SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-26-09, 01:49 PM | #121 |
Mate
Join Date: Sep 2008
Posts: 55
Downloads: 10
Uploads: 0
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Woah thanks for the detailed explaining vikiner, will get to work with it once i find some spare time
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Running silent,running deep,we are your final prayer Warriors in secret sleep,a merchantman's nightmare A silent death lies waiting, for all of you below Running silent,running deep,sink into your silent sleep |
03-26-09, 08:12 PM | #122 |
Torpedoman
Join Date: Jan 2009
Location: Bergen, Norway
Posts: 114
Downloads: 3
Uploads: 0
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Rolling and pitching
Hey. I have a problem. My submarine is rolling in calm sea as if it is a storm! What's wrong?
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03-26-09, 10:35 PM | #123 |
Loader
Join Date: Jan 2009
Location: Idaho
Posts: 82
Downloads: 255
Uploads: 0
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Guys I love this mod THANKS! but could you please fix it so a guy can lock on a target before they are dropping depth charges on your head?Going back to old mods tell fixed.
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03-27-09, 06:30 AM | #124 | |
Ace of the Deep
Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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Quote:
Try Vikingers fix for the fog on this forum. |
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03-28-09, 02:45 AM | #125 |
Weps
Join Date: Apr 2007
Posts: 351
Downloads: 35
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On the topic of water transparency. Perhaps its not the overall depth of visibility that is bothering me. I think its more like the angle at which you can still see the submerged submarine is set shallower than om RL. If you are almost directly overhead a submerged submarine with the sun behind you then he should show up clear as day. But in RL you should not be able to stand on the bridge of a ship a quarter mile away and still clearly make out the hull shape of a submerged submarine. Reflected sky would be much brighter and would overpower any visible light reflecting off the sub's hull.
Is there any way to adjust the angle of reflection to make the sub less visible at shallow angles? Please and Thank you.
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03-28-09, 02:43 PM | #126 |
Watch Officer
Join Date: Mar 2005
Location: In the North Carolina Sticks
Posts: 335
Downloads: 0
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Simply mindbendingly incredible!!!
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03-28-09, 05:18 PM | #127 |
Watch
Join Date: Feb 2008
Location: Poland, Zabrze
Posts: 15
Downloads: 41
Uploads: 0
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03-28-09, 07:20 PM | #128 |
Loader
Join Date: Jan 2009
Location: Idaho
Posts: 82
Downloads: 255
Uploads: 0
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All is fixed with the Lite fog mod by Vikinger I can lock on targets now further than 300 feet away. BEAUTIFUL mod guys Thanks
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03-29-09, 10:00 AM | #129 | |
Swabbie
Join Date: Mar 2009
Posts: 9
Downloads: 94
Uploads: 0
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Well, first post here, and first of all, kudos for W_Clear and Kriller2 for a great job.
In the last week (since I've bought the SH4+1.5), I've been trying to get the game up to speed with visual enhancements. Here is how I am running the game now (after trying with Environmental 5.2 and then PE4 stand alone/mixed installs): #1 Real Environment mod install ROW Sound Effect v_9 #3 Carotio camera fixes bugs for the uboats hydrophone for stock sh4 #4 Warships retextured Lite Fog (fix for the fog issue) #2a PE4 Special effects for Stock SCAF for Sh 1.5 #2 Submarine splash and roll pitch mod with new sound for Stock sh4 #5 Optional loading_screen Metric Nomographs #4 PE4 Ship_debris_SH4_with bodies *note: the order is important - #4 PE4 Ship_debris_SH4_with bodies must be last installed to function properly Right now, the only bugs that I've found were the following: 1) When at surface in calm sea, looking through external camera fixed, if you accelerate up to 32x for a while and then return to 1x, your boat will be rolling like if it was on a heavy storm. If you then submerge and return to surface, everything works fine again. 2) I'm having the "camera out of sectors" bug when trying to click some spots inside sub. Anyone else? 3) periscope's ticking sound (when turning) is gone (I miss that sound) By the way, to be able to use special effects from PE4, I have changed some files according to this: Quote:
FIRE.DDS FIRE_ADD.DDS NEWFIRE_ADD.DDS OILSPILL.DDS SMOKE.DDS SMOKE_VOLUM2.DDS SMOKE_VOLUM.DDS SMOKEA.DDS I think it looks and play great now! --- JoKeR68 Last edited by joker68; 03-29-09 at 10:39 AM. |
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04-01-09, 10:21 AM | #130 |
Commodore
Join Date: Mar 2007
Location: Jersey Shore
Posts: 605
Downloads: 20
Uploads: 6
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you guys did a great job with this. been running it for a day so far. The sea and colors are very real.
the only thing that i feel is not accurate is the ship roll in 5 knot winds, its way excessive.
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04-01-09, 12:51 PM | #131 |
Ace of the Deep
Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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HI ATR42, Thanks , yes there is a bug with some of the submarines and they they roll to much at 5m wind, I have tried alot to correct that bug when we tested the mod with RFB team, but when I change the sim files something else is affected alot, so I choosed to let it be because all other wind speeds is very nice with the combination of my roll mod from PE4 and W_clears submarine swing mod with the submarine making a sound when it hits a big wave.
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04-01-09, 02:30 PM | #132 |
Commodore
Join Date: Mar 2007
Location: Jersey Shore
Posts: 605
Downloads: 20
Uploads: 6
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very good, thanks for the reply Kriller, will be watching here.
Thanks again for all the hard work, it looks great. Last edited by ATR-42; 04-01-09 at 04:00 PM. |
04-01-09, 04:07 PM | #133 |
Commodore
Join Date: Mar 2007
Location: Jersey Shore
Posts: 605
Downloads: 20
Uploads: 6
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Quick Fix
To anyone experiencing excessive roll and wants to change it...
follow what Vikinger said in prior post... Summery; here is the value that worked for me in the editor program go to> nss gato.sim >10 unit submarine > 11 Unit Submarine > open obj Hydro > CHANGE gc_height to 2.7 there is a BIG change in dynamics from 2.8 to 2.7 2.8 is very roll sensitive, 2.7 is steady with light rolling in calm seas. Seems to be more realistic, not sure what else it will effect, but in really calmed everything down... at least enough till they patch.
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04-01-09, 09:12 PM | #134 |
Captain
Join Date: Sep 2004
Location: Sweden
Posts: 514
Downloads: 44
Uploads: 6
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Yeah that is the easiest way to change it.
Other values that also affect the pitch and roll is how deep the sub lays in the water at surface. You can allways try to adjust that value also by lowering the sub. Unit_Submarine/unit_Ship/obj_Hydro/Surfaced and change the draught value. Higher value means it sits lower. Dont forget to write up the "normal" values if you change anything. it can have a dramatic impact how the sub behavie. And another value, same path as the gc_height. fr_Ratio. That change the horizontal gravity center but i would not advise to change this to much. it affect how the sub "dives/plows" through the waves. How much the bow will move up and down. Balance a pen on your finger and you have gravity center 0.5 when its horizontal. Move the pen to either side and you se the effect how its either tilt up or down. Dont change it more than 0.001 at a time. it will affect the diving also. if the sub tilts forward ( higher value than 0.500 ) it will affect the dive planes. And you must compensate the tilt then by adjusting the rudders value
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04-01-09, 11:33 PM | #135 |
Commodore
Join Date: Mar 2007
Location: Jersey Shore
Posts: 605
Downloads: 20
Uploads: 6
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i was also unable to lock onto targets further away than 300 or so yards in fog, thanks to Vikingers Lite fog its fixed.
the Environment looks great. And i can finally see the boat pitching! love it!
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