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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: How fast you want the Cloud's to move in the Sky | |||
I like them the way they are |
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96 | 20.43% |
I want them a Little Slower |
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94 | 20.00% |
I want them a Lot Slower |
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157 | 33.40% |
Please give us Optional Install's |
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142 | 30.21% |
Multiple Choice Poll. Voters: 470. You may not vote on this poll |
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Thread Tools | Display Modes |
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#1621 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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#1622 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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In each of the ship file's in the game there seem's to be a self elumination file for the main ship texture's with a green layer ontop of them. N01.dds and N01_lr.dds file's for the textures on the ship's seem to be for night time self elumination to make it easier to spot them for attacks at night time only.
But this does not exsist for the sub's and the sub reflections work fine but the ship one's do not at night. So I am deleteing them from my game to see if this make's the problems go away. I also asked Panthercles to do this with me as well in his game to see if we get the same result's. I will keep you posted as to the finding we come up with. Last edited by leovampire; 11-16-07 at 09:38 PM. |
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#1623 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
Uploads: 0
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Leo, I just thought of something that may or may not mean anything. In my current campaign, I do not have the "realistic sound travel" option ticked. I know you said that this soundpak was optimised for that in game option. I wonder if that could cause problems. What I need to do is try the Borneo Convoy single mission with that particular sound option ticked and see, or rather hear the results. It'll have to wait till tomorrow. Had a hard day at work and I'm beat.
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#1624 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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#1625 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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Triger Maru 1-6-5 is newer than the one you have activated now but seeing you added RSRDC_p1_TM_v110 on top of it you might be okay I have not donwloaded and or looked at these thing's yet for mod's so not totaly sure about any of that. So to be totaly honest I can not say ya or nay to your set up or how it might or might not create a problem in your game. Usualy I try to download an look at every mod to see where problems and conflict's come into play with ROW but I have just been too busy trying to fix things to do this latley. Last edited by leovampire; 11-16-07 at 10:04 PM. |
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#1626 |
Canadian Wolf
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The new sub physics are awsome LV, as are the sounds, no problems yet.
RDP |
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#1627 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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![]() ![]() ![]() :rotfl: :rotfl: The cost of wanting perfection in the mod. |
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#1628 | ||
Canadian Wolf
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No problems on this end yet, going well. Now if I could just sink something ![]() ![]() Currently in the middle of a storm though, so that is not helping any. RDP |
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#1629 | ||
Seaman
![]() Join Date: Jul 2007
Location: Deep in the Heart of SoCal
Posts: 34
Downloads: 1
Uploads: 0
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__________________
![]() ![]() In SH4 - Capt. USS Pompano (SS-181) Asiatic Fleet In RL - Plankowner USS Chandler (DDG-996) "The Warship" "A day not sinking Japs, is a day without sunshine!" |
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#1630 | ||
Seaman
![]() Join Date: Jul 2007
Location: Deep in the Heart of SoCal
Posts: 34
Downloads: 1
Uploads: 0
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As MrBeast stated it is temporary and only last for a minute or so, in fact it even flickered out once and was replaced by smoke on the water like from a oil fire, then came back. After a few more seconds it went out and did not reappear.
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![]() ![]() In SH4 - Capt. USS Pompano (SS-181) Asiatic Fleet In RL - Plankowner USS Chandler (DDG-996) "The Warship" "A day not sinking Japs, is a day without sunshine!" |
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#1631 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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![]() Now, hopefully the devs fix the disabled sound effects in 1.4... |
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#1632 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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I think I have niped in the butt the problems from lightning and lighting after and during the storms.
But I can only see and catch so much by myself in game. So can people download this and add it to their game and report to me if ther are any problems or if it is all solved now?! It is JSGME ready just add it on top of what you have for the moment. IF it is okay and works fine I have to add it to the special effect's download's and redo them in the main post. http://files.filefront.com/ROW+Light.../fileinfo.html Dave P.S. these won't be final because I am still working with the in game smoke effect's to get them more realistic in nature as so many requested me to do. My main concern with these is to make sure the other problems are solved. Last edited by leovampire; 11-17-07 at 02:58 AM. |
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#1633 | |
Canadian Wolf
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#1634 |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
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Leo- I found something interesting playing with the new HD 2600 card and then looking at the 1950 screen captures. Maybe this will help chase down the bright ship reflections at night too
On the 2600, the sun shows through the water AFTER it sets and there is some highlighting of the water. On the x1950, you see a reflection on the water before the sun rises and after it sets. This will continue for almost 2 HOURS before/after sunrise or sunset. Important note: This does not happen with the stock ocean and sun. I also noticed the lighter ship reflections that look like a daytime reflection on the water at night follow this same pattern. When the glare showed up, so did the light reflections at night. The sun shining through the water from below the horizon is the 2600. In the others from the x1950 the sun is not due up for a while and there is NO moon to cause the glare either. Hope this helps. Here are screenshots from both cards. You can see the glare behind the ship and the brighter ship reflection. Sun is not due ip for over an hour and the horizon is the same color in this pic when panning all 360 degrees so there is no bright horizon to cause the glare. The glare will flicker on and off as you rotate the camera view. ![]() ![]() The piture above was right after sunset when the sun is completely below the horizon, and the one below was about 50-60 minutes later (sorry-should have captured the bar so the clock would be visible). You can still see the sun in the picture below and the ship's reflection at the bow where the sun isn't interfering looks like a daytime reflection (at least to me). ![]() As soon as the "sun" texture turned off, the reflections went dark and looked correct for night time. ![]() The shot below gave me the best example of the glare that shouldn't be there. This is the preiscope view from the same engagement as the first picture with only a 30 second difference in time ![]() Here is a sunset from the 2600 with the stock ocean and sun textures ![]()
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 Last edited by swdw; 11-17-07 at 12:51 PM. |
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#1635 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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I do not know why that is happening in your game when it is not in mine as far as the sun problems. And I have seen ton's of new picture postings by people here for the new night time moon views and more and that light sun glair effect wasn't there.
The only time it seems to happen is if part of the sub is in the view with the sun under the horizon of the water and it goes away fast. I know a lot of problems came up due to lighting issues once I tryed to force the game to use the lightning so this is why I asked people to try out the new file's I posted and see if a multitude of sin's stop. http://files.filefront.com/ROW+Light.../fileinfo.html And what is a HD 2600 card and a 1950 screen captures? Also let me explain something my adjustments to the scene file I made was to work with the texture's in the ROW mod available. I did not claim they would work with stock textures and set up's. It took work from Kriller2 and Jaketoox and myself to create what we did for the mod and made it so each part of the mod would work together in harmony like an orchestra does. I looked once to see what the stock sky and reflex pack would look like and act with the new work and they just didn't jive well together. So if your mixing and matching stuff from row with stock sure you might encounter problems and situations. Anyways I am off need to work on some stuff and test stuff as well. I included pics of the old sky and reflex pack for the game and the new one's for the mod so you will see why my adjustments now will not work with the old stuff. The reflex pack gives's you the water color's and the reflextion colors. The sky pack is obvious what it does but there is also a fog layer that has to be added to it and some of the ring's come into play for differn't weather conditions so it is a little complicated how all the new changes work with the new textures. ![]() ![]() ![]() ![]() The order and usage of the textures I changed in the scene file for the mod to make it work and look better in game. So you can not expect old stuff from the game to work with the new stuff from the mod as you can see here. And as you can see the old sky and water didn;t give you the dark night's in the game like we have now with the new work. Last edited by leovampire; 11-17-07 at 07:27 PM. |
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