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Old 04-10-21, 03:16 AM   #91
CapZap1970
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Quote:
Originally Posted by Fifi View Post
Hi, first of all, try to play in a dark room...then you can hide the dials etc via NumPad Suppr that brings annoying light, then you can raise a bit your monitor gamma.
But anyway, as in real, when night is overcast without moon and really dark, you can’t see barely nothing and have to wait for sunrise...as they did.


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Old 04-10-21, 05:33 AM   #92
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Haha, fair enough Thanks for reply and all the effort!
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Old 04-10-21, 06:53 AM   #93
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Originally Posted by tkragelj96 View Post
Is it possible to tweak nights brightness? Seems realistic as is, experienced nights on Atlantic myself, but too dark for playing for my taste. Not sure which files to look into apart from hsie.ini mentioned (which doesn't seem to change much, at least not up to 0.75). I can tweak for myself, but would greatly appreciate some pointers...
I think this might help!

KUrtz
(Read the ReadMe for best results.)
Link: https://www.mediafire.com/file/26iqf...ghtFix.7z/file

Last edited by U301; 04-11-21 at 03:41 PM.
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Old 04-14-21, 07:04 AM   #94
Magic1111
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Quote:
Originally Posted by Fifi View Post
Hi, first of all, try to play in a dark room...then you can hide the dials etc via NumPad Suppr that brings annoying light, then you can raise a bit your monitor gamma.
But anyway, as in real, when night is overcast without moon and really dark, you can’t see barely nothing and have to wait for sunrise...as they did.

Hi Fifi!

I had already written to you in the CCoM thread that I too find the night much too dark.
Since there are now some users who find it too dark, it would have been nice if you had added an add-on to your wonderful MOD for all users that make the nights brighter, or as it is in the respective large MODS Standard is.
Maybe you will think about it again ...
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Old 04-19-21, 04:59 AM   #95
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Old 04-27-21, 12:24 AM   #96
Levyathan89
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OMG, this actually made me reinstall SH3 again and what can I say, it's fantastic! Outstanding work, Fifi
LSH eye candy + more capable escorts and aircraft, this could be the mod I've always waited for.


I have one question, though: you write in the readme that ships now sink more realistically. Does that mean that there is simulated flooding again? Or is it still the old "if the ship doesn't sink right after the hit it won't sink ever" model? Because after playing the game with LSH and your mod for a couple of hours I'm not sure about that.
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Old 04-27-21, 12:44 AM   #97
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Quote:
Originally Posted by Levyathan89 View Post
OMG, this actually made me reinstall SH3 again and what can I say, it's fantastic! Outstanding work, Fifi
LSH eye candy + more capable escorts and aircraft, this could be the mod I've always waited for.


I have one question, though: you write in the readme that ships now sink more realistically. Does that mean that there is simulated flooding again? Or is it still the old "if the ship doesn't sink right after the hit it won't sink ever" model? Because after playing the game with LSH and your mod for a couple of hours I'm not sure about that.
No, ships still is destroyed as before (same hit points), but it takes longer to disappear under water (flooding value increase)
If you don’t like this effect, just delete the Zones.cfg file of the mod, and you’ll be back with stock LSH3 values.
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Old 04-27-21, 02:40 AM   #98
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NEW WAVES for my enhancement mod: https://www.mediafire.com/file/g2yhy...ements.7z/file

Highly recommanded for better experience, to be activated very last on top of all.
(Or take the scene.dat inside, and replace the one in my mod)
Can be used with my enhancements for Ccom12 too!

And even better, can be used with Stiebler EnvSim.act 10 (if so, you MUST deactivate Hsie Bad Weather Fix!)


Last edited by Fifi; 04-27-21 at 02:51 AM.
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Old 04-27-21, 10:37 AM   #99
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Quote:
Originally Posted by Fifi View Post
No, ships still is destroyed as before (same hit points), but it takes longer to disappear under water (flooding value increase)
If you don’t like this effect, just delete the Zones.cfg file of the mod, and you’ll be back with stock LSH3 values.
Oh I like the effect, but I prefer NYGMs model with simulated flooding, but I guess implementing that in LSH would be to much work.
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Old 04-27-21, 10:53 AM   #100
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If you mean negative buoyancy (like NYGM) it’s working fine in LSH3 until you get some damages (even minor)...and then the sub become unrealistically uncontrollable underwater.
That’s why i don’t use it anymore.
Needs some hard work with the LSH3 .zon files that i can’t do myself for the moment.
NYGM was made from scratch with this feature. Not added after...
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Old 04-27-21, 11:28 AM   #101
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What I mean is if you hit a ship with a torpedio, you'll not know immediately if it will go down or not. The "she's going down" message might appear later. If there's enough flooding. That's the way it works in GWX and NYGM.

What's strange is: LSH3 actually had this feature in the 2010 (?) version but they removed it for the 2015 version which has always been reason, apart from the ridiculously low difficulty (I've seen videos of people sinking destroyers with their deck gun ), why I didn't like LSH 3. Anyway with your improvements it's much better and I think I'll keep it.
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Old 04-27-21, 12:14 PM   #102
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Well, i can’t sink a destroyer with my deck gun actually!
I even can’t stay in their vicinity or I’m dead (i have increased their gun accuracy)

Now easy way for you to get this sinking effect, is to take NYGM ships flooding values in Zones Cfg file ... and even increase ships hit points...
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Old 04-27-21, 01:00 PM   #103
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Quote:
Originally Posted by Fifi View Post
Well, i can’t sink a destroyer with my deck gun actually!
I even can’t stay in their vicinity or I’m dead (i have increased their gun accuracy)
Yeah I noticed (I wasn't talking about your version, that video I mentioned showed the 2015 version of LSH3). You also increased the escorts' depth charge accuracy as it seems. A destroyer killed me with one depth charge pattern in 1940! I love it!

Quote:
Originally Posted by Fifi View Post
Now easy way for you to get this sinking effect, is to take NYGM ships flooding values in Zones Cfg file ... and even increase ships hit points...
Oof, you call that easy, I just checked out the zones file and I have no idea what to do :-D

Last edited by Levyathan89; 04-27-21 at 01:08 PM.
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Old 04-27-21, 03:14 PM   #104
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Default Diffraction

I find that the Diffraction is too overplayed here .... night September 2 23 h in stormy weather reduced visibility rain 9ms I have just installed it on the LSH20 is on Ccom it will be hard to beat Alex's one ... that I find really very good ... ...
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Old 04-27-21, 09:50 PM   #105
CapZap1970
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Quote:
Originally Posted by Fifi View Post
NEW WAVES for my enhancement mod: https://www.mediafire.com/file/g2yhy...ements.7z/file

Highly recommanded for better experience, to be activated very last on top of all.
(Or take the scene.dat inside, and replace the one in my mod)
Can be used with my enhancements for Ccom12 too!

And even better, can be used with Stiebler EnvSim.act 10 (if so, you MUST deactivate Hsie Bad Weather Fix!)


Fifi, sorry I keep coming back on this but still not clear for me...

In you mod i can't find the Envsim.ACT 10 file. Where can I find this? And if this one is used, the Bad weather fix must be deactivated and that all required?
Thanks for your advice my friend!
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