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02-25-13, 06:34 PM | #1 |
Navy Seal
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[REL] Dynamic Environment SH5
Description: Dynamic Environment SH5 v 2.9 Authors: Subsim SH5 Modding Community About this mod: The weather randomly generated by Silent Hunter 5, as it is out of the box, tends to be quite static. This mod addresses the problem, aiming to enhance the game experience. Not only it offers better looking and immersive environments that push game’s graphical engine to its limits, it also affects the general playability, by adding in SH5’s world several new climatic zones, each with its characteristic colors, seasons, and dynamic weather conditions. For doing so, real data on ocean’s main temperatures and turbidity, season’s alternations, weather variability, wind speeds, etc, were collected and combined, resulting in an highly variable environment. From now on, planning carefully your patrols based on seasons and locations will be a key factor for succeeding in the campaign, making the difference between the newbie and the experienced U-boot Kaleun! Main mod features:
====================================== Dynamic Environment SH5 v 2.9 patches, fixes & updates ====================================== Legend: blue title = optional update orange title = critical update Medium Fog Bug Workaround by archer9 (date added: 12 Jan 2014) This mod replaces medium fog settings with clear weather settings and light fog settings with medium fog, thus making medium fog to appear much more rarely in game. Undesired side effects: there is no light fog anymore, and transition from clear weather to heavy fog is very sudden. Enable the DynEnv-compatible version of Medium Fog Bug Workaround on top DynEnv's main mod and, if used, after any version of DynEnv's Enhanced Visibility submod. No campaign restart required. sobers waves mod V27 SH5 (date updated: 8 Jan 2014) This is the latest version of sobers waves mod. Waves look more natural now, and big waves will block te view of other vessels. If you plan to use the DynEnv v2.9 - Sobers Best Ever Tweaks submod, you might want to keep it updated by enabling sobers waves mod V27 SH5 on top of it. Screenie available at this link. sobers best ever fog V25 SH5 (date added: 8 Jan 2014) This is the latest attempt by sober to rebalance SH5 fog levels. Medium fog visibility is much better now. Let this mod to overwrite DynEnv's main mod and Enhanced Visibility or Sobers Best Ever Tweaks submods if you are using them, and enjoy it! Rubini's Moon light mod v1 (date added: 3 Dec 2013) This mod adds a real moon light into the game. The main feature of this mod is that now the night "main light" is aligned with the moon, what is much more immersive. Screenies here and here. Originally released for SHIII, but compatible with SH5. Better used together with any of the Dynamic Environment's Darker Nights submods and with Sobers Realistic contrast V8. A big thanks to sober for pointing us to this mod! sobers realistic contrast V8 SH5 (date updated: 3 Dec 2013) This is the latest version of the mod once known as 'sobers DOF', which enhances game contrast. If you plan using the DynEnv v2.9 - Sobers Best Ever Tweaks submod, you might want to keep it updated by enabling sobers Realistic contrast V7 SH5 on top of it. Now updated for full compatibility with Rubini's Moon light mod. sobers storm clouds v1 SH5 (date added: 5 Nov 2013) Makes clouds to look darker and lower, thus increasing the dramaticity of the skies. Screenies of the mod available in its thread. sobers better terrain v4 SH5 (date added: 30 Oct 2013) This mod enhances the resolution of detail maps rendered on the terrain. Enable it anytime either in port or on patrol. DynEnv v2.9 - Brighter Nights (date added: 19 Jul 2013) This submod reduces the problem of nights being excessively dark for some users. Available in two alternative versions: Brighter Nights (normal version) and Brighter Nights-No Murky Waters (merge of the two submods). DynEnv v2.9 - No Glaring Sunlight (date added: 19 Jul 2013) This submod is an attempt to reduce the excessively bright sun reported by some users, and it is a combination of the lights.cfg settings suggested by Venus with stock hdr_exterior.cfg, as suggested by robbierob2005. There is still space for some finetuning probably, but you should notice a substantial improvement anyway. DynEnv v2.9 - Wave Mechanics - Gale (Improved) (date added: 9 May 2013) This is a big improvement over the Wave Mechanics - Gale optional mod featured in DynEnv v2.9, which now contains Fifi's tweaks (thank you again mate!). JSGME