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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Weps
![]() Join Date: Jul 2006
Location: Panzer barracks, Germany
Posts: 363
Downloads: 82
Uploads: 0
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Holy cow, to me that water is looking the way i always imagined it, i might have to try that out once u release her, im currently using PE/Row. Ur waves and water look much more detailed than what im running with pe so my hat is off to u sir great work.
![]() ![]() Jonesy
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![]() The mother ship,Coolermaster HAF, I7 intel overclock 4ghz, , 6gb mem, 5870 crossfire, soundblaster Xfi titanium , Oh and 52 inch samsung 750 120hz. 7.1 onkyo 1200 wattss system ![]() |
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#2 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
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Looking excellent W_clear.
I'll PM you a testing report later this afternoon. ![]()
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#3 |
Medic
![]() Join Date: May 2006
Location: Near Lake Leman and Geneva, FRANCE
Posts: 162
Downloads: 150
Uploads: 0
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Very impressive work !!!
![]() Congratulation and many thanks I'm impatient to install it and waiting for your new Environment 4.1 Mod. Congratulation, Regards, Jean |
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#4 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
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W_clear, the new Env colors and 8 speed wave files you
sent me look very good! ![]() Also, I think your current fog setting is perfect... please do not change it. This is your light fog, with Wernersobe's Natural Sinking mission.... ![]() ![]() Now, here's the issue I spoke to you in a PM about last week; Notice the ships in the background are barely visible. That's perfect for a light fog. In this pic, they are about 1500 yards away. ![]() ![]() The problem is, the human eye can see them, but the game engine does not. The AI crew do not see them, nor will the periscope lock. The game and AI see the ships at just less than 1200 yards. We could say that my captains eye is simply better than my crew, and I see the ships first, but if we could just change the AI detection distance up to 1500, same as the human visual, it would be better. There is a thread around here somewhere where Ducimus found the AI visual detection setting. Everything is looking great though!
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#5 |
Ensign
![]() Join Date: Apr 2002
Location: Saltcoats, Ayrshire, Scotland
Posts: 233
Downloads: 322
Uploads: 0
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Beautiful screen shots mate, are you going to make a small wave version to stop the sub from riding the rails in very high seas??
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#6 |
Lucky Jack
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Yes, just need to get the AI detection setting on track and all will be good.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#7 |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
Downloads: 39
Uploads: 0
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Those new waves in the first few pics look excellent
![]() There's much more sensation of being in a 3-dimensional world than before |
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#8 | |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
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![]() Quote:
W-Clear, the wave effects are great!
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#9 |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
Downloads: 0
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Excellent wave effects!
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RFB / RSRDC Beta Tester RFB / RSRDC Modding Forum: http://forum.kickinbak.com/index.php RFB Top Post link: http://www.subsim.com/radioroom/showthread.php?t=125529 RFB Loadout: RFB_V1.52_102408: RFB_V1.52_Patch_111608: RSRDC_RFBv15_V396 |
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#10 |
Engineer
![]() Join Date: Jul 2002
Posts: 208
Downloads: 3
Uploads: 0
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Nice work indeed...!
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#11 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
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![]() Quote:
AI visual detection setting is ============Data\cfg\Sim.cfg and Data\Library\AI_Sensors.dat. " environment 4.1 " will strengthen the visual ability of AI, will improve the destroyer deck gun fire to the periscope ability, when the destroyer evades the torpedo, the pace of the destroyers speed will be faster. I have already changed and is over. |
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#12 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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adjust again
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#13 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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Holy @*&% that looks real!
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***THE GENERAL*** |
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#14 |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
Uploads: 0
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Just one word : Brilliant !!
Btw...is it possible to add a sun flair for camera ? |
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#15 | |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
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W-Clear, can you please place thes portions in a second folder so it is not installed automatically with the environment mod.
Quote:
If each of those portions is automatically installed with the environment mod, it will cause trouble for all of us and will confuse the users installing the mods. Otherwise, with your permission, I will need to 1. download the file 2. remove the changes that will conflict with RFB 3. post a link to the compatible version in the RFB thread. Last, when you changed the fr_ratio to 0.8 in the u-boats, did you test EVERYTHING? Changing the fr_ratio creates an error when aiming the deck gun and causes many other problems with the submarines in the game. Many people have tried changing the fr_ratio in the past, and unless you made changes to many other values, there will be other things that will not work correctly.
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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