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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Engineer
![]() Join Date: Apr 2005
Posts: 206
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#62 | |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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#63 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
Downloads: 204
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ah ok
thanks for the advice ![]() |
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#64 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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If you do not know how to do it, I can whip one out quick for yeah, if it is OK with Berry. Berrywater144_Clear
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#65 | |
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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#66 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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I did not know that was all that was changed to the scene.dat in Rub 1.43.
That would be the most easiest, just plainly not install it then. ![]() I guess I was thinking of the scene.dat from the Visibility Mod. I believe he must want to watch the torpedo event camera or something. Then that would not be 100% realism, but more cinematic than in reality. |
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#67 |
Medic
![]() Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
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I might be having a problem with the BeeryWater 1.44 night sky mod...
The night sky is very good.. twinkle-twinkle little star... But, I'm not seeing very any clouds during the night or day... and I have a very good cloud mod installed... Right now, I'm in a 10 m/s wind, crystal clear skies... with lightning and thunder... ![]() I don't remember it being like this before the BeeryWater night sky... very strange weather... Ok, probably figured it out... I'm using the Increased Visibility mod.. it has it's own SkyColor files.. apparently, Beery's Skycolor files aren't compatible with the Visibility mod Skycolor files... Going to revert back and see what happens to the strange weather... Cordialement, Duke of Earl
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U-627.... das \'Wabo-Magnet\' |
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#68 |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 276
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Hi Duke,
try that one, i did merge the new textures from beery´s water mod 1.44 with the .dat file from visibility mod. http://rapidshare.de/files/4635080/V...tible.rar.html |
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#69 | |
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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![]() Quote:
__________________
"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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#70 |
Engineer
![]() Join Date: Apr 2005
Posts: 206
Downloads: 0
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Hi Beery!
Thanks for that great new night skies in the game! Adjusted my Brightness and now it works fantastic! Only one question! In ur Mod there is a Scene.dat File, but i can`t use anymore the Bigwaves Mod because i use the Scene.dat file from ur WaterMod. Any chances to get both work? Or could u make a version with included BigWaves 1,5? What does ur Scene.dat file do? Have i to use it for ur WaterMod 1.44? Thank`s a lot for support! Sale |
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#71 |
Engineer
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Posts: 206
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#72 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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You simply edit the four values for wave states in the scene.dat.
Look at the Big Wave mod and see the difference between that and stock. Using an editor, you can see the text for it. It was for certain wind speeds of 0, 3, 7, 10. Do not remember but you can see it easy in the dat file. |
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#73 |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
Uploads: 0
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I'll be including the 1.5 big wave mod in Improved U-Boat along with the visibility mod and some other tweak I can't remember. Oh yeah - resized moon.
If it helps.. |
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#74 | |
Engineer
![]() Join Date: Apr 2005
Posts: 206
Downloads: 0
Uploads: 0
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![]() Simply is good, have no idea of Hexedits.... tried once but it was not working.... Shame on me, no ideas of editing hexvalues ![]() So, will have to wait until somebody makes a version of this Mod both included.... Das ist kein Weltuntergang ![]() Greetings Sale |
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#75 |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
Uploads: 0
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Hex editing is surprisingly easy once you realise what you're looking for and have a good hex editor (like 010 Editor).
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