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Old 03-30-06, 02:16 PM   #1
JonZ
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Default Broken fog problem with IuB/GW 16km range??

I've read several posts of people reporting broken fogs in IuB 16km view range. Since GW 16km visual range use the same scenes.dat, I was wondering if it the one of the 4 fog range that is faulty or it something else?

Or it just people not used to the extended view sight???
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Old 03-30-06, 02:30 PM   #2
Kpt. Lehmann
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Default Re: Broken fog problem with IuB/GW 16km range??

Quote:
Originally Posted by JonZ
I've read several posts of people reporting broken fogs in IuB 16km view range. Since GW 16km visual range use the same scenes.dat, I was wondering if it the one of the 4 fog range that is faulty or it something else?

Or it just people not used to the extended view sight???
I have a pretty good idea what happened and will be glad to share the results with you the moment they are available if I can fix it...

As I recall, Marhkimov extended the different fog layers outwards / away from their initial spawn positions to accomodate the extended visual ranges ranges of 16km mod...

This might be causing the screwy effects I've been reading about here and there. I just haven't had time to look into it yet.

A possible solution would be to change the fog spawning positions within the 16km mod... to match 8km entries... which should put the fog back to normal without harming the 16km mod or causing other ill effects.

If I recall correctly these values are located in the Scene.dat file which has LOTS of entries to sort through.

Its gonna be a little while before I can get to it though.
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Old 03-30-06, 02:42 PM   #3
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Default Re: Broken fog problem with IuB/GW 16km range??

Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by JonZ
I've read several posts of people reporting broken fogs in IuB 16km view range. Since GW 16km visual range use the same scenes.dat, I was wondering if it the one of the 4 fog range that is faulty or it something else?

Or it just people not used to the extended view sight???
I have a pretty good idea what happened and will be glad to share the results with you the moment they are available if I can fix it...

As I recall, Marhkimov extended the different fog layers outwards / away from their initial spawn positions to accomodate the extended visual ranges ranges of 16km mod...

This might be causing the screwy effects I've been reading about here and there. I just haven't had time to look into it yet.

A possible solution would be to change the fog spawning positions within the 16km mod... to match 8km entries... which should put the fog back to normal without harming the 16km mod or causing other ill effects.

If I recall correctly these values are located in the Scene.dat file which has LOTS of entries to sort through.

Its gonna be a little while before I can get to it though.
Thanks for the answer

I am looking forward to this upcoming solution!
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Old 03-30-06, 02:50 PM   #4
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No problem mate!
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Old 03-31-06, 02:31 PM   #5
Sailor Steve
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There was a fog fix posted months ago, and as I understand it the 16km Atmosphere mods contain this fix. I use the 16km Atmosphere Dark and have had no problems.
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Old 03-31-06, 03:39 PM   #6
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Maybe it a perception thing. I use the same 16Km Dark mod in IuB, and still have people who say the fog is broke because they used the 8km default for long.

Like for example, the Barham mission. In 8km you have to wait a short time before the Revenges shows up while in the 16km you see them as you enter the game...
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Old 03-31-06, 09:38 PM   #7
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I've seen these threads too but had not encountered any ships in fog on my first patrol with GW so I couldn't see what they were talking about. I finally ran across some last night - shadowed two freighters in the densest fog/lowest visibility for several hours of game time, stopping for sound checks every 30-45 miniutes or so to see how things were going - finally pulled off a perfect intercept as they came sliding out of the fog/mist at about 400m, dead in my sights. Unfortunately, it was a pair of Brazilian ships (a coastal and a light tanker), and it was only July 1941, so I had to let them sail on back into the mist and disappear.

Frustrating encounter from a tonnage perspective, but good training for the newest members of my crew and very cool looking from the bridge - so, for me at least, the fog seems to be working just fine with Sh3 Commander and Grey Wolves (using the "16km dark" version).

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Old 04-02-06, 05:53 AM   #8
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When im using the 16 Km mod, i have a black sky at day. Any Ideas how to fix this ?
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Old 04-02-06, 06:16 AM   #9
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Quote:
Originally Posted by Hohenstaufen
When im using the 16 Km mod, i have a black sky at day. Any Ideas how to fix this ?
Quote:
Q6: After installing IuB, I get a black sky during the daytime.
This issue is possible due to other mods interfering with IuB through a faulty installation
of IUB and SH3 Commander. If this happens, use the “Rollback” option in SH3
Commander, disable IuB in JSGME, and then enable it again. To avoid similar file
problems with *any* mod in the future, ALWAYS rollback SH3Cmdr BEFORE
installing/enabling new mods. Whilst usually not a problem, it is always a good habit to
get into to ensure that you limit the potential for file clashes.
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