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Old 05-22-08, 07:35 AM   #1
GOZO
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Amazing work OLC!!!!


/OB
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SHIV:TMo 2.5, RSRD, SCAF OLC, Ralle's modpack
SHIV: WDAD, Med Campaign
SHIII: GWX3 GOLD, OLCII Gold, ACM-reloaded interface mod, SHIIIcmndr 3.2, Full Realism/DiD
SHIII: LSH3 2015
Cold Waters with all bells and whistles
Finally SHV but still unmodded and still a noob....
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Old 05-22-08, 08:02 AM   #2
Schwuppes
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I use 32xS AA together with 16x Anisotropic Filtering.... kills every single jagged edge, and also eliminates shimmering!

For people with newer ATI cards (ie 2900XT, 3850 or 3870) you should try 24x Edge Detect... sweet as! Also use at least 8x Anisotropic Filtering... this will make distant object and waves look sharper.
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Old 05-22-08, 08:50 AM   #3
Horsemann
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I cannot tell definitely, whether it is caused by your mod or anything else, but in the sky (especially in the cloudy sky) there is observed the strange atmospheric phenomenon in the form of shone, perpendicular strips. :hmm: They are similar to traces of jet planes
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Old 05-22-08, 09:16 AM   #4
onelifecrisis
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Quote:
Originally Posted by Horsemann
I cannot tell definitely, whether it is caused by your mod or anything else, but in the sky (especially in the cloudy sky) there is observed the strange atmospheric phenomenon in the form of shone, perpendicular strips. :hmm: They are similar to traces of jet planes
A screenshot would help a lot!
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Old 05-23-08, 05:08 AM   #5
999-Jay-999
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Quote:
Originally Posted by Schwuppes
I use 32xS AA together with 16x Anisotropic Filtering.... kills every single jagged edge, and also eliminates shimmering!

For people with newer ATI cards (ie 2900XT, 3850 or 3870) you should try 24x Edge Detect... sweet as! Also use at least 8x Anisotropic Filtering... this will make distant object and waves look sharper.


Can i ask, do you apply these options in game or force these on through the drivers ?
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Old 05-23-08, 06:32 AM   #6
onelifecrisis
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Quote:
Originally Posted by 999-Jay-999
Can i ask, do you apply these options in game or force these on through the drivers ?
Always drivers. There are no in-game AA/AF settings.
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Old 05-23-08, 06:33 AM   #7
sabretwo
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OLC,

First, thanks for producing one of the greatest mods yet for Sh3! You've created a masterpiece that takes immersion up to the highest level.

After a few nights playing with your new Ubermod 2.3, I have one suggestion...

Can you include some type of ranging tool for use with the observation periscope (maybe similar to the one on the UZO or a variation of the one on the attack periscope)? With the elimination of visible contact updates, I am trying to manually plot the bearing of visual contacts early as they appear and its very difficult to get an accurate distance estimate at long range with the attack periscope owing to its new fixed magnification. By the time I can get several distance/bearing plots made to determine its course, its too late for me to maneuver to a good interception point and finalize my torpedo data with the OLC tools.

If I'm on the surface at night, no big deal. I just continue to make my plots as the ship passes by and catch up further down the road. If I am submerged during day, its a now or never deal (unless I feel like risking detection on the surface to get ahead of the target).

Just a thought.

Again, Thanks for all the time you put into this mod!
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Old 05-23-08, 06:41 AM   #8
onelifecrisis
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Quote:
Originally Posted by sabretwo
OLC,

First, thanks for producing one of the greatest mods yet for Sh3! You've created a masterpiece that takes immersion up to the highest level.

After a few nights playing with your new Ubermod 2.3, I have one suggestion...

Can you include some type of ranging tool for use with the observation periscope (maybe similar to the one on the UZO or a variation of the one on the attack periscope)? With the elimination of visible contact updates, I am trying to manually plot the bearing of visual contacts early as they appear and its very difficult to get an accurate distance estimate at long range with the attack periscope owing to its new fixed magnification. By the time I can get several distance/bearing plots made to determine its course, its too late for me to maneuver to a good interception point and finalize my torpedo data with the OLC tools.

If I'm on the surface at night, no big deal. I just continue to make my plots as the ship passes by and catch up further down the road. If I am submerged during day, its a now or never deal (unless I feel like risking detection on the surface to get ahead of the target).

Just a thought.

Again, Thanks for all the time you put into this mod!
This is supposed to be a realism mod. The problems you describe all sound realistic to me.
A few things to know:
1) There were no range-finding tools on the obs-scope IRL.
2) Even if there had been you wouldn't be able to use them to get very accurate ranges at long distances.
3) From the vantage point offered by a scope, the horizon IRL is just a few km away.

