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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
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Hello,
after many years i installed SH3 again, this time on my Win10-PC with GWX KC. Now i have a strange problem. With day switching to night, i get a dark, low contrast image, especially noticable inside the boat (pics below). And this is on the surface as well as submerged. Never had this problem before. Is this supposed to be the red light? Then there is something wrong... I have tried the recommended Nvidia-settings as well as normal ones. No difference. Anyone an idea? Thanks in advance! By the way, is there a way to remove all these sausages dangling before my eyes? Otherwise great mod! Command room at daytime Command room at night ------------------------------------------------- i7-10700K 32 GB RAM Windows 10 Home 22H2 Nvidia Geforce RTX 4070 (driver 566.36) Dell G2724D Monitor (2560x1440) Last edited by Badileus; 04-03-25 at 12:17 PM. |
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#2 |
Machinist's Mate
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I reduced the sausages (and other food items) by editing the CR and RR files in the Interior folder using SH3ditor. So, it's a job for someone who likes to mod. Also, I recently got a new monitor and found that monitor settings have a profound effect on interior lighting.
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#3 | ||
Navy Dude
![]() Join Date: Jul 2005
Location: AM93
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In GWX Knight's Cross, we got rid of the mythical red lighting effect. The red lighting (used in the original SH3 release and also in other U-boat simulation games) was an invention of the otherwise quite historically-accurate 'Das Boot' 1981 movie/series. It was not something that actually existed in real U-boats (except for maybe a red light in the conning tower of some U-boats, likely only used briefly before the watch crew went on duty on the bridge at night). In reality, most/all of the lighting was simply dimmed at night, which is the effect we've aimed to recreate. This decision was based on careful research of primary source documents (thanks to derstosstrupp for that). Quote:
I agree about the excessive amount of food hanging in the control room and also the excess of stacked food boxes. We should trim that down. Will add that to my to-do list for a future update, along with other interior improvements I'd like to do.
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#4 | |
Watch
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Thanks for the answer! So if i got this right, the darker interior at night (like in my pics above, first post) is really an intended change with the KC-Edition? Because i can't remember this from the previous version of GWX i had installed. Do you all have this dark lighting at night like me? Because it is really too dark for me, it seems not right to be that "gloomy" in the command room. If everyone else has a better lighting, then there must be something wrong with my settings, but i don't know what it couldt be. It can't be my monitor, because everything else is fine. The daytime lighting is ok, and in my stock SH3-Installation both day and night lighting are also good (of course then with red light at night). It wouldt really help me to know if all of you with the GWX-KC-mod have this intensity of darkness at night (interiors). Thanks! |
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#5 |
中国水兵
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It looks like it's deliberate, and a good idea. The uboat interiors are where the game shows its age I'm afraid.
It would probably give a better nighttime look to wind the gamma up a tad as well as lowering the brightness so the highlights stay about the same but the midtones and shadows get darker. However I'm not sure if that is possible in directX9. I'm torn at the moment between GWX Knights Cross and Fifi's NYGM. I love the look and ease of use of Knights Cross but prefer the hydrophone and sonar detection ranges of NYGM. |
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#6 | |
Seasoned Skipper
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and be hungry during patrol? ![]() ![]()
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![]() Kapitänleutnant Vlad von Carstein - U-Flotilla Saltzwedel - U-123, Type IXB ![]() SH3 GWX 3.0 |
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#7 | ||
Navy Dude
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Quote:
"In GWX Knight's Cross, we got rid of the mythical red lighting effect... ...In reality, most/all of the lighting was simply dimmed at night, which is the effect we've aimed to recreate." To add further to this: the light was dimmed most in the control room and conning tower. This reduced the risk of light showing when the bridge hatch was opened, and also helped to reduce fuel consumption (less energy used for lighting, less fuel used to generate electrical power). To ensure the crew could still do their jobs in the control room and tower, some of the dials were backlit and all of the dials had fluorescent painted markings. So, within the constraints of SH3, that's the look we strived to achieve: ![]() In other areas of the boat, the lights usually were dimmed less at night, which is something we also recreated as best we could with the new night lighting effect: ![]()
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#8 |
Gefallen Engel U-666
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Badileus!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#9 | ||
Loader
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#10 | ||
Seasoned Skipper
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Quote:
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![]() Kapitänleutnant Vlad von Carstein - U-Flotilla Saltzwedel - U-123, Type IXB ![]() SH3 GWX 3.0 |
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#11 | |
Navy Dude
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#12 |
Navy Dude
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@ Shadowblade
In my opinion, even taking into consideration the depleting food mechanism, there is still too much food clutter in the control room. Food (usually meat) was hung in some areas the control room (I've seen a photo of meat handing up in the forward end, port side, near the plotting desk) - but not to the extent that it's currently shown in the interior model, and not boxes of oranges, bread, etc. everywhere in the control room as well, restricting crew access to vital equipment such as pumps, etc. So I would like to edit that at some point.
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#13 |
GLOBAL MODDING TERRORIST
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I always remove that stuff myself. Sure it "Looks Cool!" but eats memory and resources.
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#14 | |
Seasoned Skipper
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I understand that. It is no big issue for me because I am switching between the screens and maps where is no hanging food around. ![]()
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![]() Kapitänleutnant Vlad von Carstein - U-Flotilla Saltzwedel - U-123, Type IXB ![]() SH3 GWX 3.0 |
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#15 |
Machinist's Mate
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Happy Hunting to all the Kaleuns in their boats full of sausages and bananas!
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