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Old 03-29-25, 03:24 PM   #1
Badileus
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Default Dark interiors at night

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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Old 03-29-25, 09:18 PM   #2
Captain Drastic
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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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Old 03-30-25, 02:35 AM   #3
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Quote:
Originally Posted by Badileus View Post
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). Very ugly. 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!



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).



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By the way, is there a way to remove all these sausages dangling before my eyes? Otherwise great mod!
Thanks!

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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Old 03-30-25, 07:27 AM   #4
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Originally Posted by VikingGrandad View Post
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).


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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Old 03-30-25, 09:05 AM   #5
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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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Old 03-30-25, 10:20 AM   #6
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Originally Posted by Captain Drastic View Post
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.

and be hungry during patrol?



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Old 03-30-25, 01:44 PM   #7
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Quote:
Originally Posted by Badileus View Post
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?
Yes.


Quote:
Originally Posted by Badileus View Post
Because i can't remember this from the previous version of GWX i had installed.
As I mentioned above:

"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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Old 03-31-25, 11:01 AM   #8
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Badileus!...after a 4źyear 'silent run'!
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Old 03-31-25, 11:40 AM   #9
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Quote:
Originally Posted by VikingGrandad View Post
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).
I don't know if it's historical or not, but astronomers knew for a long time that red lights reduce the effect of light on "night vision" that a white light would do. Red lights are used to read star maps and readings on instruments without causing the pupils to close. It keeps people dark adapted. Could this be why red lights were used in conning towers, so they wouldn't lose night vision when going onto the bridge?

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.
Is it possible to reduce the amount of food based on game time since leaving port? I currently stay out until I run out of torpedoes or my fuel is low. There is no consideration for running out of food. Even if there is nothing in the game to "kill" a crew when the food runs out, a visual showing of dwindling food might feed the immersion that it's time to head back to base.
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Old 03-31-25, 12:14 PM   #10
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Originally Posted by JohnCarterOfMars View Post
Is it possible to reduce the amount of food based on game time since leaving port? I currently stay out until I run out of torpedoes or my fuel is low. There is no consideration for running out of food. Even if there is nothing in the game to "kill" a crew when the food runs out, a visual showing of dwindling food might feed the immersion that it's time to head back to base.
found this:
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Originally Posted by Kpt. Lehmann View Post
Actually, there is no true need. The food in GWX 3.0 and GWX - Knight's Cross edition is tied to the diesel level, thanks to Diving Duck. As fuel is consumed, so is the food you see in the interior. The sausages at the player default control room position should be the first to go. (This is true at least in the Type VII interiors and Type IX interiors.)
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Old 03-31-25, 01:13 PM   #11
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Quote:
Originally Posted by JohnCarterOfMars View Post
I don't know if it's historical or not, but astronomers knew for a long time that red lights reduce the effect of light on "night vision" that a white light would do. Red lights are used to read star maps and readings on instruments without causing the pupils to close. It keeps people dark adapted. Could this be why red lights were used in conning towers, so they wouldn't lose night vision when going onto the bridge?
U-boat watch crewmen usually wore rubber goggles fitted with red glass lenses (as seen in the 1981 Das Boot movie) to help adjust their eyes to low light levels at night. Hence there was no significant need for a red light as well - and not much evidence for it even in conning towers (possibly an early war thing that became obsolete).
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Old 03-31-25, 01:20 PM   #12
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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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Old 03-31-25, 01:25 PM   #13
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I always remove that stuff myself. Sure it "Looks Cool!" but eats memory and resources.
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Old 03-31-25, 01:48 PM   #14
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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.

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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Old 03-31-25, 08:13 PM   #15
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Happy Hunting to all the Kaleuns in their boats full of sausages and bananas!
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