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View Full Version : **Mod Release** Longer Torpedo Wakes v1.0


nvdrifter
01-20-07, 05:53 AM
UPDATE RELEASED....


**Released ** Longer Torpedo Wakes v1.02 for use with GWX


This mod makes torpedo wakes visible for much longer than vanilla SH3. Torpedo wake trails will be visible for approximately 45 seconds now. Hopefully this mod will add some realism and eyecandy to your game. ;)


http://img138.imageshack.us/img138/4523/sh3img20120071744309788wp.png


**This mod may or may not work correctly with other mods (besides GWX)**

Download latest version 1.02 here:

http://files.filefront.com//;6576804;;/

Phoenix3000
01-20-07, 06:32 AM
Hi NV!

Great Work!

I'll download it now and add it to GWX- looks very good!:up:

Cheers

Px3000

EDIT - When downloading from FileFront I regularly get this error:

"There was an error processing your request; it appears to be invalid or there was an error with your conection. Please wait while your request is retried...

I finally managed to get the download screen to appear after 20+ attempts! - Right, off to install it.....

Cheers all!

Px3000

Venatore
01-20-07, 06:49 AM
Nvdrifter,

I keep saying it's the small things that forum members do that make this the most exciting game still. What doesn't get mentioned is the amount of research hours and countless loading of the game to see what the effects look/sound like that you have made, prior to the release of the mod to the members. Congradulations on presenting this mod and no doubt the U-Boat/ship wake to the cumminty of SH3.

This has been one of the overlooked area of the game, but I do remember Pascal modding the wake many moons ago with regards to texture, it's good to see the development of the game is in good hands.

:up:

Boris
01-20-07, 07:00 AM
niieece :up: Cheers nv!

melnibonian
01-20-07, 07:12 AM
Does this mod affects the AI? I mean do ships see the new wakes and change course or it's just eye-candy?

Alex
01-20-07, 07:16 AM
I just would like to know if it will be included in the GWX update, I hope it will ! :yep:

nvdrifter
01-20-07, 07:59 AM
Does this mod affects the AI? I mean do ships see the new wakes and change course or it's just eye-candy?
Honestly, I don't really know. I'm not sure how the AI reacts to wakes.

nvdrifter
01-20-07, 08:00 AM
I just would like to know if it will be included in the GWX update, I hope it will ! :yep:

Anything is possible. :lol:

nvdrifter
01-20-07, 08:03 AM
Nvdrifter,

I keep saying it's the small things that forum members do that make this the most exciting game still. What doesn't get mentioned is the amount of research hours and countless loading of the game to see what the effects look/sound like that you have made, prior to the release of the mod to the members. Congradulations on presenting this mod and no doubt the U-Boat/ship wake to the cumminty of SH3.

This has been one of the overlooked area of the game, but I do remember Pascal modding the wake many moons ago with regards to texture, it's good to see the development of the game is in good hands.

:up:
Venatore, thanks for pointing that out. Perhaps a lot of players really don't understand how long it takes to make even the simplest mods. So far, I have spent at least 20 hours of my own time researching, testing, and tweaking my Longer Ship Wakes mod. But I have to admit, Longer Torpedo Wakes mod only took about 4 hours total. ;)

I can't imagine how many hours it took to make GWX. :o

CWorth
01-20-07, 08:13 AM
I just would like to know if it will be included in the GWX update, I hope it will ! :yep:I personally hope if it is it is included as an optional install..I personally dont think it is very realistic..see this post...

http://www.subsim.com/radioroom/showpost.php?p=391925&postcount=82

From this thread
http://www.subsim.com/radioroom/showthread.php?t=103984

Dont get me wrong it looks good but I am just not sure how realistic it is to show water bubbles from a steam torpedo that last for 3 minutes:huh: .

nvdrifter
01-20-07, 08:19 AM
I just would like to know if it will be included in the GWX update, I hope it will ! :yep:I personally hope if it is it is included as an optional install..I personally dont think it is very realistic..see this post...

