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Old 04-29-13, 09:37 AM   #286
volodya61
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Originally Posted by Silent Steel View Post
Вас понял!
Спасибо

Alla de bästa
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Old 04-29-13, 11:05 AM   #287
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Hey guys,

So i tried installing the Mods the other way as per Silent Steel and still no
luck. I then removed all Mods and just installed Dynamic Env Main Mod and got the same strange color have a look....

Just the Dynamic Env Main Mod





I then added DynEnv v2.9 - 3.b Enhanced Visibility (high) and it got rid of the milky grey




However this is what i get when looking under water in free view






Here is under water with no mods installed





All other mods run fine when installed but not this one, O yeah guys just to let you know i then tried to install "Real Environment - Revision_3" on its own as an alternative but i still get the same milky grey sea

I will now give you my PC specs

Windows 7 64 bit premium
i5 2500k Oc'ed to 4.2Ghz
8 GB DDR3 Ripjaw Ram
EVGA GTX 570 SC (Driver 314.22 latest WHQL)
1TB WD Harddrive
Corsair 650W PSU

I have never had any issues in any other game i play.

Thanks for your help guys, if anyone has any more input the would be great

Last edited by Delta Wolf; 04-30-13 at 06:28 AM.
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Old 04-29-13, 11:21 AM   #288
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I'm slowly beginning to suspect a corrupted JSGME install, don't be alarmed.
In case you'd like to check this -
follow these steps (Credit goes to Webster who put this instruction together)

Step 1
Deactivate all your game mods with JSGME

Step 2
Move the "MODS" folder found in your games main directory folder
to your desktop so it is no longer there (or just delete it if you don't need the mod files there)

Step 3
Run JSGME in order to create a brand new "MODS" folder in your games main directory folder

Step 4
Replace your mods in JSGME by opening the "MODS" folder you moved to your desktop and copy the mod folders one at a time in the desktop's "MODS" folder and paste them into the new "MODS" folder you just created in your games main directory folder

Don't move the whole desktop's 'MODS' folder - just the mods - or you will move the corrupted backup files too.

Moving the mod folders one by one avoids any chance of moving the corrupted "hidden" backup files along with them.


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Old 04-29-13, 11:33 AM   #289
Delta Wolf
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Quote:
Originally Posted by Silent Steel View Post
I'm slowly beginning to suspect a corrupted JSGME install, don't be alarmed.
In case you'd like to check this -
follow these steps (Credit goes to Webster who put this instruction together)

Step 1
Deactivate all your game mods with JSGME

Step 2
Move the "MODS" folder found in your games main directory folder
to your desktop so it is no longer there (or just delete it if you don't need the mod files there)

Step 3
Run JSGME in order to create a brand new "MODS" folder in your games main directory folder

Step 4
Replace your mods in JSGME by opening the "MODS" folder you moved to your desktop and copy the mod folders one at a time in the desktop's "MODS" folder and paste them into the new "MODS" folder you just created in your games main directory folder

Don't move the whole desktop's 'MODS' folder - just the mods - or you will move the corrupted backup files too.

Moving the mod folders one by one avoids any chance of moving the corrupted "hidden" backup files along with them.


Thanks Silent Steel i will give this a go, fingers crossed
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Old 04-29-13, 11:34 AM   #290
volodya61
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Quote:
Originally Posted by TiberiusXIV View Post
8 GB DDR3 Ripjaw Ram
EVGA GTX 570 SC (Driver 314.22 latest WHQL)
You can try the way suggested by Silent or -
Have you tried to use previous driver? nVidia drivers .. sometimes last is not the best
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Old 04-29-13, 11:40 AM   #291
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Quote:
Originally Posted by volodya61 View Post
You can try the way suggested by Silent or -
Have you tried to use previous driver? nVidia drivers .. sometimes last is not the best
Hey Volodya,

Thanks for the reply, I will try the older driver also.
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Old 04-29-13, 12:37 PM   #292
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Quote:
Originally Posted by TiberiusXIV View Post
Hey Volodya,

Thanks for the reply, I will try the older driver also.
I'm still using 295.73 because the newest drivers don't work properly with SH5.. at least with my card..
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Old 04-29-13, 12:42 PM   #293
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Ok Guys so tried Silent Steels fix and no luck still the same.
I then rolled back to Nvidia 314.07 driver and still no luck.

