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Old 04-26-09, 06:42 AM   #46
DarkFish
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Originally Posted by Hitman View Post
Really?

but is that in the atlantic? look at this picture I made last summer just off the Dutch coast

of course, this is the north sea, not the atlantic, but note there's no reflection or refraction whatsoever. And this is a pretty calm sea on a sunny day.
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Old 04-26-09, 07:08 AM   #47
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Originally Posted by DarkFish View Post
but is that in the atlantic? look at this picture I made last summer just off the Dutch coast
[photo removed]
of course, this is the north sea, not the atlantic, but note there's no reflection or refraction whatsoever. And this is a pretty calm sea on a sunny day.
Hi!

It is generally not possible to perceive objects beneath the surface of the ocean except in conditions where the waters are particularly clear, and when the sunlight and viewing angles are favorable.

The picture of USS Chicago that Hitman posted illustrates that it is possible under certain circumstances to see down into the water; however, the fact that it is a highly unusual photo also makes it "the exception that proves the rule."

I think it would be possible to modify the source code to change the visibility of submerged game objects based on water clarity, sun angle, and viewing angle, but I should think that would be a real drain on CPU resources best utilized to maintain high frame rates. Until then, I think you will just have to pick what you want to see all of the time and go with that, knowing that real-world exceptions exist.

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Old 04-26-09, 10:54 AM   #48
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Water streams Diesel exhaust

Hello
Water Streams, Diesel smoke, for Uboats SH4 1.5.
VIIB, VIIC, IXB, IXC.
Gredits to Rubini, Ducimus, lurker_hlb3, RFB team. Skwas.
Install with jsgme after OM700.
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FF D/L link http://files.filefront.com/UbootWStr.../fileinfo.html
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Old 04-26-09, 11:21 AM   #49
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Hello
You need S3D tool, open sub dat file, like "NSS_Uboat9a.dat", next open
WaterReflection, you see:
Reflection = 1
Refraction = 1
Change Refraction = 1 to Refraction = 0 and now there is no underwater
sub hull refraction, you need to do same thing to sub turm also,
for "NSS_Uboat9a.dat" it is "Turm9c_1_hd.dat".
Hope this helps and your english is better than mine.
Sorry You need to edit water transparency shader,
or if you simply disable volumetric fog and enviromental effect, water is
no more transparent. RFB uses a shader with redused transparency I think. Hope this help.
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Old 04-26-09, 02:46 PM   #50
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Hi!

It is generally not possible to perceive objects beneath the surface of the ocean except in conditions where the waters are particularly clear, and when the sunlight and viewing angles are favorable.

The picture of USS Chicago that Hitman posted illustrates that it is possible under certain circumstances to see down into the water; however, the fact that it is a highly unusual photo also makes it "the exception that proves the rule."
The picture of Chicago was taken in the Pacific, near Malaysia, but it's certainly not that exceptional. In the Mediterranean the water is also clear enough, and in the Atlantic it might be a bit more darker, but still a submarine can be seen at periscope depth from the air. However what changes is A) The depth at which it vanishes (Lower in the Atlantic) and B) The angle at which it is visible (In the Atlantic you pretty much need to be just above it to be able to see it).

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Old 04-28-09, 05:34 AM   #51
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Really?


Hola Hitman

Obviously I was not referring to the Pacific. I live in Corunna and the sea (Atlantic Ocean) is not exactly clear.





Photos sinking of oil tanker Prestige in November 2002 to 133 miles from Finisterre.

It is possible that under certain conditions, is visible the silhouette of the submarine to periscope depth, but in the Atlantic Ocean .....

Particularly, I prefer a little less visibility of the silhouette of the ship.

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Last edited by Einsman; 04-28-09 at 06:00 AM.
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Old 05-04-09, 09:11 PM   #52
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The visibility depends if the view is from a ship or from a plane flying overhead of the boat at periscope depth .

I think that is pretty realistic the view from the game because is difficult of see the boat from some distance in the surface, but easy from above.
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Old 05-09-09, 02:35 PM   #53
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A new thing is that when you play US side you hear English voice, and when you play german
side you hear german voice. Yes now it is possible to play in both languages with same install .
Can you explain how? I'd be interested in doing that on my install
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Old 05-09-09, 10:26 PM   #54
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Default German/english?

Hello
It is very easy, first german side, go to Data/UPCDataGE/UPCCrewdata/
CrewMembers3D, file.

; Heads
;*************
CrewMemberHead1= cap_m01, 1, cap_md01.tga, cap_v01md01.tga, cap_v02md01.tga
CrewMemberHead2= cap_m02, 1, cap_md02.tga, cap_v01md02.tga, cap_v02md02.tga
CrewMemberHead3= cap_m03, 1, cap_md03.tga, cap_v01md03.tga, cap_v02md03.tga
CrewMemberHead4= cap_m04, 1, cap_md04.tga, cap_v01md04.tga,
................................................ .......................................
Here see that column of numbers "1" .
It means that all these heads will use Speech file "1".
and as speech file "1" is all german Speech in my mod, you will hear only german,
rest of speech files no: 2 -9 are for english speech.
Go to Data/UPCData/UPCCrewData/CrewMembers3D, file.

