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Old 03-26-14, 09:31 AM   #3076
volodya61
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Hi TDW

Thanks for the new version(s) ..
That's Ru manual for it - http://rghost.ru/53371251
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Old 03-26-14, 06:43 PM   #3077
THE_MASK
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Dumb question . Will the GPS file save the new variables as well ?
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Old 03-26-14, 06:48 PM   #3078
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Quote:
Originally Posted by sober View Post
Dumb question . Will the GPS file save the new variables as well ?
There is no dumb question The snapshot feature currently only saves the patches enabled/disabled for each patch file loaded in the app.

I've been using variables in the patch files since the second patch made. Noone has ever bothered to look into them to see what is available to tweak. Variables are defined for each patch file in the patch file and do not get saved when a snapshot is taken.

Someday I'll get around to writing the variable editor of the Generic Patcher (it'll be something like my OptionsEditorViewer for my UIs mod when I finally decide to code it).
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Old 03-26-14, 06:56 PM   #3079
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Quote:
Originally Posted by TheDarkWraith View Post
There is no dumb question The snapshot feature currently only saves the patches enabled/disabled for each patch file loaded in the app.

I've been using variables in the patch files since the second patch made. Noone has ever bothered to look into them to see what is available to tweak. Variables are defined for each patch file in the patch file and do not get saved when a snapshot is taken.

Someday I'll get around to writing the variable editor of the Generic Patcher (it'll be something like my OptionsEditorViewer for my UIs mod when I finally decide to code it).
It does my head in
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Old 03-26-14, 11:59 PM   #3080
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Another key to the SH5 puzzle was just unlocked I've been searching for a long time trying to figure out how to change an object's visibility and thus whether it's rendered or not - tonight I finally figured out how

Just a couple more big pieces of the puzzle left...
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Old 03-27-14, 12:09 AM   #3081
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Since this might be related to you current code digging:
Is there a way to get the best detailed textures / effects to show up at a greater distance?
EG: the camo patterns on ships 'pop in' at a certain [close] range, and it would be nice if you could see this camo at a greater distance (or even have only the higher detailed textures used all the way out to when the object first renders)
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Old 03-27-14, 04:16 AM   #3082
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Quote:
Originally Posted by TheDarkWraith View Post
Here's the increase render distance patch in action. I left the default increase value to 40000.0m. Made a single mission where I had a fighter ~70000.0m to the west of my sub. As soon as the game loaded I paused it, drew a distance line, went to external cam and followed the line to the end to find:


Working just like it should

Disabled the patch and tried it again. No dice. Plane didn't render till it was ~35000.0m from my sub.

This patch will make campaigns a little more interesting now, especially if the increase render distance is > 80000.0m

This is fantastic news TDW

We will now see much more action on our patrols
Damaged ships will have a harder time getting away
Our sensors (hydro radar etc) will pass the 40km range limit
More wolfpack encounters
More multi unit battles (taskforces meeting)
More air attacks if we are not careful
More dolphins and whales to chase
More hunter killer groups chasing us

more more more
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Old 03-27-14, 07:46 AM   #3083
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this is great guys, THANKS!
I'm new to SH series, and I wanted to start playing realistic mode, but I had some troubles setting up mods.. Hope your advices will help!
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Old 03-27-14, 10:41 AM   #3084
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Welcome to SUBSIM karabaja

There are some great Tutorial Threads here, check out this one:Here

Lot's of helpful stuff there. Also others as well. And yes feel free to ask questions
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Old 03-28-14, 06:58 AM   #3085
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Quote:
Originally Posted by Katze View Post
Since this might be related to you current code digging:
Is there a way to get the best detailed textures / effects to show up at a greater distance?
EG: the camo patterns on ships 'pop in' at a certain [close] range, and it would be nice if you could see this camo at a greater distance (or even have only the higher detailed textures used all the way out to when the object first renders)
That is the LOD controller doing this. I don't understand that controller currently and have it on my 'watch list' so that I can explore it further in the debugger.
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Old 03-28-14, 02:55 PM   #3086
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Quote:
Originally Posted by Katze View Post
Since this might be related to you current code digging:
Is there a way to get the best detailed textures / effects to show up at a greater distance?
EG: the camo patterns on ships 'pop in' at a certain [close] range, and it would be nice if you could see this camo at a greater distance (or even have only the higher detailed textures used all the way out to when the object first renders)
Quote:
Originally Posted by TheDarkWraith View Post
That is the LOD controller doing this. I don't understand that controller currently and have it on my 'watch list' so that I can explore it further in the debugger.
No need to change LOD distances to fix the camo schemes "popping in" at certain ranges. If you want LOD models to use the same AO skins as their main model (i.e. the textures specified in roster cfg files), you should make sure that their material names start with the 'Cfg#TXR' prefix
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Old 03-28-14, 03:37 PM   #3087
THE_MASK
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The DDs seem to be more realistic in there searchlight behaviour
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Old 03-31-14, 06:43 PM   #3088
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Quote:
Originally Posted by sober View Post
The DDs seem to be more realistic in there searchlight behaviour
Do you notice that they use them much earlier (dusk instead of actually pitch black night out)?
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Old 03-31-14, 07:04 PM   #3089
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Quote:
Originally Posted by TheDarkWraith View Post
Do you notice that they use them much earlier (dusk instead of actually pitch black night out)?
I seen some docked ships in Kiel harbor at dusk with them on . I also seen an enemy DD searching for german planes in the Baltic mission with there searchlight , or was that in a single mission How to make the searchlight beam longer I could imagine docked ships in ports searching for overhead enemy planes with there searchlights . The small search beam looks lame atm .

Last edited by THE_MASK; 03-31-14 at 09:05 PM.
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Old 04-01-14, 12:30 AM   #3090
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Searchlights look awesome with gap's destructible searchlight mod which includes colour correction and increased range:

Quote:
Originally Posted by gap View Post
Here it is:

http://www.mediafire.com/?3qzxyk71fkjbhe6

It is based on IRAI for compatibility with TDW's mods. Changes done:

guns_radars_01.zon:
-added a SH3ZonesCtrl to reflector_base object, with a box set as WeaponsLight and a collision sphere centered on the reflector (though I am not sure that the latter is actually needed).

This is the core part of the mod.

guns_radars_01.sim:
-changed searchlight's beam color from full white to violet to reflect the spectrum of carbon arc lamps that WWII reflectors were based on;
-changed serchlight range from 200 mt to half a mile (the stock figure seemed a bit too short to me);
-adjusted attenuation parameters to reflect the new range.

Those changes are a bonus by me. You can remove the sim file from the mod if you don't like my settings, or you can give me your suggestions for improving them.

The mod comes with an historical mission based as well on TDW's torpedo tutorial mission. Just surface, get closer to the merchant and start fire for making her to turn on her searchlights. I was able to switch off one of them the hard way , with one well aimed shot (at close range)
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