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SUBSIM: The Web's #1 BBS for all submarine and naval simulations! |
05-21-2012, 02:47 PM
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#16 |
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Samurai Navy
![]() Join Date: Apr 2011
Posts: 580
Downloads: 109
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While I have you here....any idea why at times the ships get under water a bit too much and then you start to hear the sinking underwater sounds?They never do sink but the sounds are off putting.
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05-21-2012, 03:26 PM
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#17 |
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Rear Admiral
![]() Join Date: Apr 2006
Posts: 10,096
Downloads: 20
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No I dont sorry
Know what you mean tho Privateer may be able to help you with that one
__________________
![]() My mediafire page http://www.mediafire.com/?11eoq19bq9r41 Gamefront http://www.gamefront.com/files/user/bigboywooly |
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05-21-2012, 04:17 PM
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#18 |
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Samurai Navy
![]() Join Date: Apr 2011
Posts: 580
Downloads: 109
Uploads: 0
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Privateer,if you read this,could you comment on why the ships make the noise like they are sinking if the bow stays under for a bit too long.Its like its simulating actual water seeping in.
Also,why are some ships that should be exactly the same behave so different in game.Ammunition ship,whale factory,medium tanker share same length and if I set the .sim settings to exact same for all 3 they still behave very differently.It seems that there is a hidden setting that silent editor doesn't change.Maybe a cog point that is set at different places. |
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05-21-2012, 05:04 PM
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#19 | |
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Black Magic
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Quote:
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05-21-2012, 05:35 PM
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#20 |
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Samurai Navy
![]() Join Date: Apr 2011
Posts: 580
Downloads: 109
Uploads: 0
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TDW,just slightly different draft in .cfg.Isn't the .cfg settings just for the rec manual and to tell you the player what to aim for?I say this because the info in rec manual is so different for many ships compared to what it says in S3Deditor.
And I just found out what the excessive rising of the stern is.It seems the cog is different on each ship.I set fr_ratio=1 which puts it at bow of ship and the thing is rock solid with no undulations.It just bows up and down now with no see saw effect.
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05-23-2012, 11:42 AM
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#21 |
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Samurai Navy
![]() Join Date: Apr 2011
Posts: 580
Downloads: 109
Uploads: 0
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ARGGHHHHH.............
.......![]() Fixed the crazy erratic behaviors on some ships. It was the COG being too low.Raised it back up and all my tweaks seem to work really well now.This means that now it will be much faster to tweak the ships since after reverting the cog I found that many look perfect now.STill wanna go thru all 160ish |
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05-23-2012, 11:58 AM
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#22 | |
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Black Magic
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I would assume they play a role in SH3 also since SH5 is based off of 4 which is based off of 3.
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05-23-2012, 12:10 PM
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#23 | |
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Samurai Navy
![]() Join Date: Apr 2011
Posts: 580
Downloads: 109
Uploads: 0
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Quote:
I am pretty sure the .cfg values only change whats in rec manual.I tested it last night by setting double length and draft and no change in game. |
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05-25-2012, 02:23 PM
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#24 |
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Samurai Navy
![]() Join Date: Apr 2011
Posts: 580
Downloads: 109
Uploads: 0
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Arggghhhhhhhhhhhhhhhhhhhhhhhhhh
![]() Two gallons of diet iced tea later and I have 3/4 of the ships done. They look good and watching from outside is great stuff.BUT this game is to be played inside the sub and so I wanted the scopes part to look great also.The thing is though,SH3 seems to remove water effects when zoomed in with scopes.The ships look to be floating above the water with scopes but seated nicely in water when viewed external.Its draw distance.IS there a way to increase draw distance for looking thru the scopes??Heck even the normal view of ships on horizon has a 1/4 inch of water with no texture on it right at water line.Must be a way to increase the draw distance for todays faster PC's.......
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05-25-2012, 02:52 PM
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#25 |
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Samurai Navy
![]() Join Date: Apr 2011
Posts: 580
Downloads: 109
Uploads: 0
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Spoke too soon.Fixed it rather quickly.Was the LargeWavesArmonics set too high.I liked it because every once in a while a big wave happens by and looks good.But just tested it with smaller LargeWavesArmonics and the sea still looks great!! I think many here will like this mod
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