ready. Enable it any time in place of any other wave mechanics mod. Compatible with DynEnv v2.9 - Sobers Best Ever Tweaks (enabled DynEnv v2.9 - Wave Mechanics - Gale (Improved) and let JSGME to overwrite the conflicting file). Screenies: wind speed 0 m/s, wind speed 14 m/s DynEnv v2.9 - No U-Mark (date added: 20 Mar 2013) Removes the orange marker denoting U-boat's position in external view. DynEnv v2.9 - Sobers Best Ever Tweaks - Wakes Fix (date added: 6 Mar 2013) With some gfx cards, the tweak contained in DynEnv v2.9 - Sobers Best Ever Tweaks corrupt U-boat's wake. This quick fix corrects the issue by restoring stock settings. Enable it after the aforementioned submod, if you are experiencing the described problem. Not required if the Sobers Best Ever Tweaks is not enabled. DynEnv v2.9 - No Underwater Impurity Patch (date added: 5 Mar 2013) Removes underwater impurity particles. Enable it after the Main Mod and either of the Enhanced Visibility optional mods, if used. NOTE: required by the Enhanced Visibility submod high version, to fix a bug which makes impurity to be rendered as solid white squares. DynEnv v2.9 - No Underwater FX Patch (date added: 3 Mar 2013) Removes underwater diffraction effects. Enable it after the Main Mod and the Enhanced Visibility (medium) optional mod, if used. You don't need it if you are using the Enhanced Visibility (high) submod. Last edited by gap; 11-06-22 at 06:27 PM. Reason: removed Dynamic Environment v2.9 - Addon by U-190 from the list of recommended DynEnv addons. |
02-25-13, 06:35 PM | #2 |
Navy Seal
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Hi there,
in this post I will try to explain as clear as I can with my modest english what any SH5 player wanting to use Dynamic Environment should know before enabling it. It is important that you read these explainations carefully, in order to be aware of what you can expect from the mod and to report any issue or malfunctioning. In the first part I will try to explain how SH5 climate/weather settings do work. Skilled modders or experienced players who know better than me this part of the game can jump directly to the second paragraph where I describe the weather system introduced in Dynamic Environment and the process followed for achieving it. I apologize in advance if in some parts this text will result tedious, obscure, or incomplete, and indeed I wellcome any constructive criticism about our mod and my explainations on it. here we go: HOW IT WORKS All the editable files for SH5 wether generation are located in this path: <Silent Hunter 5/data/Env>. This folder contains several files. The ones whose function I'm going to explain belong to 4 categories: 1) ClimateZones.tga file, representing the global map in Mercator projection. In stock game the map looks like this: As you can see, sea is represented there by different shades of red. During weather generation, the game engine is compairing our current position with the corresponding red value on the map, and reading it according to 3 different color indices. Incidentally, CTD's caused by some environmental mods were due to colors in the wrong format accidentally introduced in the map, or to colors in correct format but not listed in these indices. 2) ClimateZones.cfg: together with the .tga map, it is the core part of the weather genereting system in SH5. the firts part of the file contains the above mentioned indices, matching any of the red values found on the .tga map with 3 sets of parameters, namely (from their headers): - Climate Zones settings - Climate Weather Types settings - Climate Environment Colors settings Example from stock SH5: Code:
[Climate Zones] DefaultClimateZone=0 Color00=PolarClimateNorthern Color40=TemperateClimateNorthern Color80=TropicalClimateNorthern Color120=TropicalClimateSouthern Color160=TemperateClimateSouthern Color200=PolarClimateSouthern [Climate Weather Types] Color00=Weather_Polar.cfg Color40=Weather_Temperate.cfg Color80=Weather_Tropical.cfg Color120=Weather_Tropical.cfg Color160=Weather_Temperate.cfg Color200=Weather_Polar.cfg [Climate Environment Colors] Color00=EnvColors_Polar.cfg Color40=EnvColors_Temperate.cfg Color80=EnvColors_Tropical.cfg Color120=EnvColors_Tropical.cfg Color160=EnvColors_Temperate.cfg Color200=EnvColors_Polar.cfg Here is an example taken from stock game ClimateZones.cfg file, belonging to northern temperate area settings: Code:
[TemperateClimateNorthern] [TemperateClimateNorthern.Season0] SeasonName=winter StartDate=1201 EndDate=0231 [TemperateClimateNorthern.Season1] SeasonName=spring StartDate=0301 EndDate=0531 [TemperateClimateNorthern.Season2] SeasonName=summer StartDate=0601 EndDate=0831 [TemperateClimateNorthern.Season3] SeasonName=autumn StartDate=0901 EndDate=1131 Another example from stock settings, related to southern polar area: Code:
[PolarClimateSouthern] [PolarClimateSouthern.Season0] ; one season for polar zones SeasonName=winter StartDate=0101 EndDate=1231 I did not carry tests with overlapping seasons, inverted seasons order (for instance summer => spring => winter) or seasons appearing more that once during one year, though, even if possible, I doubt that this kind of settings would help us to render a more realistic seasonal pattern! It seems logical to me that the occurrence of rain, clouds and fog is generated by game engine pseudorandomly, on the base of current season (defined by in game date and location and ClimateZones.cfg settings). The probability of these occurrences for any given season could be hardcoded. So, unless I'm very much mistaken, the only way to change their chance in game is to play with the presence/absence and relative duration of different seasons, as defined in the .cfg file discussed in this paragraph. 3) Climate Weather Types settings are contained in a set of .cfg files (one file for any weather type we want in game, 3 in vanilla SH5). They define different weather change intervals (min and max values, in hours) and wind speed ranges (again: min and max values) related to the current season. Due to this reference to seasons, it is important to match weather settings with the corresponding ClimateZones area settings. For instance, if we wanted to create/edit a weather type .cfg file corresponding to a climate zone featuring two seasons, we would ensure that it contains entries for the very same seasons. For example, stock SH5 settings for temperate weather (shared by both northern and southern temperate climate zones) are: Code:
[Season 0] SeasonName=winter MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change MinWindSpeed=1 ; MaxWindSpeed=15 ; [Season 1] SeasonName=spring MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change MinWindSpeed=1 ; MaxWindSpeed=15 ; [Season 2] SeasonName=summer MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change MinWindSpeed=1 ; MaxWindSpeed=15 ; [Season 3] SeasonName=autumn MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change MinWindSpeed=1 ; MaxWindSpeed=15 ; Code:
[Season 0] SeasonName=winter MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change MinWindSpeed=1 ; MaxWindSpeed=15 ; Well, I guess you got enough basics to understand what follows. Time for sticking to the changes introduced with Dynamic Environment: WHAT WE DID In stock game we got 3 weather type/environment color zones (Polar, Temperate and Tropical) and 6 climate zone (the former zones x 2, for both northern and southern emispheres). You can spot these zones at first glance by looking at the .tga map posted above. The first step was adding some new climate/environment colors zones to the map. For doing so, we didn't stick to latitude as main factor for climate change across the globe. As SH5 is a game about people going through the sea, we took oceanic average temperatures as the main factor representing global climate. We are aware that for this arbitrary assuption we are not going to win the Nobel Prize, but after all climatology is a complex science, and we had to simplificate it a lot in order to put it in our game! This is one of the many maps about global oceanic temperatures we've found on the net: and this is how ClimateZones.tga map looked like after our first rework: Red color shades were replaced with custom colors for easing our work. This is the legend: Black: polar zone; Blue: subpolar Zone; Cyan: cold temperate zone; Green: warm temperate zone; Yellow: hot temperate zone; Red: tropical and equatorial zone. Each of these areas got its own environment color settings. Next step was adding intermediate areas within the main zones. We could have done it by introducing new color in the map and defining new climate/weather/environment colors zones in .cfg files, but as there's a limit to the zones that could be defined in the .tga map (0 to 255 are the red channel values in RGB color format) and we wanted to have some free space for adding other features, we decided to represent these "in-between" areas by dithering pixel by pixel color values relative to contiguous yet existing zones: in this image you cannot spot the dithering, as the image itself is a compressed and resized sample. Side effect of this dithering method is that every time you move on your u-boat into intermediate areas, going from pixel to pixel (in game it is equal to a square