Shame because this looks such an awesome mod.

If you guys have any more suggestions id be happy to hear them

Thanks again

Edit: just saw your post Volodya, think i'll try the 295.73 Driver
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Old 04-29-13, 01:09 PM   #294
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Hey Guys,

So i rolled back to 295.73 and still no luck, really weird as the under water is fine with out the mod So i don't know
if it is a driver issue? it would take ages to go back trough the old drivers to see what works.

Any more suggestions ?

Thanks all
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Old 04-29-13, 01:09 PM   #295
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Quote:
Originally Posted by TiberiusXIV View Post
So i tried installing the Mods the other way as per Silent Steel and still no
luck. I then removed all Mods and just installed Dynamic Env Main Mod and got the same strange color have a look

....

I then added DynEnv v2.9 - 3.b Enhanced Visibility (high) and it got rid of the milky grey...
Looks like a problem with fog distances. For some reason your gfx card doesn't handle them as supposed. Enhanced Visibility (high) submod might obviate the problem by reducing overall fog

Quote:
Originally Posted by TiberiusXIV View Post
...However this is what i get when looking under water in free view
Delete Enhanced Visibility (high)'s data/Misc/impurity.dds before enabling it, or enable DynEnv v2.9 - No Underwater Impurity Patch after it
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Old 04-29-13, 01:58 PM   #296
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Quote:
Originally Posted by gap View Post
Looks like a problem with fog distances. For some reason your gfx card doesn't handle them as supposed. Enhanced Visibility (high) submod might obviate the problem by reducing overall fog



Delete Enhanced Visibility (high)'s data/Misc/impurity.dds before enabling it, or enable DynEnv v2.9 - No Underwater Impurity Patch after it
Thanks gap, all is now running well and looking so sweet





Thanks to everyone for the help, you guys rock.
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Old 04-29-13, 02:09 PM   #297
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Quote:
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Thanks gap, all is now running well and looking so sweet
...
Thanks to everyone for the help, you guys rock.
Glad you sorted out your issue
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Old 04-29-13, 03:38 PM   #298
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Just a little head up Gap;

One thing i noticed with your wave mod (gale) on my PC, comparing to vanilla waves, is the kind of "jelly" effect on top waves sometimes...
I adjusted the sea speed for each kind of waves, accelerating them a bit, and now waves are mouving a more natural way in my opinion, and the "jelly" effect is gone!

Other little issue i noticed: when in fog (medium and heavy mainly) my officer can identify the target even though i don't see it at all...and i can also lock it without seeing it (cheating with New UIs TAI map course buttons appearing when periscope "hit" something i don't see)

Last edited by Fifi; 04-29-13 at 04:01 PM.
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Old 04-29-13, 04:36 PM   #299
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Quote:
Originally Posted by TiberiusXIV View Post
Thanks gap, all is now running well and looking so sweet

...

Thanks to everyone for the help, you guys rock.


Quote:
Originally Posted by Fifi View Post
One thing i noticed with your wave mod (gale) on my PC, comparing to vanilla waves, is the kind of "jelly" effect on top waves sometimes...
I adjusted the sea speed for each kind of waves, accelerating them a bit, and now waves are mouving a more natural way in my opinion, and the "jelly" effect is gone!
Yes, better and more realistic wave settings are in my and Volodya's todo list

Quote:
Originally Posted by Fifi View Post
Other little issue i noticed: when in fog (medium and heavy mainly) my officer can identify the target even though i don't see it at all...and i can also lock it without seeing it (cheating with New UIs TAI map course buttons appearing when periscope "hit" something i don't see)
Matching human and AI visual detection distances under various conditions is a nightmare

Moreover, XO can identify locked targets with extraordinary precision, no matter how dark or foggy is outside, or how small is the target on the horizon. This last issue would require a special automatic target-recognition script, and should be addressed by UI modders
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Old 04-29-13, 04:51 PM   #300
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Quote:
Originally Posted by gap View Post
Matching human and AI visual detection distances under various conditions is a nightmare
I can easily imagine! You modders made already a stunning HUGE job adjusting those numerous files! So many settings interact each other...it's a real ant job
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