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Old 02-05-22, 12:37 PM   #3
Nisgeis
Ocean Warrior
 
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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Quote:
Originally Posted by Bubblehead1980 View Post
One thing that annoys me and has for a long time in TMO, and I have no clue how to correct, is to make the sub models "solid" again. I really dislike the transparent models , while the clang does happen, the charge floats down through the sub model so it looks silly. When on the bridge and need to look aft, you can just turn to bearing and go into binocular view, see right through the superstructure lol. I hate it, realism and immersion killer. How to fix this?
For the depth charge, not sure, but it probably means that the depth charge model doesn't have a collider on it, so the game doesn't check to see if there has been a collision with depth charges. Probably needs the same controller that makes the spy rowboat go clang if they hit the sub.

For the Binocular view, there's two things. One is the Frustum draw distance which is set on the cameras.dat file under ClipDistance. Compare the Conning Deck view with the Binocular view and one is 0.1 and the other 4m. This means that anything closer than 10cm does not get rendered on the normal bridge view, or closer than 4m does not get rendered in the binocular view.

There's also a HideObj controller on the crewman standing next to you, which prevents anything under that node from being rendered when you are in that particular camera view.
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