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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Nov 2015
Location: Cracow, Poland
Posts: 38
Downloads: 42
Uploads: 2
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Hello,
my very first mod here, coincidentally to a game I worked on ![]() http://www.subsim.com/radioroom/down...o=file&id=5231 it's goal is to reduce the underwater visibility in Cold Waters to values similar to those in Atlantic Fleet but also to slightly -very slightly I must say- differ depending on time of day and sky state that said it isn't a "weather modification", oh no, it is simple increase of underwater "fog" to reduce visibility and player's chances to spot vessels or torpedoes at further ranges; also I have not toyed with the colour of underwater scenes, works good for me as it is also this mod serves as simple example of basic modding of Cold Waters StreamingAssets files Enjoy! |
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#2 |
Watch
![]() Join Date: Jan 2012
Posts: 16
Downloads: 26
Uploads: 0
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Nice! Thank you, was just thinking along these lines.
Enjoying the game immensely. |
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#3 |
Born to Run Silent
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Good option for those who choose to play more hardcore.
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SUBSIM - 26 Years on the Web |
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#4 |
Seaman
![]() Join Date: Nov 2015
Location: Cracow, Poland
Posts: 38
Downloads: 42
Uploads: 2
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I think I wrote in readme it further increases the difficulty of course it does so beware -now these pesky airdropped torpedoes seem to come literally out of the (deep) blue, not that these were anything but menace prior
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#5 |
Seaman
![]() Join Date: Oct 2016
Posts: 31
Downloads: 19
Uploads: 0
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This is great! Thank you for taking the time to make this.
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#6 |
Nub
![]() Join Date: Nov 2011
Posts: 2
Downloads: 3
Uploads: 0
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Great mod - is there a setting to reduce the brightness of the beams of light dancing on top of the submarine?
Zero'ing out the following two settings get rid of it entirely, but the effect doesn't scale, it seems either on or off. PrimaryLightIntensity=0 SecondaryLightIntensity=0 |
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Tags |
cold waters, mod, reduced visibility, underwater |
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