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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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CCIP: All that was changed with Skycolors is the 3D model was made larger in size to fit the bigger world.
You can still make changes to actual color reflection etc as much as you wish. ASFAIK looking at the file and comparing it to stock the last few days. Observor: As for precise range and max range, the crew still spots exact contacts at maximum distance. Berry: I hope someone can figure out why the light modifiers are not being used in the sensors.cfg files. Or figure out a work around. It is not good to see the same distance at night as in the day. But FOG distances works OK it seems so far. |
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#2 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#3 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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I've been looking at the skycolors files, and although there are definitely some changes that have been made (a comparison of the files made with a hex editor shows differences between the modded files and the originals), I'm finding it hard to see any real perceptible difference in terms of colour or shade (the files contain only two *.tga files, so they are graphical in nature). Their size has not changed either, so I'm a bit stumped as to where the changes lie, or what the changes do.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#4 | |
Sailor man
![]() Join Date: Jul 2002
Location: Alicante - Spain
Posts: 48
Downloads: 0
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![]() I was disappointed when I saw the 8 km default limitation. And I don't know why the devs put that fog that fades the ocean at about 2 km, making the water awful at those distances (just a colored plane ![]() About the skycolor files, the only item changed is the sky 3d hemi-sphere. In the three files it is from address 111 (decimal) to 5402. No more changed, so you can copy that entire block. |
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#5 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
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the more people are lookin into this sim the more cracks are showing.
why oh why would the devs have visual ranges at day and night the same? plus the radar issues |
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#6 |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
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Not to mention that save game bug where scripted ships lose their waypoint information after a load, making things like harbour traffic etc **** up? Nasty.
The only way I can see around the above bugs of the night/day thing not working would be for someone to write a program in the background that dynamically monitors and changes the values held by SH3 when running. A program for Morrowind (TES Optimiser) did something like this for lots of settings. |
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#7 |
Torpedoman
![]() Join Date: Mar 2005
Location: Atlanta,GA
Posts: 120
Downloads: 16
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Wow! great work guys....
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#8 | ||
Grey Wolf
![]() Join Date: Apr 2005
Posts: 798
Downloads: 3
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#9 |
Medic
![]() Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
Downloads: 0
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@Manuel or Jungman... what changes, if any, were made to the Camera.dat file?....
Right now, I am using CCIP's unlocked Camera mod (the Kaleun version)... is this the same Camera.dat file that is being used in this mod? @CCIP.... any progress on updating your Camera.dat mod (Kaleun version) to unlock the Camera in the 'Periscope Seat' station? Cordialement, Duke of Earl
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U-627.... das \'Wabo-Magnet\' |
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#10 |
Watch
![]() Join Date: Apr 2005
Location: Indianapolis, IN USA
Posts: 20
Downloads: 0
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Do we need to download jungman's sensors mod separately or is it included in this mod?
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#11 | |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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The changes are only to the size of the sky so it fits the bigger world.
Any color changes are there to be made. Compare the files. Only the size of the sky was made bigger to see. It will fit all RUB new color. Quote:
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#12 | |
Navy Seal
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#13 | |
Samurai Navy
![]() Join Date: Mar 2002
Posts: 580
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It could be any number of things from a fatal flaw to system requirements. Perhaps it's too FPS intensive for older machines. Who knows. I just hope the 8km limit isn't due to a fatal game engine flaw, or all of this work will be for not. And yet 8km seems like a hell of a way to cripple a subsim's game engine without a good reason. It's clear why the free cam high is limited like it was, though. The game looks like crap if you go much above the original limit. From several km up the water looks boring and repetitive.
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#14 |
Navy Seal
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Well there IS a drop in FPS, and you know how people get all "omg, FPS sucks=bad game"
![]() Personally, I can sacrifice 30% of my FPS for having ~250% more visibility :hmm: I guess that's not the way the Devs saw it though... |
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#15 | |
Samurai Navy
![]() Join Date: Mar 2002
Posts: 580
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Who knows. It's a shame no one can share with us why they made the decision they did to cripple Mark One in the game.
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X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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