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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#316 |
Navy Dude
![]() Join Date: Mar 2008
Posts: 177
Downloads: 20
Uploads: 0
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Holy **** this really is amazing!
![]() I hope you find a way to see the torps running from above the surface. That would be awesome. |
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#317 |
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
Uploads: 0
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Wow...
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#318 | ||
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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![]() I am making some more adjustments to the mod after the new shader have arrived to match Nisgeis work on the shader, so the beta testing should start sometime next week. Last edited by kriller2; 08-29-08 at 07:43 AM. |
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#319 |
Navy Dude
![]() Join Date: Mar 2008
Posts: 177
Downloads: 20
Uploads: 0
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So if no serious problems occur we may see it for download in two weeks? – Sweet!
Can't wait! |
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#320 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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The large explosion stock special effect seems to be getting a bad press at the moment, but is there something that you think should be changed?
Previous things that have been complained about have been changed, for example the deck gun impact effect was re-done, so was the depth charge effect. No one seemed to notice the depth charge change, even though it is quite different, so perhaps that wasn't altered enough? Anyway, you have your say, what special effects (think smoke/fire and explosions) would you like to see done differently? So, have your say... oil fire effect looks like Marge Simpson's hair? Depth charge a bit weedy? Explosions too violent? Cavitation effects too cartoony? Flak gun explosions have no smoke and vanish too fast? Tell us and we (possibly) will change it to something (that may or may not be) better. Remember that I used to play text adventures and that was all the graphics that I needed, so I'm relying on you to tell us what needs to be improved.
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#321 | |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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#322 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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What's the killer bit? There are different draw distances in the various files, what is it you think we should have looked at? ![]()
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#323 |
Mr. Bad Wolf
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Regarding the harbours, which I don't know is related to PE, but I suppose so.
Some of the buildings on the docks in Europe (I haven't noticed this with Far East ports, since it's a while since I last played there) dissapears, when turning and zooming in/out with the camera both seen from bridge and free move.
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#324 |
Chief
![]() Join Date: Jan 2008
Posts: 320
Downloads: 81
Uploads: 0
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Nisgeis, i think all you mentionned should be looked at!
Importance giving to the Flak and cavitation first i think.
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#325 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
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I've been meaning to ask, are the lifeboats in the game suppose to be empty most of the time? Could they have some more people placed in them? I just find it odd to sink a large ship and a bunch of the lifeboats be totally empty. I can understand a small ship where the crew may not have enough time and all, but a large ship should have some people in the boats. I suppose it is a general setting, though, that regulates the number of people in the lifeboats? Here is how I have PE3 installed if that matters:
#1 PE3 Install #2a PE3 Special effects for Stock #3a PE3 Submarine bubles and caustics and roll pitch #4 PE3 Ship_debris_SH4_with bodies #5 PE3 real reflections for harbour and objects |
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#326 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#327 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Also, don't know if it's anything you can change, but the animated ship crew isn't rendered until one is very, very, very close to the ship. It results in odd things like seeing flak guns rotating and firing without any crewmen on them.
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#328 |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
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Feedback: New bow wave issue.
While working on the IXD2 dive times, I noticed the bow wave was still being rendered even though the boat was at >30ft.
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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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#329 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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thanks for reporting swdw
![]() @Nisgeis check your Pm ![]() Last edited by kriller2; 09-01-08 at 01:08 PM. |
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#330 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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Hi all,
Here you can see a preview of PE4's new sunsets: This one is dedicated to you swdw, because of the help on getting the colours right ![]() I will try to upload some more videos later, btw the colour may seem a little odd (the storm is more grey and the sunset is more yellow in sh4), but that's because of the change I did with the shaders, it looks good in realtime. Last edited by kriller2; 09-01-08 at 02:45 PM. |
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