http://www.subsim.com/radioroom/showpost.php?p=391925&postcount=82

From this thread
http://www.subsim.com/radioroom/showthread.php?t=103984

Dont get me wrong it looks good but I am just not sure how realistic it is to show water bubbles from a steam torpedo that last for 3 minutes:huh: .
Well, a ship can leave a wake of at least 30 minutes or more. So I suppose a small, high speed torpedo prop could leave a 3 minute wake. A prop is a prop. Does this make sense? :hmm:

CWorth
01-20-07, 08:22 AM
I just would like to know if it will be included in the GWX update, I hope it will ! :yep:I personally hope if it is it is included as an optional install..I personally dont think it is very realistic..see this post...

http://www.subsim.com/radioroom/showpost.php?p=391925&postcount=82

From this thread
http://www.subsim.com/radioroom/showthread.php?t=103984

Dont get me wrong it looks good but I am just not sure how realistic it is to show water bubbles from a steam torpedo that last for 3 minutes:huh: .
Well, a ship can leave a wake of at least an 30 minutes or more. So I suppose a small, high speed torpedo prop could leave a 3 minute wake. A prop is a prop. Does this make sense? :hmm:

Yes true..but that is from the surface water being physically moved and disturbed by a 1000+ ton ship and prop...a steam torpedo is nothing more than bubbles coming to the surface and not physically disturbing the water as a ship does.Its not the torpedoes props that are causing the wake,simply the bubbles from the steam engine.The electric torpedoes dont leave a wake because there are no bubbles coming to the surface from its engine.So the oceans surface waters simply moving would break up the bubble wake from the steam engine quite quickly.There would be a wake that is obvious from the steam bubble, simply not as long or last as long IMHO.

nvdrifter
01-20-07, 08:23 AM
I just would like to know if it will be included in the GWX update, I hope it will ! :yep:I personally hope if it is it is included as an optional install..I personally dont think it is very realistic..see this post...

http://www.subsim.com/radioroom/showpost.php?p=391925&postcount=82

From this thread
http://www.subsim.com/radioroom/showthread.php?t=103984

Dont get me wrong it looks good but I am just not sure how realistic it is to show water bubbles from a steam torpedo that last for 3 minutes:huh: .
Well, a ship can leave a wake of at least an 30 minutes or more. So I suppose a small, high speed torpedo prop could leave a 3 minute wake. A prop is a prop. Does this make sense? :hmm:
Yes true..but that is from the surface water being physically moved and disturbed by a 1000+ ton ship...a torpedo is nothing more than bubbles coming to the surface and not physically disturbing the water as a ship does.So the oceans surface waters simply moving would break up the bubble wake quite quickly.There would be one simply not as long or last as long IMHO.
I agree. But isn't most of the wake caused by the propellers? Or maybe just half? I will try to find the correct answer.

CWorth
01-20-07, 08:52 AM
Here is a pic of a torpedo wake..

You can see the bubbles in the front left side of the torpedo..but where it is near the boat it is beggining to dissapate already and not as visible.

http://firstworldwar.com/photos/graphics/ww_torpedo_wake_01.jpg

and another one..
http://www.usscolorado.org/images/pic13.jpg

Its not the length of the wake as much as the length of time it is lasting that is my concern.

nvdrifter
01-20-07, 09:08 AM
Here is an image I found on the internet. I couldn't find any specific torpedo wake length info. But looking at this picture, I would say that torpedoes left a fairly long wake. Maybe at least 2 or 3 minutes.



http://www.uboataces.com/images/torpedo_trail.jpg

http://www.navsource.org/archives/08/0821109.jpg

http://www.navsource.org/archives/08/0821109.jpg

nvdrifter
01-20-07, 09:14 AM
Here is a pic of a torpedo wake..

