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05-04-07, 05:03 AM | #31 |
Dominant Wolf
Join Date: Nov 2006
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Yes, I know, but just scroll up the page.
His last message about this work is from 04/26, and I think Rubini told us he gave up the idea of the 16 stay alert crew mod before... So I think this mod is still a WIP (IMHO )... Anyway, let's wait for Rub' himself to tell us some words about this mod.
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05-04-07, 06:30 AM | #32 |
Grey Wolf
Join Date: Feb 2003
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what i dont understand though is kaleun cook's post above where he says the mod is working great. dunno whats happened since then
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05-04-07, 08:08 AM | #33 |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
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Hi mates,
Excuse me for the long absence. Busy RL last days! What is going on is that some guys are testing a GWX 16km Stay Alert crew mod. The feedback is coming very slowly, the main motive, I guess, is that you need to play a lot to really notice the changes of the mod. In the first moment I was dropped the idea. But after a more close look I tried at least some adjusts. The result is not so good as the 8km version but is better than stock /GWX 16km. At least your crew will always (90% or more ) see the enemy before (expetion for small ships and small planes in some fog conditions - what is ok). Also the crew spot distance is now very more close to the player one. The draw back is that we have a bit more vampire night vision, but I can assure you: only a bit. So, when I have enough feedback I will release the mod. Thanks mates! If somebody more want to test it (can be enabled middle patrol and you will just play the game) let me know. Rubini.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
05-04-07, 09:28 AM | #34 |
Dominant Wolf
Join Date: Nov 2006
Posts: 2,143
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:hmm:
I am a volunteer I will be glad to test it (as soon as I can find my way out of Gibraltar after having sunk 4 ships). I still have a question though : does this mod completely replace the GWX 16km visibility mod files ?
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05-04-07, 11:17 AM | #35 |
The Old Man
Join Date: Jan 2007
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Rubini,
Still testing the 16k, its been slow going due to RL time commitments and the need to sleep at night. I have not run into any "negative" areas but again not enough hours, in this career. Thanks again! Wilcke |
05-04-07, 05:50 PM | #36 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
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Quote:
And you need the GWX 16km optional mod installed first.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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05-04-07, 05:58 PM | #37 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
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Quote:
Looking forward for more feedbacks!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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05-04-07, 08:38 PM | #38 |
Ace of the Deep
Join Date: Apr 2005
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I don't mind testing it, if it's not too late.
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05-04-07, 10:42 PM | #39 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
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Quote:
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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05-07-07, 11:24 AM | #40 |
The Old Man
Join Date: Jan 2007
Posts: 1,441
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Quick update on the 16k mod, Type VII, West of the Iberian Peninsula, I chased down a map contact reported by Bdu, and was able to get a hydrophone contact!
The weather was absolute rubbish, viz down to 300-400 meters. We surfaced to do the end run and setup for a 90 degree AOB shot at 500 meters. In the heavy seas I almost ran into the merchant ship. Everything worked smoothly, the WO was able to see the contact out to 400 meters and then when it went into the gloom no more "contact". Since I had a good contact course and speed I was able to do a quick turn sprint along his course about 1000 meters turn 90 degree and put two eels into her....she kept going for about 10 minutes, stopped, 5 minutes later explosions and down she went. Subjectively, I liked what I saw and heard with this 16k mod. Hope this helps Rubini, again thanks for all the hard work. I am only able to get about one or two sessions a week in SHIII due to RL constraints. But so far so good! Wilcke Last edited by Wilcke; 05-07-07 at 11:53 AM. |
05-08-07, 03:52 PM | #41 |
Dominant Wolf
Join Date: Nov 2006
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Same thing for me, 3 words : everything works ok.
One of the best improvements I've ever seen on this game. Thank you very much, Rubini !
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05-09-07, 01:49 AM | #42 | |
Captain
Join Date: Apr 2005
Location: Sweden
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Quote:
Mikael |
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05-09-07, 07:11 AM | #43 | |
Pacific Aces Dev Team
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Quote:
Wonder how many people actually think about vampire vision (Well admitingly there IS vampire vision, but you should many times be as vampire as them with correct night light) when compared to the player, while it might be a matter of light correction:hmm:
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05-09-07, 10:38 AM | #44 | ||
Ocean Warrior
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Quote:
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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05-09-07, 10:44 AM | #45 | ||
Ocean Warrior
Join Date: May 2005
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Quote:
The problem in messing with the light factor on Sensors.cfg is that we will get less vampire night vision, this is right...but then we will start to have blind crew at early morning and late afternoon...Sh3 uses probably the sun angle to calculate the sensibility for light factor. It´s really not easy to adjust all this. But I already fine tuning this issue to the best possible (that i could) in the mod!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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