Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For example, if the ground average colour is [17, 21, 15] and your uniforms average colour is [32, 42, 30], then the averages match rougly 46%, which is then turned into a coefficient like so: 1.1+(sin((0.46*pi)-1.57)/2), which results in a coefficient of rougly 1.03.
So, as I've explained in the comments, there is no bias for black clothing built into the mod and the (alleged) effectiveness of black clothing is just a result of this calculation, and I don't see anything wrong with it personally, nor do I know how to go about changing it.
You can also disable night compensation in the settings, if you desire the coefficients to remain the same regardless of time of day. Cheers.
The game is about realism. Not everyone should be wearing black. Use some discretion
something is wrong with the way things are being calculated atm
there is no point in using this mod if players wont be able to visually tell what works and what doesent by looking at the uniform and comparing it to the terrain - currently thats not the case
example: woodland and black outperform arid patters - in an arid environment
nobody wants to run around with a debug console all the time to figure out which camo works
if a pattern that should clearly be better than solid black isnt, there is something wrong with the maths