You can see the bubbles in the front left side of the torpedo..but where it is near the boat it is beggining to dissapate already and not as visible.

http://firstworldwar.com/photos/graphics/ww_torpedo_wake_01.jpg

and another one..
http://www.usscolorado.org/images/pic13.jpg

Its not the length of the wake as much as the length of time it is lasting that is my concern.

I understand your concern. I am trying to make this mod realistic. Perhaps 1 or 2 minute wake times would be better. Plus, I could always change the actual wake length (this mod only changed wake bubble time).

java`s revenge
01-20-07, 09:40 AM
Nvdrifter you did it again!!

nvdrifter
01-20-07, 09:43 AM
I just would like to know if it will be included in the GWX update, I hope it will ! :yep:I personally hope if it is it is included as an optional install..I personally dont think it is very realistic..see this post...

http://www.subsim.com/radioroom/showpost.php?p=391925&postcount=82

From this thread
http://www.subsim.com/radioroom/showthread.php?t=103984

Dont get me wrong it looks good but I am just not sure how realistic it is to show water bubbles from a steam torpedo that last for 3 minutes:huh: .
Well, a ship can leave a wake of at least an 30 minutes or more. So I suppose a small, high speed torpedo prop could leave a 3 minute wake. A prop is a prop. Does this make sense? :hmm:
Yes true..but that is from the surface water being physically moved and disturbed by a 1000+ ton ship and prop...a steam torpedo is nothing more than bubbles coming to the surface and not physically disturbing the water as a ship does.Its not the torpedoes props that are causing the wake,simply the bubbles from the steam engine.The electric torpedoes dont leave a wake because there are no bubbles coming to the surface from its engine.So the oceans surface waters simply moving would break up the bubble wake from the steam engine quite quickly.There would be a wake that is obvious from the steam bubble, simply not as long or last as long IMHO.
Ok. After re-reading your post, I think I understand. I have decided to make the next version shorter. Makes sense to me. I am thinking maybe 45 seconds or 1 minute max. Thanks for your input. :up:

Paajtor
01-20-07, 09:55 AM
maybe you should consider releasing that next torp-wake version together with the Longer-Uboat-Wakes mod, once that's ready?
In one pack/mod-install, I mean.

nvdrifter
01-20-07, 09:59 AM
Ok. Here is a 45 second version. What does everyone think? Is this torpedo wake length more realistic?

http://img441.imageshack.us/img441/682/sh3img2012007235106251rk.png (http://imageshack.us)

http://img252.imageshack.us/img252/5245/sh3img20120072350345461xf.png (http://imageshack.us)

Samwolf
01-20-07, 10:07 AM
Ok. Here is a 45 second version. What does everyone think? Is this torpedo wake length more realistic?


I like the 45 second version.:up:

mr chris
01-20-07, 10:08 AM
The 45sec to 1min Torpedo wake looks spot on to me. I have to agree with CWorth that 3 mintues was a bit long.
Your work on these wake for ships, U-boats and torpedos is very much apericated mate:up:

Lanzfeld
01-20-07, 10:09 AM
I think 1 minute would be perfect.

Just my opinion.

GT182
01-20-07, 10:10 AM
Nv, realistic or not both wakes look good.

BUt IMHO, I like the 45sec wake the best. If it's a compromise, it looks better all around for the effect it creates. :up:

And thanks for your hard work on this. ~S!~

CWorth
01-20-07, 10:12 AM
I must say the 45 sec version looks spot on to pics that I have seen..:up:

nvdrifter
01-20-07, 10:13 AM
And here are some pics of vanilla SH3 torpedo wakes (5 seconds, which is way too short in my opinion):


http://img174.imageshack.us/img174/6388/sh3img21120070819783bh.png (http://imageshack.us)


http://img187.imageshack.us/img187/8678/sh3img21120070756157ww.png (http://imageshack.us)

mr chris
01-20-07, 10:16 AM
Yep 45secs is just right from thoes pic above it is a bit of a job to see the wake in the stock game.:doh:

GT182
01-20-07, 10:16 AM
And here are some pics of vanilla SH3 torpedo wakes (which are way too short in my opinion)

That's an understatement. If you blink, you've missed it. LOL

Jimbuna
01-20-07, 11:39 AM
Danke :rock: :up:

mr chris
01-20-07, 11:40 AM
D/L'd Thanks very much for this matey:up:

Letum
01-20-07, 11:52 AM
:up: Downloading


Top Mod!

