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Old 04-10-08, 04:56 PM   #106
McHibbins
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Quote:
Originally Posted by swdw

If each of those portions is automatically installed with the environment mod, it will cause trouble for all of us and will confuse the users installing the mods.

Otherwise, with your permission, I will need to

1. download the file
2. remove the changes that will conflict with RFB
3. post a link to the compatible version in the RFB thread.
Would be nice if you´re going to make it. I´m using RFB too
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Old 04-10-08, 05:23 PM   #107
lancerr
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Default Went back to 4.0

Tried 4.1 - water looks funky. decided to go back to 4.0. Water looks much more realistic IMHO.
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Old 04-10-08, 06:05 PM   #108
ATR-42
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Does Enviornment Effects have any pitch roll enhancement for the subs?
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Old 04-10-08, 06:21 PM   #109
McHibbins
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Quote:
Originally Posted by ATR-42
Does Enviornment Effects have any pitch roll enhancement for the subs?
Don´t lough...but i´m using ROW´s with it....seems to work



Besides all critique at these mod I´d like to say : Building a good mod is like to build a house....work does never end and even after weeks or months you´ll find things to add or fix.

Keep up the good work W_Clear !
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Old 04-10-08, 07:12 PM   #110
DeepIron
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Quote:
Does Enviornment Effects have any pitch roll enhancement for the subs?
I'm not entirely sure but in both 4.0 and 4.1 the sub seem to roll a bit excessively in lower wind speeds I think...
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Old 04-10-08, 07:43 PM   #111
badaboom
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This mod is the best I've ever used Thank You
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Old 04-10-08, 07:50 PM   #112
W_clear
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Quote:
Originally Posted by McHibbins
Quote:
Originally Posted by walrusbomb
wait. I installed 4.2 over 4.1 last night and the flat seas did not look like your screen. They were plastic. I'll take a screenshot tonight.

no ripples at all. plastic.
May there be a conflict with any other mod in use ?:hmm: My water looks like on the screen above.
It is totally possible .
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Old 04-10-08, 07:54 PM   #113
W_clear
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Quote:
Originally Posted by McHibbins
Quote:
Originally Posted by hector
I have tried the mod and i think the water looks much too dark.I think the water colour needs lightening and the refelections toned down just a bit.

Thankyou for the mod W Clear.

Hector.
I watched an documentation about sharks on the australian coast last night on TV.
Sometimes the sea looks much brighter but also even much darker. Point is, W_Clear´s Sea looks much more realistic than in any other mod (imho).
Thanks.
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Old 04-10-08, 08:03 PM   #114
W_clear
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Quote:
Originally Posted by DeepIron
Quote:
Does Enviornment Effects have any pitch roll enhancement for the subs?
I'm not entirely sure but in both 4.0 and 4.1 the sub seem to roll a bit excessively in lower wind speeds I think...
I do not change the rolling of the submarine, But I adjust and strengthen the sea water impact to the hull, so SUB of EE4.2 rolls bigger than before. roll enhancement .
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Old 04-10-08, 08:57 PM   #115
Ducimus
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W_clear, first of all, great work!




....


Quote:
Originally Posted by W_clear
Quote:
Originally Posted by Syxx_Killer
I didn't know the Scene.dat influenced AI behavior. I thought it was just for weather related stuff?
I I do not think the Scene.dat influenced AI behavior.Because control AI sensitivity and visual ability is------------Sim.cfg and AI_Sensors.dat.

For not weakening the sensitivity of AI and visual ability, I have not weakened these two respects, I strengthen the sensitivity of AI and visual ability instead.

You can test the ability of DD. I think it stronger than TMO1.76.
As so far as ive been able to confirm, fog adjustments in the scene.dat does effect visual sensors. In specific:

scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax

Values used here can greatly lengthen, or shorten when the AI, or the players crew detects something.

I do not know if any of the wave adjustments are or not.

While i havent tried it yet, one solution might be to go into the sim.cfg and in the visual section, lower the fog factor from its default 1.0, to maybe 0.5, and test to see when objects are being detected, vs the stock game in the same testing conditions.

edit: I should add that i am at work, and havent had the chance to look at your mod, so i dont know what your sim.cfg adjustments are. I'm Just giving what info i know about the subject is all.
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Old 04-11-08, 01:46 AM   #116
W_clear
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Quote:
Originally Posted by Ducimus
W_clear, first of all, great work!




