sep 2004
Posts: 462
Downloads: 62
Uploads: 0
|
![]()
Would love to see some screenshot comparisons. My biggest concern is having to redownload all 260MB of the mod each time there's a revision to it.
|
![]() |
![]() |
![]() |
#643 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
|
![]()
lol good point jmr
I wanted to separate the reflections bit into another "modlet" but the problem there is shared files between the different parts of the Ubermod. I'd end up with 4 parts to the Ubermod - 5 if you include OLC GUI 1.2.x - with various possible installation combinations, and of course I'll get people asking "do I enable this bit or that bit???" and general confusion all-round. As for screens... well if you want to see what it looks like, why don't you just open the Museum? ![]()
__________________
Freedom of speech - priceless. For everything else there's Mastercard. |
![]() |
![]() |
![]() |
#644 |
Commander
![]() Join Date: Sep 2004
Posts: 462
Downloads: 62
Uploads: 0
|
![]()
Heh I thought you visited a real museum, had no idea you were talking about the one in game :}
I definitely see your point with regards to breaking it down into smaller packs - the number of questions on how do install this or that will drive you insane. |
![]() |
![]() |
![]() |
#645 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
|
Aha!
I think I worked out a way of separating it which isn't too confusing. Doing it now.
![]()
__________________
Freedom of speech - priceless. For everything else there's Mastercard. |
![]() |
![]() |
![]() |
|
|