; Heads
;*************
CrewMemberHead1= cap_m01, 2, cap_md01.tga, cap_v01md01.tga, cap_v02md01.tga
CrewMemberHead2= cap_m02, 2, cap_md02.tga, cap_v01md02.tga, cap_v02md02.tga
CrewMemberHead3= cap_m03, 3, cap_md03.tga, cap_v01md03.tga, cap_v02md03.tga
CrewMemberHead4= cap_m04, 4, cap_md04.tga, cap_v01md04.tga, cap_v02md04.tga
CrewMemberHead5= cap_m05, 5, cap_md05.tga, cap_v01md05.tga, cap_v02md05.tga
CrewMemberHead6= cap_m06, 6, cap_md06.tga, cap_v01md06.tga, cap_v02md06.tga
CrewMemberHead7= cap_m07, 5, cap_md07.tga, cap_v01md07.tga, cap_v02md07.tga
CrewMemberHead8= cap_m08, 7, cap_md08.tga, cap_v01md08.tga, cap_v02md08.tga
CrewMemberHead9= cap_m09, 8, cap_md09.tga, cap_v01md09.tga, cap_v02md09.tga
CrewMemberHead10= cap_m10, 9, cap_md10.tga, cap_v01md10.tga, cap_v02md10.tga
CrewMemberHead11= cap_m11, 2, cap_md11.tga, cap_v01md11.tga, cap_v02md11.tga
CrewMemberHead12= cap_m12, 2, cap_md12.tga, cap_v01md12.
................................................ ........................................
Here you see this column of numbers 2 -9
So all these heads will use speech files 2-9 and speak english.
...................................... ................
Also my Version3. SH3 Enviroment in SH4 is nearly done, new stuff, you get
"Ships motion at sea" tweaked for U-boats and Fleetboats, Diesel exhausts tweaked again, more uboats with Water stream and/or diesel exhaust , IIB,IIC,IID, IXC40, and IX with two deck guns and a flag, IIC and IID starboard side Propeller FIXED
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Last edited by Captain von Keldunk; 05-09-09 at 10:56 PM.
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Old 05-10-09, 12:24 PM   #55
Captain von Keldunk
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VERSION 3. SH3 Enviroment in SH4 IX testing bow and stern guns.

Hello
VERSION 3. SH3 Enviroment in SH4 is in testing for stock version.
TMO and RFP versions should be ready soon., maybe i can upload them all next weekend I hope
Teaser pic of VERSION 3. SH3 Enviroment in SH4 IX testing bow and stern guns.
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Old 05-10-09, 02:58 PM   #56
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A very clever idea for the speech, sir
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Old 05-16-09, 05:51 AM   #57
Captain von Keldunk
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Version 3 is out.. Version 3 is out

Hello
Version 3 Tweaks for RSRDC,OM, RFB, TMO ,Stock Sh4 1.5.
This works with SH4 1.5 also you need RSRDC and OM705
How IXA Stern-gun works: But crew to Stern-gun slots(3) in crew management screen,(Press del to remove user interface if needed) then press "Man the AA gun button".
Ships motion at sea tweaked, for Fleetboats and Uboats, Diesel exhausts for Fleetboats and U-boats tweaked again,Water streams and/or
diesel exhausts to U-boats IIB, IIC, IID, VIIB,VIIC,IXA,IXB,IXC, IXC40, IXD2.Also IXA has bow and stern gun and flag.IIC and IID starboard
prop fixed (now it moves).

Installation with JSGME:
RFB, or TMO ,or Stock Sh4 1.5.
RSRDC (correct version)
OpsMonsun_V705
Sh3toSh4.V3_RSRDC_OM (correct version)

--for version2, Night colors adjusted. Uboats have a bell, and German Speech. Fleetboats a klaxon, and English Speech. . Water streams and
Diesel exhaust for Fleetboats.Sh3 High-res Skins for U-boats. Gredits to RFB Team. Ducimus .Mikhayl. Rubini. lurker_hlb3. skwas.
Use my Work as you like but be willing to share your work also.
FF D/L links are updated in first page.
This is my final version, reason = I bought "AOP2 COAS".it has open folders,
So now some sailing and modding and pirating in high seas. try to catch me there if you can
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Old 05-16-09, 04:25 PM   #58
Captain von Keldunk
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Too much sun in summer

Patch1_V3_RFB uploaded to filefront. reason for patch1 =
Sky texture problem in midday in summertime. D/L link in first page.
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Old 05-22-09, 04:16 AM   #59
Captain von Keldunk
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What I am modding now AOP2 COAS

Hello
Adjusted Brig´s rigging, fore and aft sails and specially spanker to work more
realistically with wind, look at wind direction and on what side of ship (spanker) gaff boom is., and also added a flag to spanker.

modded with Inez dias TOOL. AOP2 COAS english version.
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Last edited by Captain von Keldunk; 05-22-09 at 04:29 AM.
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Old 06-11-09, 12:09 AM   #60
Captain von Keldunk
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Hello
this is version3 (final)of my Colonial Schooner in my Smuggler_COAS mod.
link http://files.filefront.com/Smuggler+.../fileinfo.html New Suggler mod final V1

Hello
This is my Smuggler mod.
Ver3
updated Schooner
.................................................. .................................................. .......
You get ver2 of Colonial Schooner as start ship. Updated underwater hull, raised freeboard and deck.
New smuggler skin. Weather adjusted, fog redused, wind speed between 10 and 20.
Map pirates are only small group 1 or 2 ships, luggers schooners etc.
Start new game as merchant od adventurer, 20000 pisters, good sword, good spyglas.
P,I,R,A,T,E,S freepoints 30.
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