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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 | ||
Seaman
![]() Join Date: Jun 2005
Location: Madrid, Spain
Posts: 31
Downloads: 36
Uploads: 0
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I just saw it on your SP post. I first checked your main TMO post's general information and FAQ and, honestly, I did not see anything on the environmental mod. Sorry about that. Downloading now. Thanks again. Outstanding job, as always! Last edited by juanchez; 03-22-08 at 04:56 PM. |
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#92 | |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Tulsa, OK
Posts: 1,016
Downloads: 0
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MJS USS Batfish Volunteer/Reenactor www.ss310.com www.ussbatfish.com Communism killed over 100M people and all that I got was this lousy signature.* *http://www.hawaii.edu/powerkills/COM.ART.HTM |
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#93 | |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
Uploads: 0
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#94 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
Uploads: 0
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On another note, I really love this work, as well as Krillers equally. There are a few things I wish I could merge the two mods together.
I love W_Clears underwater scene. The new colors, the heavier floaties; really feels "oceanish". But in a storm condition, W_clear has reduced the whitecaps/foam. So in 15 meter winds, the waves have too little foam to cover up the highly reflective surface, so the sea returns to that 'shiny mercury' look. Personally, I'm going to take the seafoam files from Krillers PE and place them into W_clears, to restore the whitecaps snd cover the shiny water in storm conditions. Both mods are great. A little personal 'combining to taste' works well. ![]()
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#95 |
XO
![]() Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
Uploads: 7
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I'm thinking that maybe an adjustment needs to be made to the visual fog factor in Data/Cfg/Sensors....
Perhaps lowering the number slightly would allow the crew to see through the fog, (as it's rendered in this mod), a little better and bring crew visual detection in line with what the player can see. Cheers |
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#96 |
A-ganger
![]() Join Date: Apr 2005
Posts: 76
Downloads: 40
Uploads: 0
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Very Nice.
Good Work mate.
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Dragon Uss_Nogard_SS56 "Thanks to Ubi Soft and the Silent Hunter Wolves of the Pacific Team, and all the modders from around the world." ![]() |
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#97 | |
Commodore
![]() Join Date: Oct 2007
Location: Las Vegas, Nevada
Posts: 624
Downloads: 6
Uploads: 0
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There used to be a specific Improved Sea Foam MOD floating around, but it can't be found anywhere now and I no longer have it.
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#98 |
Ace of the deep .
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#99 |
Gunner
![]() Join Date: Mar 2007
Location: Suffolk, UK
Posts: 96
Downloads: 6
Uploads: 0
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W_clear, just a quick post to say thanks for the info about modifying the lightshaft files to cure the problem I was having with the 'Northern Lights' at nightime.
It's now looking good and the underwater lightshafts are still in tact. ![]() WB. |
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#100 | |
Commodore
![]() Join Date: Oct 2007
Location: Las Vegas, Nevada
Posts: 624
Downloads: 6
Uploads: 0
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#101 |
Machinist's Mate
![]() Join Date: Jan 2008
Posts: 126
Downloads: 14
Uploads: 0
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I think combining the aspects you prefer from both W_clear's and krillers enviornmental mods is the way to go. They both are masters at combining light and color, just need to season to taste a few aspects to make your own version...... Now if only I knew how to do the above lol.
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#102 |
Medic
![]() Join Date: May 2007
Posts: 160
Downloads: 3
Uploads: 0
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Very nice work from what i see in the pics, but will this work well with v1.4, ive seen it said it should work, but can it be confrimed to work?
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#103 |
Lucky Jack
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It will work with 1.4
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#104 |
Medic
![]() Join Date: May 2007
Posts: 160
Downloads: 3
Uploads: 0
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Thanks for the quick reply, i will definatly try it out now.
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#105 |
Weps
![]() Join Date: Apr 2005
Location: Illinois
Posts: 366
Downloads: 176
Uploads: 5
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Impressive!
I am using PE now but it sounds like this is as good and less taxing on the video card. Just what I need.
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