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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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Honestly, screw the "lighter nights" option, i've heard stories of captains shooting at shadows of ships against the horizon, and with no moon (is lighting in this mod affected by moon phase?) im sure it would be amazingly dark at night.
I dont even mind how you can see the bow wave a bit in the dark. if i'm not incorrect the ships wake and bow churn up a certain amount of bioluminecent plankton that "glow" a bit, leaving a slightly-visible trail around the ship at night that you can see even if you cant make out a hull. SH5 Is realistic by accident! ![]() |
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#2 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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#3 |
Loader
![]() Join Date: Jul 2003
Posts: 90
Downloads: 42
Uploads: 0
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I found the fog far more unsettling. i did put in the default fog distance, but got a CTD not long thereafter. maybe unrelated? game looks awesome.
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#4 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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I reverted to the stock fog distances as well. The only problem is that you as a human can see things far easier than the computer can. This is by design in the stock game though, but the effect is amplified with this mod. Like I was able to clearly see a ship at night from 9km away. My crew wasn't able to see it, or lock it, till it was 5km away. It wasn't able to see me at all.
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#5 | |
Helmsman
![]() Join Date: Mar 2010
Location: Finland
Posts: 108
Downloads: 106
Uploads: 0
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#6 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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That's what it did now that you mention that. But in medium fog not being able to see ANYTHING till it's 350m away was just too drastic for me.
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#7 | |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
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If not, stop engines frequently and listen. I'm not sure, but you should be able to hear engines. That would be one to try in the editor, eh? Before you go out there in harm's way.
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#8 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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Is this mod compatible with AilRain and AilClouds?
Also, when I have this installed with Nodamn Halos mod, it says there is a conflict
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#9 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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Also, though it didn't notify me of an override, the effects of Detailed Caustics on the sub are no longer there..
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#10 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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AilClouds is essentially included in the mod already. The clouds.cfg is different though. I can't describe it exactly why, but I liked AilClouds better, so I just installed it over the top of Env 2.2, but other than a few settings it's already in Env 2.2 essentially.
Rain had files that were more in confilct. I haven't looked into integrating that one yet, but I kind of want to. AilRain rocks. ![]() The Halos mod broke because of lights.cfg. Use WinMerge to compare the lights files, and just make whatever changes you need to. |
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#11 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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All you have to do to get rid of the halos is change the following in Environment_2.2/data/cfg/lights.cfg:
[InteractiveObjectsHighlight] Spread=0 <-----Make these two numbers zero like this Blend=0 <------Make these two numbers zero like this ColorR=0.58 ColorG=0.47 ColorB=0.23 This text block is third from the top, can't miss it.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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