with side of 40 km), most probably weather will change, providing an higher dynamism during passages and patrols in those areas. The next step was implementing the intertropical climatic system into our mod: the two red and blue bands in this image represent the so called Intertropical Covergency Zones with two alternate (wet/dry) seasons. Wet seasons correspond to hotter months: around July for the red band and January for the blue one. The central area between the bands is the equatorial zone, were precipitations are equally distributed during most of the year. Again: we semplified a lot things. After adding some shadowing effects to our map for representing ITCZ zones, equatorial zone and for distiguishing northern and southern climates, we obtained this: Notice that I took the area of Indian Ocean between Horn of Africa, Southern Arabic Peninsula and North Western India out of Northern ITCZ and equatorial bands, because the climate of this region tends to be drier than surrounding areas and it is influenced by winds originating in the southern hemisphere. Now, according to colors in map*, we can define our ClimateZones settings in ClimateZone.cfg file as follows: Greyed areas outside ITCZ and equatorial bands: black: polar northern climate blue: subpolar northern climate cyan: cold temperate northern climate green: warm temperate northern climate yellow: hot temperate northern climate red: dry tropical northern climate Areas within ITCZ bands: Upper ITCZ band (black shadowed area): wet tropical northern climate Mild band (grey shadowed area): equatorial climate Bottom ITCZ band (white shadowed area): wet tropical southern climate Non greyed areas outside ITCZ and equatorial bands: red: dry tropical southern climate yellow: hot temperate southern climate green: warm temperate southern climate cyan: cold temperate southern climate blue: subpolar southern climate black: polar southern climate * Intermediate colors (orange, lime green, light blue, etc.) don't need to be defined because -as aforesaid- if you could look at them closely you would see that they were actually obtained by dithering two of the main colors. Our seasons settings for all of these climate zones are resumed in the following chart: Notice that: -polar zones got only one season (winter) -subpolar zones got 3 seasons (winter [6 months], spring [3] and autum [3]) -dry tropical zones got 4 season with long summer (6 months) and short autumn, winter and spring (each 2 months long) -wet tropical zones got 2 seasons (each 6 months long), inverted compared to real climate (this is for simulating the rainy season that in these regions is corresponding to the hottest months) -equatorial climate got only one season (spring, for keeping some chance of rain during the whole year without renouncing to sunny days ). Another aspect that we wanted to simulate in game was the presence of regions where oceanic waters look murky green, as seen in the movie Das Boot. It is something that was discussed extensively on this forum by both detractors, asserting the inconsistency of using a movie as reference for realism, and advocates who experienced this particular sea color outside the cinema! Well, I think stoianm discussed in this thread the existence of a phenomenon called upwelling and happening close to continental platforms when cold waters from the seafloor, rich in minerals and nutrients, reach the surface feeding algal blooms. While in real sea you most probably will never dive in sea waters as green as a swamp (and as seen in Das Boot...), clorophyll content is a well studied parameter in ocenography and marine biology. Here's a map taken from internet: the areas in red are the ones with the highest contents in clorophyll, hence the murkiest and greeniest in Neptune's realm. The following map represents our designed murky areas. painted on SH5 ClimatZones.tga map: upwelling zones are represented as plain brown areas and here's the map with all the other colors: upwelling zones are represented as brownish shadowings on top of other colors Including the upwelling, by now all of the environment color zones featured in Dynamic Environment are represented in the map. Hence we have: black color (no brown shadowing): polar environment colors - blue sea black color (brown shadowing): polar environment colors - murky green sea blue color (no brown shadowing): subpolar environment colors - blue sea blue color (brown shadowing): subpolar environment colors - murky green sea cyan color (no brown shadowing): cold temperate environment colors - blue sea cyan color (brown shadowing): cold temperate environment colors - murky green