Paajtor
01-20-07, 01:18 PM
Nvdrifter, have you also tested pattern-running and acoustic torpedoes?
How do they look when they make a turn?

nvdrifter
01-20-07, 01:24 PM
Nvdrifter, have you also tested pattern-running and acoustic torpedoes?
How do they look when they make a turn?
Hmmm. Forgot about that. But it can easily be fixed. Thanks for the heads up. By the way, how many homing torpedoes are there in GWX and what are their names?

Phoenix3000
01-20-07, 03:11 PM
Hi, I've posted these in anoter thread - but when I saw the comment above about turns I thought I would put them here as well.

Below is what they look like turning - thoese pictured are standard steam torps.

Great idea for a mod though!:up:

Cheers

Px3000

http://img105.imageshack.us/img105/2636/torpwake23gw.jpg
http://img409.imageshack.us/img409/7725/torpwake13dk.jpg

Paajtor
01-20-07, 03:23 PM
Yes, that's the kind of wake I was afraid of.
Nvdrifter, can you fix this just as easily as you did for the sub-wakes?

Btw, the SH3-manual has some info on the different guided torps...from page51 on.
I don't know much about them, and have only used acoustic torps.

nvdrifter
01-20-07, 11:11 PM
**Update Released**

Longer Torpedo Wakes v1.02 for use with GWX

This mod makes torpedo wakes visible for much longer than vanilla SH3. Torpedo wakes will now be visible for approximately 45 seconds now. Hopefully this mod will add some realism and eyecandy to your game. ;)

--------------------------------------------------------------------------------------------------------------

Changes/fixes in v1.02:

-Fixed blocky corners for steam-powered, guided torpedoes. Steam-powered, guided torpedo wakes will now have smooth edges when turning.

http://img248.imageshack.us/img248/2316/sh3img21120071228585937zw.png (http://imageshack.us/)

Sorry everyone for not catching that problem in the last release. Everything should be ok now in this version. Thanks to Phoenix3000 for pointing out the blocky torpedo wake problem.

Download here:

http://files.filefront.com//;6576804;;/

panthercules
01-21-07, 02:49 AM
Awesome! Thanks for getting this fixed up so fast. Can't wait to give it a try.

Now, my perennial question - is this the kind of mod you have to be in port for, or is it something you can safely do while out on patrol?

nvdrifter
01-21-07, 03:01 AM
Awesome! Thanks for getting this fixed up so fast. Can't wait to give it a try.

Now, my perennial question - is this the kind of mod you have to be in port for, or is it something you can safely do while out on patrol?

In patrol change might work. There's only one way to find out! :p

odinfish
01-21-07, 09:25 AM
SWEET!!! ...another staple in the GWX update perhaps?:up:

Jimbuna
01-21-07, 10:04 AM
Brilliant nv :rock:

panthercules
01-21-07, 10:24 AM
Awesome! Thanks for getting this fixed up so fast. Can't wait to give it a try.

Now, my perennial question - is this the kind of mod you have to be in port for, or is it something you can safely do while out on patrol?

