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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
GWX Project Director
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I thought I'd start a new clean thread for the just for the sake of settling any possible muddy water.
The realization of this mod involved a true team-effort! WOW!!! What a ride! This mod would not be possible without the help of quite a few people. Marhkimov and I hashed out the idea... and lots of hands helped us get this far. The Atmosphere Mod contains, Seeadler's 16KM Cloudfix, Marhkimov's sun-water reflection fix, and the 16 Km visibility mod (see the 16Km vis-mod readme/credits included in this download-the 16km vis-mod used here was most current version at time of release) Marhkimov and I smacked it with our hammers until everything fit and worked. This mod was TRULY a real team effort and took a lot of work. Without assigning any particular rank or order of importance... Marhkimov and I would like to thank the following people. Rulle34 Seeadler Manuel Ortega Redwine Flakwalker Sergbuto The intent of this mod is to form the base to which future alterations may be added such as cloud textures, moon textures, and water opacity/color changes can be added. THIS WORK MAY NOT BE USED FOR PROFIT AND IS A FREE MODIFICATION TO THE SILENT HUNTER III U-BOAT SIMULATION GAME. As long as this condition is met feel free to include it in other mods, or alter it to taste... Just mention who did the work:O) You will find download link here for the 16 KM BASIC Atmosphere Mod!!! What it will include is a 16 KM sky dome with no more wierd cloud vortex overhead, (Seeadler's Cloudfix) new corrected sun reflections on the water, (Marhkimov's Fix) , clear water, and other visibility mod changes made by the vismod team... Here you go! Basic regular version: http://rapidshare.de/files/7061565/1...ON_1.5.7z.html Version 1.5 now includes Sergbuto's corrected periscope and snorkel- wake and reflection fixes. (Changed sensors.dat and sensors .val files in data/library folder) This makes it VERY important that when using Sergbuto's Version two reflection and wake fixes... you must delete the sensors.dat and sensors.val files from that mod before application or you will overwrite important changes made to the 16 KM visibility mod incorporated here. Thank you Sergbuto! With 1.25x larger waves download-Link: http://rapidshare.de/files/7008267/1...D_v1.0.7z.html For slower video cards-the 8 Km version: http://rapidshare.de/files/7193607/A...on_1.5.7z.html |
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#2 |
Pacific Aces Dev Team
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LOL, too much downloads at the moment on rapidshare.de
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#3 |
Seaman
![]() Join Date: Apr 2005
Location: Germany
Posts: 35
Downloads: 19
Uploads: 0
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Great mod, I love it!
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#4 |
Eternal Patrol
![]() Join Date: Apr 2005
Location: U.S.
Posts: 202
Downloads: 0
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I just DL'd this mod, not tested yet.
If I understand the part of the visibility mod, does increase the ability for my A/I crew to 'spot' at greater distances? In the '16 km Visibility Read me' it states: ---snip-- Vis mod has fog at 600m, 4500m, 9000m for heavy, medium, and light fog. ---snip-- The above visibility values look greater than the stock game. Does anyone know what SH3's stock/default values are, in meters? My guesses for Sh3 stock visibility would be something like; Heavy fog 400-meters Medium fog 2500-meters Light fog 4500-5000-meters Anyway I'm really wondering is, if this mod changes visibility-values to spot ships, does it also give A/I ships the same advantage? i.e, will an enemy A/I ship spot me at a greater distance too?
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Avg. Joe |
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#5 |
GWX Project Director
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Added 8 Km version of atmosphere mod for slower video cards...
Don't feel alone guys. ![]() See original/ first post for download link. |
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#6 | |
GWX Project Director
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I have wondered the same thing and when testing the 16 Km vis-mod, I got the impression that they did spot you a little sooner... but not too terribly so. My advice is to set up a good intercept course and wait for them submerged during daytime... Hit and run. At night you have a lot more flexibility and can attack on surface at closer ranges. I will say that the 16 Km vis-mod is completely awesome compared to stock. You may also take an FPS hit due to double sized sky, water, and ship/object rendering so be aware of that possibility. Also, if things get bad FPS-wise you can use the 8 Km version of the atmosphere mod until you can upgrade your card.... Apparently, Gouldjg and myself are in that same boat. I hope this was a little help. ![]() |
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#7 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
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#8 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
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Great release
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#9 |
Mate
![]() Join Date: Jul 2002
Posts: 60
Downloads: 4
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I have followed your mod project since the beginning and i come to think
that all become very confusing. Last week i have downloaded the first 16 km visibility mod, a good piece of work, this mod didn't include the cloud fix by Seeadler and i came back to the standard 8km when Seeadler fixed the "wormhole", using Pack 3D and following the instructions given by Seeadler i could include the Cloud Fix in the original 16 km visibilty mod. I have downloaded your 16 km visibility mod, the files are the same (Cfg, Env, Library files) the only difference is just the addition of the reflexions mod from Markhimov, am i right ? The moon fix and the upgrade of the RWR sensors are included since the first version of the 16 km visibility mod Can you explain what your 8km visibility mod change from the standard visibility after the instalation of the original Cloud fix? As far as i know the RWR sensors where corrected by Jungman for the standard game.Is it really usefull to submit a mod wich in fact doesn't mod not much? If i want the reflexions mod by Markhimov i just download it and not your 8km visibility mod, because the files in your mod are yet included in RUB 1.44 or IUB. Maybe i'm wrong.... |
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#10 | |
GWX Project Director
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Allright... The 16 Km Atmospheric mod (and the 8 Km Atmospheric mod for slower video cards) share some files that needed multiple modifications to work correctly together. So you get this: 16km (Or 8km) visibility mods + cloud fix by Seeadler + corrected sun-water reflections by Marhkimov. There are TWO choices of downloads above... if you don't want the 8 Km file... use the 16 Km file. MAKE SURE you read the ReadMe's included in the documentation folder of these mods. There will most likely be a version made to be compatible with RUb but it may be a couple of days. |
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#11 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
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Great job everyone, and remember, NONE of this could have been possible if it were not for our talented hex editors, 3dUV mappers, and modellers.
A big THANK YOU is in order for all of those who can do, what all of us, cannot do. Seeadler Jungman Rulle34 Manuel Ortega Redwine You guys rock... and everyone else rocks too! ![]()
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#12 |
Frogman
![]() Join Date: Sep 2005
Posts: 307
Downloads: 121
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First thank for very your good job (and for all the time passed to upgrade the game for all the players community
![]() I've downloaded but it I've two questions before installed it : 1- Is it compatible with the last IUB 2- Is it More realistic than it's exiting in the last IUB (in the last IUB there is a 16km visibility but with good weather, I don't know what visibility distance with fog...) ? |
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#13 | ||
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
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#14 |
Frogman
![]() Join Date: Sep 2005
Posts: 307
Downloads: 121
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lol, my english
![]() ![]() ![]() Good, In IUB, the visual distance is 16km on a clear day and 9 km on a clear night (I don't know what are the distances with bad weather) what distance in your mod in night ? |
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#15 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
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The distances in the new atmospheric mod should be identical to the ones in IUB. Translation - they are just about the same.
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