sea green color (no brown shadowing): warm temperate environment colors - blue sea green color (brown shadowing): warm temperate environment colors - murky green sea yellow color (no brown shadowing): hot temperate environment colors - blue sea yellow color (brown shadowing): hot temperate environment colors - murky green sea red color (no brown shadowing): tropical and equatorial environment colors - blue sea red color (brown shadowing): tropical and equatorial environment colors - murky green sea Notice that despite upwelling and algal blooms are mostly seasonal phenomenes, it is not possible in SH5 to make environment colors dependent on seasons. Hence, green sea waters will show during the whole year in the designed zones. Finally, the last, most challenging and probably most important part of my tasks for Dynamic Environment was implementing realistic wind patterns. This feature can influence greatly the game play, because during stormy weather can be very difficult to hunt enemy ships. Once again, internet helped us. Here's a map showing global average wind speeds, used as base for wind datas fetured in our mod: and this is its simplified version rendered in ClmateZones.tga: EDIT: missing picture Legend (wind spees in m/s): light blue: 4 green: 5 yellow: 6 ocre: 7 pink: 8.25 red: 10.5 grey-purple: 12.5 merging wind speeds information with the remaining colors we obtained this: and this is our final .tga map after reconverting the rainbowl-like colors in red color values read by the game engine (and after several hours of hard work, while stoianm on the background was singing some old fashioned italian songs with the purpose to enhance my concentration :$ ): our final task was to create realistic seasonal wind ranges, as the information provided by the first map was relative to annual average speeds, calculated over a period of severale years. Information on wind speeds seasonal variation was provided by 3 other maps: EDIT: missing chart The first map from top is representing wind speeds standard deviations (the deviation from the averages), whereas the other two maps show average wind speeds respectively for the months of January and July. As you can see, major deviations from average wind speeds are recorded especially at the southernmost and (in an even bigger measure) northermost latitudes. These deviations are reflected by differences in seasonal averages. By combining this information we were able to set realistic wind speed ranges for winter and summer seasons, while the ranges for spring and autumn were calculated by equating the annual averages for each zone to the values reported in the legend of our simplified wind speeds map. The resulting equations were solved by taking in consideration the duration of each season, as previously defined in the corresponding climate zone settings, and by assuming arbitrarily that autumn and spring averages must be equal. Believe me, saying it was harder than doing it. Anyway, for all practical purposes, my suggestion is to save the previous maps somewere on your HD and to study them carefully every time you are planning a new patrol. By doing so, remember to compare the annual average for the designed patrol area with the maps showing seasonal averages. Also, take in mind that: 1. Given average wind speeds are... averages : patroling a calm wind area doesn't mean that you will not encounter occasional windy days, but on average the chance of wind storms will be higher for areas having an higher average wind speed. 2. There are chances of high discrepancy between annual and seasonal averages. 3. In general the highest wind speeds are occurring during winter (around January in northern amisphere and July in souther emisphere) 4. In general, the higher the latitude, the higher the difference between seasonal average wind speeds. 5. In general, the higher the annual average wind speed, the higher the difference between it and the seasonal averages. That's all! Now we rely on your feed-back in order to know wether we have achieved our purposes or not. Again, any bug report, suggestion, technical advise, etc. is very wellcomed! Last edited by gap; 01-30-20 at 02:21 PM. Reason: changed image hosting service |
02-25-13, 06:36 PM | #3 |
Navy Seal
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RESERVED
Last edited by gap; 01-30-20 at 11:15 AM. |
02-25-13, 06:37 PM | #4 |
Navy Seal
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RESERVED
Last edited by gap; 01-30-20 at 11:15 AM. |
02-25-13, 06:39 PM | #5 |
Ocean Warrior
Join Date: May 2005
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Wow, you guys have been busy.
After see the charts one question. Where safety lines modded in so the crews won't be blown overboard? I'd try it out when you get a link posted but I'd have to start all over again with my campaign. Not going to happen for a while I'm afraid, but I will download it and have it in a safe place for later on.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
02-25-13, 06:42 PM | #6 | |
Navy Seal
Join Date: Jan 2011
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Quote:
If you were using Dynamic Environment v 2.1, you can enabled the new version any time |
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02-25-13, 06:54 PM | #7 |
Ocean Warrior
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Congratulations my friend!
It was really Global work! User guide is similar to the user manual for launching ballistic missiles I'm afraid I'll need more than a day to read it all Thank you Gabriele! PS: why v2.9?
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
02-25-13, 07:22 PM | #8 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Quote:
This new version doesn't contain substantial new features (thus the number version 2.9), but it is aimed to consolidate Dynamic Environment with several improvement which had been released as separate patches since its last "official" release, and to make it more accessible to any player in therms of easy dowload and installation, compatibility with other mods, and good performance on any computer. Imo, the most important feature is that I and stoianm agreed in making Dynamic Environment into a "community mod" (as stated is 'Authors' section of the readme, we don't consider it anymore as "our" mod), thus making it even more open than before to anyone's contribution. I strongly hope that our modders will accept our invitation Unfortunately, my convolute English didn't help me in making the user guide as easy as, as I hope, is the rest |
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02-25-13, 07:34 PM | #9 |
Ocean Warrior
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I see new vegetation does not yet implemented in this version?
PS: my contributions? a drop in the ocean
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
02-25-13, 07:38 PM | #10 |
Samurai Navy
Join Date: Jan 2004
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Gap,
What's the weather change factor? As in ...does the weather change at some random interval....or does it change after X number of hours? Does the Medium Fog reload bug follow the same weather change factor?
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Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD The Wolves of Steel 1.06 The Wolves of Steel 1.06 Update 05c |
02-25-13, 08:17 PM | #11 | ||
Navy Seal
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Quote:
Dynamic Environment added 84 new weather zones, over a number of 3 set in stock game. This implies that the more the player will move far from the poles, the shorter the winter season, the lower the chance of fog. Moreover, in order to make the game to shuffle more the weather, autumn, winter and spring weather change intervals were made shorter than in stock game for most weather zones (i.e: 3 to 12 hours). Quote:
The secret? Always save your games while in mid-patrol, or after having dealed with an enemy convoy. Never save before planning an attack |
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02-25-13, 08:24 PM | #12 | |
Navy Seal
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Quote:
Implementing this feature implies a lot of graphical work on the raw map used for setting the different ecoregions, and on the textures to be rendered in game (not only tree textures: seabed, terrain and rock textures can be customized as well for each region ). It means a lot of work. I will consecrate to it once we finish with our other project, which I hope to work on full time, now drops is exaclty what oceans are made of. Many drops. Any singular drop may appear insignificant, but it is not |
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02-25-13, 08:37 PM | #13 | ||
Ocean Warrior
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Quote:
Quote:
One more question - are the Wave Mechanics mods the same as in v2.1 or new ones?
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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02-25-13, 08:42 PM | #14 |
Samurai Navy
Join Date: Jan 2004
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Yeah...been bit by this a couple of times in the past. Thanks for the hard work and update to this great mod.
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Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD The Wolves of Steel 1.06 The Wolves of Steel 1.06 Update 05c Last edited by finchOU; 02-26-13 at 02:26 AM. |
02-25-13, 08:59 PM | #15 | ||
Navy Seal
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Quote:
Quote:
More likely than the suggestion by Trevally of wearing a bicorne hat anyway Exactly the same, but the submod Sobers Best Ever Tweaks contains Waves Mod v9 which wasn't featured in the previous version. |
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Tags |
climate, dynamic environment, environment, environmental mod, fog, weather |
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