If a target/convoy comes -unexpectedly- into view and you submerge to avoid being detected (good thinking) and then try to get a rough fix on it's position using the attack scope (good thinking) and then find you're not in an attacking position and can't get into position before the target has moved on... then welcome to realism. The best thing to do here is wait for it to vanish from sight, surface, and then flank it. You should be able to find it easily, and then you'll be able to position yourself perfectly for the attack.

If the target is moving too fast for you to flank it, bad luck.

HTH
OLC
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Old 05-23-08, 02:20 PM   #9
sabretwo
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Quote:
Originally Posted by onelifecrisis

This is supposed to be a realism mod. The problems you describe all sound realistic to me.
A few things to know:
1) There were no range-finding tools on the obs-scope IRL.
2) Even if there had been you wouldn't be able to use them to get very accurate ranges at long distances.
3) From the vantage point offered by a scope, the horizon IRL is just a few km away.

If a target/convoy comes -unexpectedly- into view and you submerge to avoid being detected (good thinking) and then try to get a rough fix on it's position using the attack scope (good thinking) and then find you're not in an attacking position and can't get into position before the target has moved on... then welcome to realism. The best thing to do here is wait for it to vanish from sight, surface, and then flank it. You should be able to find it easily, and then you'll be able to position yourself perfectly for the attack.

If the target is moving too fast for you to flank it, bad luck.

HTH
OLC
Thanks for the reply. Personally, I like the changes you made to the contact display. I think it increases the realism quite a bit. However, I am surprised that the German U-Boat designers didn't include any type of range finding reticle for the observation periscope...especially given the time it would take in reality to switch from observation periscope to attack periscope. The capability to do so was certainly within the state of the technology.

Oh well, truth be told, my tonnage before was too high for realism anyway. Perhaps more missed opportunities will bring it down a bit more, or at least extend the duration of patrols.

(I'm not quite sure, should I be or ?)
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Old 05-23-08, 02:40 PM   #10
onelifecrisis
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Thanks Px3k good to see you back.

@sabretwo

Maybe they left the range-finder off the observation scope because it was just meant to be used for observation? Maybe it was difficult to engineer a split prism stadimeter into a scope that can rotate in almost every direction? Honestly, I don't know... but anyway... what makes you think they'd have to quickly switch between the scopes IRL?
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Old 05-23-08, 06:44 AM   #11
Schwuppes
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Quote:
Originally Posted by 999-Jay-999
Quote:
Originally Posted by Schwuppes
I use 32xS AA together with 16x Anisotropic Filtering.... kills every single jagged edge, and also eliminates shimmering!

For people with newer ATI cards (ie 2900XT, 3850 or 3870) you should try 24x Edge Detect... sweet as! Also use at least 8x Anisotropic Filtering... this will make distant object and waves look sharper.

Can i ask, do you apply these options in game or force these on through the drivers ?
Hi 999-Jay-999!

You also use a nVidia card? May I ask which one? You need alot of horsepower to run those settings... we're talking a 512MB geForce 8800GT or GTS minimum.... a 9600 GT should also be able to pull it off.

Anyway... the standard nVidia driver control panel will not allow you to set 32xS (which is a MSAA + SSAA hybrid). To enable 32xS you need a program called nHancer, a nifty little tool which allows you to create individual profiles for any game you have.

You can get it here:

http://www.3dcenter.org/3dtools/nhancer
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Last edited by Schwuppes; 05-23-08 at 07:46 AM.
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Old 05-23-08, 06:58 AM   #12
999-Jay-999
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Thanks Schwuppes,

I have an ATI card, but I now have a direction to go for setting up such options.
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Old 05-23-08, 07:02 AM   #13
Schwuppes
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Oh lol... I don't think you can use nHancer for ATi cards... what kind of ATi card do you have?

Only the newer ones will allow 24x "Edge Detect" AA... you can force it through Catalyst Control Center... also make sure you get the latest version of the Catalyst drivers... the current version 8.5 has brought some performance improvemants.

cheers!
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Old 05-23-08, 09:18 AM   #14
Phoenix3000
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Hi OLC!

I've been working away for a couple of weeks, and today I finally had some time to look into SH3 again, and my, you have been busy!

I've just downloaded the new Ubermod 2.3 on a slow link with Filefront (always have problems with that site), and will be installing it later today given time.

Reading through the thread I'm sorry to hear that real-life is being a pain in the a*se right now but trust me, things will work out - just persevere mate. As the saying goes, 'don't let the b*stards get you down!'.

Cheers!
Px3000
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