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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Apr 2008
Posts: 27
Downloads: 50
Uploads: 0
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I am enjoying your mod. I have a question about the OBS Scope or Night Scope, the green color seems too be a bit too overpowering. I am having a hard time seeing ships with it, is there a way to lower the tone of the green color? Thanks again.
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#2 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
Downloads: 55
Uploads: 0
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Must be something about your video card or your gamma setup or something. The scopes look perfect at night on my system.
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#3 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
Downloads: 55
Uploads: 0
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I mispoke-- when I enter the game I am facing the FAN on the aft bulkhead, not a clock.
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#4 | |
Navy Dude
![]() Join Date: Jul 2008
Location: San Jose, California, USA
Posts: 174
Downloads: 448
Uploads: 18
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![]() Quote:
Here is the link for that mod for more info: http://www.subsim.com/radioroom/down...do=file&id=554 Back in WWII, the green tint is just a filter. With it, visibility was slightly better, not like night vision of today's technology. I agree with banjo, if you want, try to up the gamma a couple of notches. This is a glitch, and is documented in the SMMO read me file as a known issue. It is caused by using CapnScurvy's Max Optics mod. It wasn't an issue in the SMMO for TMO 1.7 version, but Ducimus changed something and now the camera faces aft at the start of each mission. If it bugs you that much, just delete the camera.dat file from the Data/Library directory before you enable the mod using JSGME. If you do delete the file, you will lose the extra zoom level from the periscopes, TBT and binocular views.
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#5 |
Swabbie
![]() Join Date: Apr 2009
Posts: 12
Downloads: 156
Uploads: 0
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enjoying this mod collection. =) thank you.
does this use lite_fog_V2+Slow_water ? (kept mine in just in case). im also using the long wakes. the others for removing more stuff im glad you made as options, becuase i didnt care for those. maybe after i get better who knows. a couple other extras im using that id like to throw in for possiblitys.. 'easy aob' aka TGT Dials to PK fix. small radar contacts stage 1 mod. oaks-hudgauges. more contrast for the design instruments mod. the tgt dial is a must if you havent tried it out yet. just rocks. =) i also use CrushDepth, and Torpedo+25%morepowerful, and Websters no crew fatigue, but i guesse those alter the game and arent just visual. (also using scaf, RE, and shipreflect-causticmod5.1). have a good one =) ![]() |
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#6 |
Rear Admiral
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anyway to pull the lifeboat with debris out seperate to run with TMO, without all the other.
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#7 | |
Navy Dude
![]() Join Date: Jul 2008
Location: San Jose, California, USA
Posts: 174
Downloads: 448
Uploads: 18
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I'm guessing that if you used these mods with TMO and they all worked to your satisfaction, then they should also work with TMO+SMMO. Just pay attention to witch files are being overwritten and play around with the order if things don't work the way you want them to. No problemo. PM me with your email address and I will send them to you.
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![]() Just get me within 1000 yards, and I'll do the rest ![]() |
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