Some types of windows don't fade when seen from vehicles
Abmong
Join Date: 2019-07-21 Member: 253859Members
Build Oct-2020 65786
Types of Windows affected:
Multipurpose Room Windows
Circular End of Compartment Windows
Moonpool Windows
Cyclopes lower deck doorway
Normally swinning 150m away makes these windows fade to invisible
https://i.imgur.com/ZPfW2dN.jpg
But from inside vehicles they don't fade
https://i.imgur.com/a8HLZvk.jpg
Even at more then 1000m away the windowa are still visible as bright spots
https://i.imgur.com/QCfGVFP.jpg
This affects all vehicles: Seamoth, Cyclopes, PrawnSuit
Types of Windows affected:
Multipurpose Room Windows
Circular End of Compartment Windows
Moonpool Windows
Cyclopes lower deck doorway
Normally swinning 150m away makes these windows fade to invisible
https://i.imgur.com/ZPfW2dN.jpg
But from inside vehicles they don't fade
https://i.imgur.com/a8HLZvk.jpg
Even at more then 1000m away the windowa are still visible as bright spots
https://i.imgur.com/QCfGVFP.jpg
This affects all vehicles: Seamoth, Cyclopes, PrawnSuit
Comments
Thx, have to test it out
Just tried it. It's a good mod, does performance boost as advertised, especially with the multi-core usage options. Doesn't fix the window visibility bug though, What I find strange about the bug is the "I" and "L" Glass compartments fades as they should, the square windows you build on the compartments also fade. The bug only happens on the round windows and the windows Multipurpose room and Moon Pool and cyclops lowerdeck doirway... It's as if the devs just forgot to add/set fade filters for them.
Add the starting lifepod orange floats to the list too...
It works as the modder describes, but it's an imperfect fix/solution.
For it to work you have to reduce the underwater draw distance from 100 down to 20 (200m). The window lights becomes invisible when you go 200m away as nothing pass the 200m mark gets drawn. It blinks in/out at 200m, not the gradual fade like it should. So the mod masks the bug if you're willing to live with setting the draw distance that low.
I'm going to try using the base light-switch mod, but I foresee a potential issue with that since you would have to manually turn off the lights each time before you leave the base... And if the lights being OFF resets itself to ON each time you load in, it wouldn't really work as a work around.