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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#691 |
Old Gang
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Totally ignored on the last page...
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#692 | |
Old Gang
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![]() Somebody did the same with my sound pack... I had one vote and 5 stars, the next day I had 2 votes and 3 stars, so doing the math, we have somebody out there ruining everybody's rating on purpose, and I think I know who the rat is... ![]()
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#693 |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
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I gave 5 stars too. I still like your work OLC even if you removed some reflections...
![]() OLC what happen to the sun? I have AA2x and not i get the circled sun and not the glowing one like in my older pics. Did you remove the blurry sun glow? Last edited by Wolfehunter; 05-19-08 at 11:23 PM. |
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#694 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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hehe, thanks chaps
![]() WH yes I did take the sun back to what it was before the sunhalo "fix". On some machines, including mine, the sunhalo fix actually resulted in what you might call a Ubersun. For other people it didn't fix it at all. I was maintaining two versions of the mod, one for my use with the original OLCUv1 sun, and one for release with the sunhalo fix, and it became too much of a version-control hassle, I'm afraid, especially given that some people were still getting a flat sun even with the fix, and other people were seeing (and posting screenshots of) an Ubersun and saying "this is OLCE2" ![]() On my graphics card, using OLCUv2.2, 2XAA gets a flat sun but 4XAA (or higher) gets a nice sun. Maybe you could try upping your AA? :hmm: Edit: damn, I should put this in the changelog, sorry!
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#695 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
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Just like the title says, I updated the PG. The updates provide more information on night surface attacks. I'd really appreciate feedback on this new PG from players who've attempted night surface attacks using OLCU v2.1 or higher. Do you agree with what I've written? Is it well written and clear? Do your own experiences match or contradict it?
Cheers OLC
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#696 |
Crusty Capt.
![]() Join Date: Sep 2007
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okiedokie.
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#697 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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About the sun thing... it seems to be an engine problem. I head Dave (rest in peace) had major problems with the sun in SH4, so I guess that problem never got fixed by the SH3 devs.
For me it changes every time ATI release a new set of drivers. ![]() The problem also varies enormously between rigs, affecting not only the size of the sun but also whether or not it shines through objects. It's a pain. I could release that "sunhalo fix" modlet again, for people to enable over the top of OLCE2. It will create extra work for me if I ever decide to change the colours, but that seems extremely unlikely now... I'm basically happy with them... in fact I'm pretty much happy with the whole mod, now... dare I say the "F" word? :hmm: Maybe! Another project (not a mod) beckons... maybe it's time to call this one done and dusted! ![]()
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#698 |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
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OLC I've taken a look at your sunhalo.tga and did some tweaking to it. Going to send you my results in a PM to you but here is some shots,
![]() ![]() ![]() ![]() PMed ya for the file should you want it ![]() |
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#699 | |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
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After installing the mod I have attempted to do a surface attack only once but despite the darker sceenery and the lowered night visual sensors i still couldn't feel safe about it. I finally submerged because the flank destroyer was 2km away ; still hadn't been noticed. Now you say that the Uboat can (literally!!!) run circles around and between the enemy merchant ships in early war. I am sorry but i have my doubts on this one. I have to experience it first. Have you actually done something similar? I'll be back on this. /tomfon |
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#700 |
Seaman
![]() Join Date: Mar 2008
Posts: 41
Downloads: 45
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Hi, OLC
Look picture below ![]() |
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#701 |
Seaman
![]() Join Date: Mar 2008
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![]() ![]() Watch crew visual ranges, on situation in pictures up is 21km(in exellent visibility). Last edited by Aleksandar the Great; 05-21-08 at 12:05 AM. |
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#702 | |
Chief
![]() Join Date: Apr 2007
Location: ger
Posts: 313
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Uploads: 0
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Last edited by Kaleun Cook; 05-20-08 at 09:50 AM. |
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#703 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
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In one test I also weaved between merchants in a 1939 convoy, again fully surfaced at ahead flank. I was not detected, in spite of the presence of a BB in the middle of that convoy, which I circled a couple of times. By late 1940 you can't do that anymore, except on lone merchants. I don't know how GWX handles veterancy but I assume that combat-experienced crews do exist even in 1939, just to spice things up a bit, but I didn't meet any in my tests. So far so good on the feedback. Please it coming! Tell me about those OLCU (2.1 or higher) surface attacks please folks!
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#704 | ||
Maverick Modder
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Location: England
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By the way, while surface attacks are possible (even easy in early war) I don't recommend surface escapes! Yes the gunfire is innacurate, but you can still be hit! ![]()
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#705 |
Chief
![]() Join Date: Apr 2007
Location: ger
Posts: 313
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The only problem: sometimes the nights are so dark that you can't see the enemy either. ;]
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