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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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Redwine:
There is certainly no need to say sorry ![]() |
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#17 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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Redwine:
Yihaaaaaaaa! ![]() ![]() |
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#18 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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![]() The secret is to maintain the scene.dat and the enviromental and sky colours files all toghether..... do not blend them from diferent mods... ![]() |
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#19 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
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Yes, I am very satisfied
![]() After I got the .scene files it all worked, and I guess that solves a lot of the questions there have been concerning what that affect the night environment, both the .env and .scene files |
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#20 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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Any way, in stormy nights, it is too dark, the clouds has a hard effect over the night visibility, i need time to make test with new clouds textures, with non too dense clouds.
When you have a clar sky, the nights are very clear too, with an excellent night visibility. |
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#21 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
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@Redwine:
:hmm: Yes, but isn't that how it's supposed to be? I mean, visibility should drop with bad weather. I have not tried a real storm yet with these new files, but in calm and normal weather it's perfect. |
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#22 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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The files works so good in clear nights and in partially cloudy nights, and as in real life, in stormy nights it is so dark. ![]() ![]() |
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#23 | |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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![]() ![]() By the way, since I have one of the top notch "SHIII technicians" here, I have a couple of more qustions that yoou might be able to answer for me. The first one is regarding the LND. layer files for the campaign. As far as I understand it is possible to alter this with the mission editor. If I dock at a harbour during a patrol and then alter for example the position of a U-tanker or add one more or alter with the bases etc., these kind of things, would this then cause a game crash or destroy any of the other units' waypoints and behaviour when I start the game up again? The second one is U-boat availability dates. It annoyes me, in my game they are way off, what files determine the availability dates? And my type VIIC/41 and VIIC/42 seem to have gone missing. Sorry for all of the questions, but I am an amateur when it comes to this modding ![]() |
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#24 | |||
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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Quote:
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![]() Sorry if i cant help you with these questions, may be you must to ask the campaign modders..... |
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#25 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Moving a utanker is no problem in Mission ed - as they are usually in the middle of the Atlantic they are pretty much isolated You can add another one ok too How do you mean alter with the bases ? Waypoints are more difficult to deal with If you are moving units in tight areas such as Harbours it can lead to problems If you open up the RND or SCR in mission ed you can see the other units waypoints Out at sea its not a problem so much as the timings\dates maybe different |
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#26 |
Ace of the deep .
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I have noticed that with my Sobers 3D waves mod stormy nights are not as dark anymore with NYGM 2.2 .
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#27 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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#28 | ||
Ace of the deep .
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#29 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
Downloads: 204
Uploads: 0
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I use markimov´s light night mod with a bit of gamma correction , with 1, 47 of gamma value its perfect for my setup , cloudy nights are darker than clear nights.
also i use a red or blue bulb in my room that makes easy see the dark screen
__________________
But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
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#30 | ||
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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![]() Quote:
Finally i obtain a good night visivility without to increase gamma and loss colour intensity. Quote:
![]() No te puedo creer Hartmann ! en serio usas una luz roja en la habitacion ? ![]() |
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