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Old 08-21-09, 01:46 PM   #451
tomfon
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Hehe... It seems to me that you had quite an experience with that mine on your last patrol.
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Old 08-21-09, 01:48 PM   #452
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Hehe... It seems to me that you had quite an experience with that mine on your last patrol.
I had some experience with them before this one too. Without LRT and they were all deadly.
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Old 08-21-09, 02:19 PM   #453
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Well trusting my beliefs I will switch to option 3 now which has no LRT. At least untill it will be tweaked to simulate H.I. damages correctly. Want to stay as close to realism as possible though..
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Old 08-21-09, 03:27 PM   #454
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Tweaking LRT might be... tricky. On the other hand, it might be easier to mess with the files which control the behaviour of the mines. A few adjustments for the LRT should be possible though i can't tell for sure. I have to check.
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Last edited by tomfon; 08-21-09 at 03:55 PM.
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Old 08-21-09, 06:25 PM   #455
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it could also be possible to use only LRT Lite functionality which does not change the submarines .zon-files and so only raises repair times without changing the submarines damage model....
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Old 08-22-09, 12:12 AM   #456
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it could also be possible to use only LRT Lite functionality which does not change the submarines .zon-files and so only raises repair times without changing the submarines damage model....
Looks like a good idea, so can anyone do that ?
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Old 08-22-09, 08:46 AM   #457
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you can easily do it yourself:

1) Disable OLC Gold.

2) Go into the MODS directory and make a copy (inclusive subfolders) of the original mod
"OLC Gold MkII ~ Option x ~ Envxxx with LRT"

3) Rename the copy to
"OLC Gold MkII ~ Option x ~ Envxxx with LRT Lite".

4) Then go into /data/Submarine folder of the copy and remove ALL .zon-files in the Subfolders.

5) Enable the new Mod "OLC Gold MkII ~ Option x ~ Envxxx with LRT Lite".

That's all. Sh3 now uses the original .zon-files of GWX instead of these from LRT.
I also prefer not to use the .zon files from LRT.

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Old 08-23-09, 05:34 AM   #458
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Thanks a lot, will do.
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Old 08-23-09, 10:38 AM   #459
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That worked.. At least nearly completely. Thanks!
I just didn't get the tails back to icons. Someone know what to edit that I get them back as well?
What values dis you put in?
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Old 08-25-09, 02:34 AM   #460
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Spotted a graphical issue when observing smokes coming from a damaged ship in a distance.

I spotted a convoy, unfortunetlly I was short in torps only with two left at stern. I took an aim at 09 Tanker and fired one at it, after I fired I noticed that convoy is changing course but luckily I managed to hit Granville in the way. The bloody granvilles ain't sinking from one torp as ussuall for me

So it strated spliting black smoke up in the air. I kept monitoring whether she will sink or not, but she kept going, badly listed to port and managed to keep up the speed of the convoy Visibility was good so I continued monitoring her smokes high in the horizon, when suddently smokes started to flicker before vanishing. I assume this happened because even smoke has reached it's visibility limit ? However I was waiting for a nice fade out of the smokes.. Well it is small thing of course, but still looks weird
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Old 08-25-09, 02:29 PM   #461
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Originally Posted by Contact View Post
Spotted a graphical issue when observing smokes coming from a damaged ship in a distance.

I spotted a convoy, unfortunetlly I was short in torps only with two left at stern. I took an aim at 09 Tanker and fired one at it, after I fired I noticed that convoy is changing course but luckily I managed to hit Granville in the way. The bloody granvilles ain't sinking from one torp as ussuall for me

So it strated spliting black smoke up in the air. I kept monitoring whether she will sink or not, but she kept going, badly listed to port and managed to keep up the speed of the convoy Visibility was good so I continued monitoring her smokes high in the horizon, when suddently smokes started to flicker before vanishing. I assume this happened because even smoke has reached it's visibility limit ? However I was waiting for a nice fade out of the smokes.. Well it is small thing of course, but still looks weird
I assume this happened at sunrise/sunset.