....


Quote:
Originally Posted by W_clear
Quote:
Originally Posted by Syxx_Killer
I didn't know the Scene.dat influenced AI behavior. I thought it was just for weather related stuff?
I I do not think the Scene.dat influenced AI behavior.Because control AI sensitivity and visual ability is------------Sim.cfg and AI_Sensors.dat.

For not weakening the sensitivity of AI and visual ability, I have not weakened these two respects, I strengthen the sensitivity of AI and visual ability instead.

You can test the ability of DD. I think it stronger than TMO1.76.
As so far as ive been able to confirm, fog adjustments in the scene.dat does effect visual sensors. In specific:

scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax

Values used here can greatly lengthen, or shorten when the AI, or the players crew detects something.

I do not know if any of the wave adjustments are or not.

While i havent tried it yet, one solution might be to go into the sim.cfg and in the visual section, lower the fog factor from its default 1.0, to maybe 0.5, and test to see when objects are being detected, vs the stock game in the same testing conditions.

edit: I should add that i am at work, and havent had the chance to look at your mod, so i dont know what your sim.cfg adjustments are. I'm Just giving what info i know about the subject is all.
I can tell you.
----------------------------------------------------------------------
Sim.cfg
----------------------------------------------------------------------
[Mech]
Waves amplitude=0.3----->0.2 ;[0,1]
Waves attenuation=0.75------->0.01 ;>=0
[AI Cannons]
Max error angle=3 ;[deg]
Max fire range=6000 ;[m]
Max fire wait=12------>8 ;[s]
[AI AA guns]
Max error angle=5------>1 ;[deg]
Max fire range=1500 ;[m]
Max fire wait=7------>5 ;[s]
[AI detection]
Lost contact time=15----->0.01 ;[min]
[Visual]
Detection time=0.5------>0.01 ;[s] min detection time.
Sensitivity=0.1------->0.01 ;(0..1) min detection threshold double detection time.
Fog factor=1.0 ;[>=0]
Light factor=2.5------>2.0 ;[>=0]
Waves factor=4.0------->1.0 ;[>=0]
Enemy surface factor=50 -------->100 ;[m2]
Enemy speed factor=25 ;[kt]
Thermal Layer Signal Attenuation=1.0--------->5.0


[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.15 ;(0..1)
Height factor=0 ;[m]
Waves factor=1.0 ;[>=0]
Speed factor=15 ;[kt]
Noise factor=1.0------>0.5 ;[>=0]

[Sonar]
Detection time=5 ;[s]
Sensitivity=0.1------>0.05 ;(0..1)
Waves factor=1.0 ;[>=0]
Speed factor=20 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=30 ;[s]
Thermal Layer Signal Attenuation=5.0------>4.0


-----------------------------------------------------------------------------
AI_Sensors.dat
-----------------------------------------------------------------------------





My adjustment is, the ability that fight in order to improve DD surface of water, through my test, really much harder than before,

It exist problem still can't solve ,DD turns back and too near to SUB after crossing SUB,This is a very serious problem.If DD leave SUB 1000 meters begin turn back,

SUB want to sink DD very difficult .
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Old 04-11-08, 02:01 AM   #117
W_clear
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My adjustment AI is for Strengthen the fight ability of DD over the sea.Through my test, the fight ability of the destroyer is better than before .

But there is a question,i can't solve :After the destroyer crosses the submarine. destroyer leave the submarine turn back too near ,if destroyer leave the submarine turn back by 1000 meters,Submarine that sink the destroyer while being very much difficult .
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Old 04-11-08, 06:18 AM   #118
walrusbomb
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can I still download 4.0?
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Old 04-11-08, 06:27 AM   #119
W_clear
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Quote:
Originally Posted by walrusbomb
can I still download 4.0?
4.0 here.
http://files.filefront.com/Enviromen.../fileinfo.html
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Old 04-11-08, 07:58 AM   #120
Mast
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Two Thumbs Up!

W_Clear,

Fantastic Mod!! On my system, everything looks very real. You have my up!

Mast
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