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Old 01-23-2007, 10:58 PM   #1
nvdrifter
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**Mod Release** Longer Wakes

**Mod Release** Longer Wakes v1.0 for use with GWX



Type VII u-boat at flank speed (before)













...and type VII u-boat at flank speed (after)










The goal of this mod is to try to realistically create longer wakes in SH3. This mod contains the following features:


-Longer ship and u-boat wakes:

All ships and u-boats will now have much longer trailing wakes, depending on ship speed. All u-boat wakes are also slightly wider than vanilla SH3.


-Longer periscope wakes:

All u-boat periscopes will now have longer wakes.



-Longer torpedo wakes:

All steam-powered torpedoes will now have much longer wakes. You will now be able to watch the wakes of your steam-powered torpedoes zip towards their targets.




*Some notes*

The faster the speed of the ship, the longer the wake will be (except coastal patrol boats). Due to limitations of the game being hard-coded, any ship (including large cargo ships) moving at slower speeds will not have very long wakes. This is unfortunately unavoidable. High speed ships, such as battleships, aircraft carriers, destroyers, etc. will have very long wakes when running at higher speeds. The effects of being spotted by the enemy due to longer u-boat wakes is still unknown.

When hunting enemy ships or convoys in low visibility conditions (such as fog or storms), it is important to remember to search for ship wakes. You may be able to spot a wake and follow it back to the ship that made it. But remember, that wake may lead you right to an enemy escort!


Everyone please note that convoy cargo ship wakes will not be as long as in the pics I posted before. I ran into serious problems when making them that long at such low ship speeds. The wakes would eventually stop reproducing and then the ships would have no wakes at all. Ship wake lengths in SH3 are extremely reliant on ship speed. I lengthened all ship and u-boat wakes as long as I could without causing gameplay or graphic problems. Also, I could not get longer snorkel wakes to work properly in this release. But hopefully it will be implemented in the future.

I hope everyone enjoys it.


Download here: http://hosted.filefront.com/aragorn155/

Last edited by nvdrifter; 01-24-2007 at 01:35 AM.
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Old 01-23-2007, 11:00 PM   #2
Shaffer4
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Downloading now!
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Old 01-23-2007, 11:34 PM   #3
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Thx NvDrifter. Ive been waiting for this

I saw another mode you have for download. Role-play rescue. What is that for kind of mod? Sounds intressting

Edit/ found your post about role.play rescue mod
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Last edited by Vikinger; 01-23-2007 at 11:49 PM.
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Old 01-23-2007, 11:34 PM   #4
edjcox
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Long Wakes

I have a question as to why tis mod was considered necessary?

Also could you post a few before and after images indicating the expected results?

Thanks

I have the file on my system but not yet installed. Waiting to hear other feedback..

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Old 01-23-2007, 11:39 PM   #5
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One bit of good news, you may want to alter your title:

From what I can tell, this should be perfectly compatible with NYGM as well as GW
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Old 01-24-2007, 12:20 AM   #6
nvdrifter
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Quote:
Originally Posted by CCIP
One bit of good news, you may want to alter your title:

From what I can tell, this should be perfectly compatible with NYGM as well as GW
Why is that? I thought GWX and NYGM contain different ship files.

Last edited by nvdrifter; 01-24-2007 at 12:31 AM.
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Old 01-24-2007, 12:23 AM   #7
Venatore
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Thanks my friend
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40,000 men of the Kriegsmarine served on German U-Boats during WWII, 30,000 perished. German U-Boats fought from the first day of hostilities, till the very last day of the war. To date; the German U-Boats sustained the highest casualty rate of any unit in any war.
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Old 01-24-2007, 12:25 AM   #8
nvdrifter
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Quote:
Originally Posted by edjcox
I have a question as to why tis mod was considered necessary?

Also could you post a few before and after images indicating the expected results?

Thanks

I have the file on my system but not yet installed. Waiting to hear other feedback..

This mod is not really 'necessary', but it does improve realism.

Last edited by nvdrifter; 01-24-2007 at 05:13 AM.
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Old 01-24-2007, 12:31 AM   #9
CCIP
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Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by CCIP
One bit of good news, you may want to alter your title:

From what I can tell, this should be perfectly compatible with NYGM as well as GW
Why is that? I thought GWX and NYGM had different ships in the game.
That's true. But for those ships that ARE there, the files it changes do not have an effect on anything affected by NYGM.

Let me test it a bit more. So far it's looking good!
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Old 01-24-2007, 12:41 AM   #10
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Here's a sign of it working with NYGM! (using med water to simulate caribbean)


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Old 01-24-2007, 01:23 AM   #11
nvdrifter
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I went ahead and posted some before and after pics in the first post.
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Old 01-24-2007, 04:44 AM   #12
CWorth
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Quote:
Originally Posted by edjcox
I have a question as to why tis mod was considered necessary?

Also could you post a few before and after images indicating the expected results?

Thanks

I have the file on my system but not yet installed. Waiting to hear other feedback..

It is needed to add to the realism.

Ships leave very big,very long wakes behind them when moving through the water.

Not to mention the that in most cases aircraft spotted a Uboats wake long before the Uboat which they then followed to the Uboat.

From above the wake of a ship is very distinct and stands out like a sore thumb on the water.

This is an image taken from the Space Shuttle of a Super Tanker doing 10knots and leaving a 40km long wake behind it..
http://www.planktos.com/educational/...tankerwake.jpg

Some other images of ships wakes..
http://misheli.image.pbase.com/u8/ql...023.75810R.jpg
http://www.ppa.gc.ca/images/gallery/_M6X6468.jpg

Just an idea of what a plane would see from the air..notice the wake of the ship is quite easily spotted..
http://car.gsfc.nasa.gov/_images_cla...1/Image010.jpg

A Uboat wake...
http://www.uboataces.com/images/uboat_wake.jpg

From this page..
http://www.uboataces.com/tactics-rem...nvisible.shtml
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Old 01-24-2007, 05:38 AM   #13
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Sh3 just gets better and better.
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Old 01-24-2007, 05:43 AM   #14
Phoenix3000
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Excellent work NV!!

Been looking forward to this one!

Quick question though - I already enabled your torpedo wakes mod via JSGME - does this replace that mod? ie. - Do I need to uninstall the torp wake mod before adding this? (At the office right now so can't try it until later.)

Cheers!!

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Old 01-24-2007, 05:48 AM   #15
nvdrifter
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Quote:
Originally Posted by Phoenix3000
Excellent work NV!!

Been looking forward to this one!

Quick question though - I already enabled your torpedo wakes mod via JSGME - does this replace that mod? ie. - Do I need to uninstall the torp wake mod before adding this? (At the office right now so can't try it until later.)

Cheers!!

Px3000
It's the exact same version. You can simply overwrite it. No need to uninstall.
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