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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#106 | |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
Uploads: 0
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#107 |
Loader
![]() Join Date: Dec 2004
Posts: 88
Downloads: 21
Uploads: 0
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Tried 4.1 - water looks funky. decided to go back to 4.0. Water looks much more realistic IMHO.
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Best naval sim of all time - TF 1942 |
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#108 |
Commodore
![]() Join Date: Mar 2007
Location: Jersey Shore
Posts: 606
Downloads: 20
Uploads: 6
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Does Enviornment Effects have any pitch roll enhancement for the subs?
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#109 | |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
Uploads: 0
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![]() 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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#110 | |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
Downloads: 0
Uploads: 0
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RFB / RSRDC Beta Tester RFB / RSRDC Modding Forum: http://forum.kickinbak.com/index.php RFB Top Post link: http://www.subsim.com/radioroom/showthread.php?t=125529 RFB Loadout: RFB_V1.52_102408: RFB_V1.52_Patch_111608: RSRDC_RFBv15_V396 |
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#111 |
Weps
![]() Join Date: Apr 2005
Posts: 359
Downloads: 46
Uploads: 0
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This mod is the best I've ever used
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#112 | ||
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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#113 | ||
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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#114 | ||
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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#115 | ||
Rear Admiral
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W_clear, first of all, great work!
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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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#116 | |||
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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---------------------------------------------------------------------- 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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#117 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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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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#118 |
Planesman
![]() Join Date: Jan 2008
Posts: 180
Downloads: 13
Uploads: 0
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can I still download 4.0?
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#119 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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![]() Quote:
http://files.filefront.com/Enviromen.../fileinfo.html |
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#120 |
XO
![]() Join Date: May 2005
Location: Denver, CO.
Posts: 403
Downloads: 49
Uploads: 0
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Two Thumbs Up!
W_Clear,
Fantastic Mod!! On my system, everything looks very real. You have my ![]() ![]() Mast |
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