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Old 10-02-06, 06:45 PM   #1
Kpt. Lehmann
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Quote:
Originally Posted by lurker_hlb3
Quote:
Originally Posted by Kpt. Lehmann
Okay, after much report reading... I couldn't keep this to myself any longer...

We did it... we have successfully driven a STAKE through the heart of the "Vampire Night Vision Bug" inherent in SH3... to such a degree that has not yet been discussed here in the last year to the best of my knowledge... without having other unintended side-effects.

There will be NO night vision bug allowing AI crew to see un-realistically far at night in GWX.

Using our current files... No ship has yet been spotted at night by surfaced player AI U-boat crew beyond 4500 meters!!!

Daytime visibility also remains commensurate with far more realistic results... though for the time being we are going to keep that part under our hats as this is all sensors related.

Meanwhile... back to the workshop.
Can you go into detail into which files you changed to correct this problem ?
We may do so after the release of GWX.
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Old 10-02-06, 07:28 PM   #2
Razman23
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So whats the status on the 'oranges and grass skirt' mod?

Any chance on that being included in the next release?


BTW, I started a career with the 11th Flot using your GW mod and on the second patrol, I ran into a British task force. There were about four DDs, three Didos, and one fat carrier. I shot four eels at that damn flat top. One was a premmo and blew short. Two hit admidships and the fourth barely passed behind the rudder. I knew I needed more holes in that big boat to sink it so I fired a G7es from my stern tube. I was thinking I could take out a couple of propellers on that carrier to stop it and then sink it later after I reloaded my tubes. Then that stupid DD came steaming in full bore looking for me and it ate that fish! I ended up on the bottom of the ocean for over two hours getting depth charged while my badly listing 23k ton prize and flaming DD slowly sailed away.
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Last edited by Razman23; 10-02-06 at 07:32 PM.
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