In patrol change might work. There's only one way to find out! :p

LOL - that's helpful :o

I was hoping you could say with more certainty based on whatever it is you actually had to do to make this work. Oh well - I've seen nothing but aircraft and enemy destroyers on this patrol so far, so I guess a little experimentation wouldn't set me back that much. We'll see:hmm:

chris
01-21-07, 10:50 AM
@nvdrifter

Congratulations and thank you very much for your last brilliant torpedo wakes. I want to point out, that I`am a great fan of your mods and can imagine, how much time you spend.

nvdrifter
01-21-07, 11:02 AM
@nvdrifter

Congratulations and thank you very much for your last brilliant torpedo wakes. I want to point out, that I`am a great fan of your mods and can imagine, how much time you spend.
Thanks Chris. I do spend a lot of time modding SH3 (maybe too much :o). I guess the most frustrating part of modding for me is trying to find work arounds for everything, because so much of SH3 is hard-coded.

I am happy to hear you are enjoying my mods. There are a lot of great mods out there, and a lot of great modders in this community. :up:

GT182
01-21-07, 11:15 AM
Got it, and thankyou very much Nv. :up: Glad I'm "In Base" so I can install it and give it a try. :)

panthercules
01-21-07, 12:35 PM
Got it, and thankyou very much Nv. :up: Glad I'm "In Base" so I can install it and give it a try. :)

Well, I went ahead and installed it even though while on patrol, just for a test - it hasn't crashed my install, but as it turns out I'm not going to be able to tell anything about this for a while - by Jan 1944, my entire loadout is electric (variety of FAT, Falke and regular T-III electrics) except for the two steamers in my external reserves - and since I'm in total storms and haven't seen a target so far this whole patrol, I'm not likely to fire a steamer any time soon :(

Oh well - keep posting screenshots guys, so at least I can see how this great mod looks on the forum :)

GT182
01-21-07, 12:53 PM
Good Panther, glad it went in ok. I made a mistake with the Damage textures while on patrol and accidently dragged them out. Dragged them back as installed and my GWX didn't crash either. It seems that some mods are ok to enable while on patrol. Normally I wouldn't try it only to be safe. Better safe than sorry and lose your career.

When you first start a patrol you can pick the torpedos you want to load. It the equipment section.torpedos. I changeout the ones I don't want all the time. The only time you can't is if you dock at a resupply boat or go into a base or port other than your own. But I think you know that already. ;) LOL

Paajtor
01-21-07, 03:47 PM
If you want to install mods in the middle of a patrol, and still want to be on the safe side...simply make a backup of the entire SH3-folder in your MyDocuments.
If things go wrong, then just copy the backup back. :up:

It's something I do after an evening of playing anyway...let the new backup overwrite the old.

Btw, thx for the torp-wake fix, Nvdrifter! :D
Great job.

bigboywooly
01-21-07, 03:49 PM
Simple graphics changes are normally ok to do mid patrol
As are most sounds
Anything that changes any cfg's\Dats or other such file is a definate no no

I wait till in port for all changes anyway just to be safe
Can always wait a few days for any mod to be added

GT182
01-21-07, 04:38 PM
I wait till in port for all changes anyway just to be safe
Can always wait a few days for any mod to be added

I agree with you 100% BBW. Better safe than sorry. ;)

Paajtor, I do a backup but not everytime I get back from a patrol. I should tho and be safer than doing it once a week. Tho I have been backing up my HDD to an external every so often and that's just as important.

Jimbuna
01-21-07, 04:42 PM
Got it, and thankyou very much Nv. :up: Glad I'm "In Base" so I can install it and give it a try. :)

Well, I went ahead and installed it even though while on patrol, just for a test - it hasn't crashed my install, but as it turns out I'm not going to be able to tell anything about this for a while - by Jan 1944, my entire loadout is electric (variety of FAT, Falke and regular T-III electrics) except for the two steamers in my external reserves - and since I'm in total storms and haven't seen a target so far this whole patrol, I'm not likely to fire a steamer any time soon :(

Oh well - keep posting screenshots guys, so at least I can see how this great mod looks on the forum :)

:rotfl: :rotfl: :up: