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04-19-13, 08:27 PM | #241 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Quote:
They are mutually excluding, but you can enable sober's wave mod over DynEnv base mod with no problem. I suggest you to try different wave mods, and to keep the one you like more |
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04-19-13, 10:57 PM | #242 |
Ensign
Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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Many thanks for the reply Gap. I'm enjoying the new seafloor and plant options awesome stuff.
Last edited by Bathrone; 04-21-13 at 02:41 AM. |
04-21-13, 10:31 PM | #243 |
Ensign
Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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Gday. So doing some testing Ive found a graphics corruption problem with certain configurations of this mod.
This works: Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] Accurate German Flags sobers game loading tips V5 SH5 DBM Background Video SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 4.a Camera Filters - Realistic Colors DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters DynEnv v2.9 - 8.c Wave Mechanics - Hurricane DynEnv v2.9 - 10.I Seafloor (high resolution) DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution) DynEnv v2.9 - 12. Sounds This doesnt: Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] Accurate German Flags sobers game loading tips V5 SH5 DBM Background Video SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 3.b Enhanced Visibility (high) DynEnv v2.9 - 4.a Camera Filters - Realistic Colors DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters DynEnv v2.9 - 7. Clear Water Surface DynEnv v2.9 - 8.c Wave Mechanics - Hurricane DynEnv v2.9 - 10.I Seafloor (high resolution) DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution) DynEnv v2.9 - 12. Sounds What happens in the second configuration when going to external camera and moving underwater, the display becomes corrupted. The game doesnr crash, it just displays a mess on the screen. I have all the eye candy in the game set to high. Cheers |
04-22-13, 05:29 AM | #244 | |
Ocean Warrior
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Quote:
cut of the post #1 - Quote:
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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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04-22-13, 06:55 AM | #245 |
Ensign
Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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Thanks for that Ill try, like I all of us sometimes my work is bugged
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04-22-13, 07:28 AM | #246 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Quote:
Exactly: enable DynEnv v2.9 - No Underwater Impurity Patch on top of DynEnv v2.9 - 3.b Enhanced Visibility (high) |
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04-22-13, 01:01 PM | #247 |
Helmsman
Join Date: Apr 2010
Location: underwater
Posts: 107
Downloads: 333
Uploads: 0
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I was wondering, has the problem of stars seen through overcast been addressed? If not, is there a way to address this by completely disabling stars in the program whenever the nav reports overcast skies? Then again, if it was that simple somebody probably would have already done this.
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04-22-13, 01:22 PM | #248 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Quote:
You self-answered your own question I have been looking into scene.dat for a setting which might affect stars visibility on stormy weather, but with no joy. I have no idea where else to look for it, but I suspect that it is another hardcoded feature |
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04-22-13, 02:36 PM | #249 |
Helmsman
Join Date: Apr 2010
Location: underwater
Posts: 107
Downloads: 333
Uploads: 0
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That's what I was afraid of. I figured with all the expert modders in this community somebody would have fixed such a blatant flaw in the weather modelling, if it were possible. Sometimes though the simplest way to achieve a desired result is overlooked so I thought the idea of disabling the stars altogether upon overcast or fog reports was worth a shot.
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04-22-13, 03:03 PM | #250 |
Ocean Warrior
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I think, things like stars shining through the fog and clouds, heavy fog after reload etc. are in the TDW's to do list.. at least I hope so ..
__________________
. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
04-22-13, 03:24 PM | #251 |
Navy Seal
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Lighthouses and buoys used to shine through stuff - I think this was fixed be Sober or TDW
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04-22-13, 03:56 PM | #252 |
Ocean Warrior
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Yes, indeed.. TDW has fixed lighthouse's lights in the FX Update
__________________
. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
04-22-13, 05:08 PM | #253 |
Willing Webfooted Beast
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Great mod, now I can believe that the merchant crews aren't blind at night
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04-22-13, 05:45 PM | #254 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Quote:
Quote:
buoys don't have any special light controller. If anything prevents their lights from shining through fog, it got to be a material property and/or a global setting (camera or shader settings ). As for lighthouses, I need still to locate the file(s) were they reside, but again, the visibility through objects of their lights could be controlled by a global setting. |
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04-25-13, 02:10 AM | #255 |
Stowaway
Posts: n/a
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Is there a mod which adds shine and reflection of the water?
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Tags |
climate, dynamic environment, environment, environmental mod, fog, weather |
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