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Old 08-18-11, 02:57 PM   #796
crepitis
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Thanks TheDarkWraith and Mia389, hopefully I can sort it now and get rid of the flares , another bit of immersion gone , but my machine just doesnt like them !
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Old 08-18-11, 06:05 PM   #797
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Originally Posted by TheDarkWraith View Post
...I also love puzzles and problem solving SH5 is just one HUGE puzzle and challenge so I'm in heaven.
...better dont show him PMDG`s new NGX
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Old 09-20-11, 11:24 PM   #798
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just updated from 0.0.16 and having a small problem...ships won't fire a star shell unless I inflict double the damage needed to sink them...ships are splitting in half and I still need to do more damage to get them to fire off the flare
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Old 10-12-11, 02:42 PM   #799
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Using MO+OH2+FX+TDW UI

I figure this is FX problem. Although I saw the same issue with standard SH5.

The mushroom of fire in a catastrophic explosion, the whole animation is too fast, it should be 1/3 of the speed. In SH3 we had nice slow motion explosions, which are not really slow motion, but look like slow motion due to the size of the explosion. What I'm seeing in SH5 is making the ships look like tiny little toys.

From the start of the fire cloud explosion to the end of the animation, it's half a second. An explosion that huge (ships are huge) should last at least 2 or 3 seconds, maybe more.

I don't know if this was discussed before, I didn't find anything in my search.

Hope it's something worth looking for the next update.
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Old 10-12-11, 03:07 PM   #800
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Originally Posted by Philipp_Thomsen View Post
Using MO+OH2+FX+TDW UI

I figure this is FX problem. Although I saw the same issue with standard SH5.

The mushroom of fire in a catastrophic explosion, the whole animation is too fast, it should be 1/3 of the speed. In SH3 we had nice slow motion explosions, which are not really slow motion, but look like slow motion due to the size of the explosion. What I'm seeing in SH5 is making the ships look like tiny little toys.

From the start of the fire cloud explosion to the end of the animation, it's half a second. An explosion that huge (ships are huge) should last at least 2 or 3 seconds, maybe more.

I don't know if this was discussed before, I didn't find anything in my search.

Hope it's something worth looking for the next update.
nice report. Something to definitely look into
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Old 10-12-11, 03:47 PM   #801
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THIS SAYS KABOOOM!




THIS SAYS KABOOM!





THIS SAYS.... PUFF?


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Old 10-12-11, 03:49 PM   #802
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My point is, doesn't look realistic.

Doesn't look cool.

Looks boring.

A quick puff, like 1995 games.

It's strange cos everything else in the game looks absolutely fantastic.

Just my 2 cents.
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Old 10-12-11, 03:55 PM   #803
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Other than texture detail (is that an option in game?), I'm not really seeing much of a different in shots 1 and 3. Well, 1 has the reflection too. Also remember that shot 3 includes a lot of little secondary explosions out the portholes and along the deck that add to the size of the explosion.
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Old 10-12-11, 04:51 PM   #804
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There are 'Torpedo Splash' and 'Old Style explosions' mods for SH5 existing already. Try to use them, guys, and may be the issue should not be seem so unpromising
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Old 10-13-11, 02:24 PM   #805
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I have to correct what I said. I found the problem.

I recorded a catastrophic explosion and watched in slow motion.

The quality of the explosion, the fire, the smoke, the cloud, it's all very realistic, well done. Looked awesome in 25% speed (in the video), which means the explosion effect needs to be slowed down.

It feels like a puff instead of a kaboom exactly cos it's too fast.

I needed to watch in slow motion to be impressed.

That amount of details shouldn't be presented in half a second.

TDW, if you manage to slow down the explosion effects to 25% of it's actual speed, you will achieve a jaw-dropping FX.

Think about it... ships are 200 meters long, some of those balls of flame are almost that size. A 200 meter diameter ball of fire down disappear in half a second.
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Old 10-13-11, 03:28 PM   #806
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Seeing this on the front page reminded me of something I've been meaning to report for ages.

http://cloud.steampowered.com/ugc/55...37F10F003B94E/

See the white 'stains' where the ship is sinking? I'm pretty sure they're meant to be oil slicks... it's done this since fx update 018, and 019, maybe even 16_2 as well. I've never had a proper oil slick in game.
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Old 10-13-11, 03:31 PM   #807
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Philipp, i think you exactly got the point of the current explosion appearence problem, i couldnt describe it... now i see the problem !

...just hope that TDW can fix it.
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Old 10-15-11, 06:01 AM   #808
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The smoke from ship smoke stacks resetting . Is it something to do with this file ?
C:\Ubisoft\Silent Hunter 5\data\Shaders\Filters\FilterVS

If i comment out that shader than i just get a black screen where the water drops should be on screen . The smoke resets IE: smoke disapears and then reappears when the water droplets appear on the screen .

Out.ProjPos=In.Pos;//mul(matProj,In.Pos);
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Old 10-15-11, 01:05 PM   #809
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Quote:
Originally Posted by sober View Post
The smoke from ship smoke stacks resetting . Is it something to do with this file ?
C:\Ubisoft\Silent Hunter 5\data\Shaders\Filters\FilterVS

If i comment out that shader than i just get a black screen where the water drops should be on screen . The smoke resets IE: smoke disapears and then reappears when the water droplets appear on the screen .

Out.ProjPos=In.Pos;//mul(matProj,In.Pos);
to be resetting could be that the maximum amount of particles for that generator was reached. It can't release new particles until children die off first. As a child dies a new particle will be released.
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Old 10-15-11, 06:06 PM   #810
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Originally Posted by TheDarkWraith View Post
to be resetting could be that the maximum amount of particles for that generator was reached. It can't release new particles until children die off first. As a child dies a new particle will be released.
what about using a modified smoke generator ?
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