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Not always.. sometimes.. but you're right, it's wrong place to mention this.. |
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The file you need to edit is data/Filters/Underwater.pfx. Open it with notepad, and set the 'Intensity' parameter to 0.000 :up: |
Attack Scope glitch-
Found a little thing with the attack scope. I'm using the following folders in order;
The problem- When I raise the attack scope, before the scope breaks the surface of the water, the screen is bright white with intermittent graphic lines like the picture is trying to show something but most of the screen is just bright white. As soon as the scope clears the water, the picture becomes fine. The Observation scope does not do this. Just wanted to know if you can repeat this or not. It might be my card, but it's worked so well so far. Everything else with this set seems to work and look fine. Thanks D40:up: |
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I also recommend you to enable DynEnv's submods in the same order suggested by their progressive numbers :03: |
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Now there's something I didn't know. So, it's better if I place these mod folders in numerical order?! I always tried to guess the best way they would overwrite each other. OK! One other thing, was the Sober file fixed (the wake) yet? I'll go ahead and Re-Download if it is. Everything otherwise is excellent my friend. The basemod folder has all the seafoam, the underwater effects are just great. I am wondering if I can use The atlantic kelpbeds and coral reefs at the same time. Danke mein Freund :up: |
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Had one crash to DT when a airplane was sighted. But on another note, is it normal to have 15m/s winds with very high waves 90% of the time with medium fog 90% of the time? That seems to be what I'm getting most all the time now. Time of year is May and June... Area is atlantic mostly west of Gibralter. In the Gulf of Gadiz and north and south of there. |
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If so, change the 'Intensity' parameter of your self-made patch to 0.001 for very faint underwater FX (remember to disable it before you make your changes :03:), or enable the following patch after DynEnv Main Mod and Enhanced Visibility (medium), if you are using it: :up: DynEnv v2.9 - No Underwater FX Patch Quote:
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http://imageshack.us/a/img21/1235/climatezones.jpg |
On the topic of rain probability, started by Dogfish40, it just occurred to me that wind speed might be a factor affecting precipitations occurrence.
It that was true, the limited wind speed ranges introduced by DynEnv could reduce or zero their chance for some areas/seasons. I will investigate :hmmm: |
I'm using Sobers mega mod so I'm not using all of the submods in this currently. My problem is that when I use the external cam sea weed and kelp are stretched like 50 meters tall. I think this is a vanilla issue if I recall. Also, when I go put my sub on the seafloor it looks like it's still 10 meters off the bottom. I remember when I used The Dark Wraiths custom patcher I selected something that would let me bottom my uboat. Doesn't seem to be working. I hover 10 meters or so above the sea floor and my uboat takes damage even just sitting a 0 knots...
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OK I downloaded your NO underwater FX patch and will apply it and try it in a few minutes.
My locations were in the gulf south of Spain. It's in the yellow area. I made a trip to Freetown and Dakar which travel some orange areas. Medium Fog with high winds the whole way. I can go to a port and the weather gets better but after I travel back into my hunting grounds in the gulf south of Spain, the fog and high waves and wind come back usually by the time I get into the shipping lanes. Edit... OK I applied your patch and it works like a charm. I must have screwed something up when I tried. here is my mod list as applied at the moment in case anyone wants to know. Quote:
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Something i've been thinking of, because i noticed when medium fog night times we can still see stars as if no fog, would be nice to get blurred stars as like sun in day time with medium fog...:hmmm:
Is it possible? :D |
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By any chance, have you started using this mod (any version) in mid patrol? If so, you should try disabling Main Mod and Ambient Settings - Darker Nights optional mod, and reenable them the next time you are in bunker; if it doesn't work, disable them again, and reenable them once more at the start of a new campaign; if it still doesn't work, try restarting a new career. If you were using v 2.1 whe you started your current career, switching to v 2.9 shouldn't cause any problem though :hmm2: Quote:
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I don't exclude that some of the known limitations won't be fixed sometime in the future, but I cannot make guarantee on it, because either they are hardcoded, or we don't know the settings controlling them :-? |
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Gute Jagd |
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Thanks for your answers Volodya and Gap.
Ok, missed those lines in the first post...there is always so much to read and learn everywhere in this forum! :haha: I'm no modder expert in any case, but seeing sun being blurred with fog in day time, i don't see why it can't be done with stars in night time... Both are above clouds and fog :D Well, maybe one day you'll discover the soluce! |
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One thing I've noticed is the radio guy will not give me a radar contact on my nav map or any verbal notice. Yet the radar is picking up contact blips from as far as 8000 meters or there abouts. Granted this is the first version of the radar that has the antenna panels on the conning tower. Only a 60 degree coverage both sides I believe. But much testing reveals the guy doesn't even know what a rader unit is. I don't know if this is DynEnv causing this or something else. Seems like a bug in the executable of radar detection notification. |
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