At sunrise/sunset, when looking (more or less) in the direction of the sun, the effect you describe can happen. It bothers me too, but there's not much that can be done about it (and what could be done would make the game look very bad IMO).

All objects "vanish" in SH3; in order to give the appearance of fading-out, the engine gradually changes their colour to match the fog/haze colour as they get further away (based on various parameters in the environment files which I've already tweaked so that the "fading" is complete before the object vanishes). The problem with sunrise/sunset is that the sky colour is very different at the "front" (near the sun) than it is at the "back" (away from the sun) but the fog/haze colour is the same for both front and back (SH3 limitation) so I can only match the haze colour to one or the other (and I matched it to the back). Make sense?
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Old 08-26-09, 02:25 AM   #462
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Originally Posted by onelifecrisis View Post
I assume this happened at sunrise/sunset.

At sunrise/sunset, when looking (more or less) in the direction of the sun, the effect you describe can happen. It bothers me too, but there's not much that can be done about it (and what could be done would make the game look very bad IMO).

All objects "vanish" in SH3; in order to give the appearance of fading-out, the engine gradually changes their colour to match the fog/haze colour as they get further away (based on various parameters in the environment files which I've already tweaked so that the "fading" is complete before the object vanishes). The problem with sunrise/sunset is that the sky colour is very different at the "front" (near the sun) than it is at the "back" (away from the sun) but the fog/haze colour is the same for both front and back (SH3 limitation) so I can only match the haze colour to one or the other (and I matched it to the back). Make sense?
Ummm.. I wouldn't tie this up to the time of the day I think. If I remember correctly I got the encounter with the convoy around midday Can't reproduce the time in my memory sorry, but it surely was a bright blue day.

I understand that the object - a ship will firstly fade out in horizon and then vanish somewhere out there, but smokes from damage they have different or most probably bigger fading-out, vanishing values since we can see them from much grater distance then the ship itself ?
Well from all I can imagine things work like this: Ship reaches the vanishing point and drags the smokes from damage with him, but in this case smoke are still visible so we can see how would a ship vanish outside vanishing point but in smoke shape ?

So in short I think: we can see damage smokes flickering in the horizon because smoke is tied up with the ship and when the ship reaches vanishing point it takes his smokes with him so to say And this flickering of smokes is like mirror image of the ship which is not fading out but already vanishing.
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Old 08-26-09, 01:16 PM   #463
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Quote:
Originally Posted by Contact View Post
Ummm.. I wouldn't tie this up to the time of the day I think. If I remember correctly I got the encounter with the convoy around midday Can't reproduce the time in my memory sorry, but it surely was a bright blue day.

I understand that the object - a ship will firstly fade out in horizon and then vanish somewhere out there, but smokes from damage they have different or most probably bigger fading-out, vanishing values since we can see them from much grater distance then the ship itself ?
Smokes do have some different fading parameters but one of the things I've done in OLCG2 is fix them all. Are you using some other smoke mod?

Quote:
Originally Posted by Contact View Post
Well from all I can imagine things work like this: Ship reaches the vanishing point and drags the smokes from damage with him, but in this case smoke are still visible so we can see how would a ship vanish outside vanishing point but in smoke shape ?

So in short I think: we can see damage smokes flickering in the horizon because smoke is tied up with the ship and when the ship reaches vanishing point it takes his smokes with him so to say And this flickering of smokes is like mirror image of the ship which is not fading out but already vanishing.
I'm not really following all that...
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Old 08-27-09, 01:55 AM   #464
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Smokes do have some different fading parameters but one of the things I've done in OLCG2 is fix them all. Are you using some other smoke mod?
No, I'm not using any smoke mod..

Nevermind, actually I just wanted to let you know what I saw about smoke..
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Old 08-27-09, 06:22 PM   #465
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i know this mod contains the LRT mod but does it also contain the depth charge shake mod that LRT had?
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