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Old 06-14-15, 06:07 PM   #2028
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by vdr1981 View Post
So you're telling me that max weather change interval forced by DynEnv is 48h??
Yep, that's the standard summer setting. For other seasons it is just 12 hours

Quote:
Originally Posted by vdr1981 View Post
If so, this is not good because weather in game stays stuck for much longer periods after save/reload... I could only hope that when finally weather change kicks in after 3 or more days, actual change is consistent with settings precised in weather.cfg files...

This thing is also bothering me...When you load your gamesave while on patrol, instantly one weather change will kick in bringing completely new weather parameters. The question is, is this change within parameters precised in weather.cfg files or is it completely random. For me , it seems that is completely random but I hope I'm wrong...
Stick in mind that the one weather variables we can set through cfg files are the ones discusse so far (i.e. weathter change interval and wind speed range). Other weather variables are not totally random, but we have no control over them: cloud coverage, rain and fog, are determined by hardcoded routines and calculated based on previous weather (an important exception to this rule is when a savegame is reloaded though, in which case there is no previous weather), and on current season, i.e. winter has an higher cloud/rain/fog occurrence than other seasons. The one thing we can do in order to change the occurrence of the latter factors, is altering each season's start/end dates.

Quote:
Originally Posted by vdr1981 View Post
Extremely useful would be quick test patch for DynEnv which will limit max weather change interval anywhere in the world to something like 6h and wind speed for example 10m/s so we could test and understand quickly how much DynEnv features are affected by save/reload problem .

If still ,with such patch on board, game would give us 15m/s winds and weather change after 3 or 4 days that wont be good at all...But, my assumption is that the game will constantly shifts weather in a intervals of few hours with winds no higher than 10m/s (cross your fingers).
If this is true than ave /reload problem wouldn't be such a problem after all...

I hope you've understood my poor English?
Can you do that?
Got you
I start having your same doubsts, and a DynEnv patch like the one you are suggesting is exactly what I meant when I said that at this point a set of tests is needed. The patch will be ready tomorrow

Quote:
Originally Posted by vdr1981 View Post
Video:

Testing:Testing: new sounds, meny.txt entries, early war magnetic detonators, underwater view range ect...

What do you think about new torpedo firing sounds?

P.S.
I know , FPS and quality suck...
All is cool, including new torpedo launch sounds, but...
- button push sound sucks
- somewhere in one of my old hard drives I should have alternative HD graphics for speed selection telegraph, course selection compass and depth selection dial (bottom right corner of the interface). In my opinion they look more autentic than the ones currently in use, recalling more closely the excellent 3D dial graphics made by Steel Viking and Conus. I would gladly donate them to you (if I manage finding them!) for inclusion in your mega mod.
- I have noticed you replaced the expression "Taskforce sighted" with "Naval group sighted". Nonetheless I think that in current english, the term "naval" refers especially to warships, as it is in direct connection with the similar term "Navy" (i.e. a fleet of waterborne military vessels). If your intention was looking for a more generic expression encompassing any number of military and/or military ships, I would rather use "Group of ships" or, even better, "Convoy" i.e, according to the Merriam-Webster dictionary, "a group of vehicles or ships that are traveling together usually for protection".
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