View Full Version : **Mod Release** Longer Wakes
nvdrifter
01-23-07, 11:58 PM
**Mod Release** Longer Wakes v1.0 for use with GWX
Type VII u-boat at flank speed (before)
http://img175.imageshack.us/img175/8024/short16gm.png (http://imageshack.us)
http://img444.imageshack.us/img444/2894/short25dg.png (http://imageshack.us)
http://img175.imageshack.us/img175/8294/short32ik.png (http://imageshack.us)
http://img150.imageshack.us/img150/3019/short44db.png (http://imageshack.us)
...and type VII u-boat at flank speed (after)
http://img333.imageshack.us/img333/5261/long11zs.png (http://imageshack.us)
http://img259.imageshack.us/img259/2249/long21wa.png (http://imageshack.us)
http://img246.imageshack.us/img246/2987/long30jv.png (http://imageshack.us)
http://img255.imageshack.us/img255/2425/long41db.png (http://imageshack.us)
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! :o
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. :D
Download here: http://hosted.filefront.com/aragorn155/
Shaffer4
01-24-07, 12:00 AM
Downloading now! :arrgh!:
Vikinger
01-24-07, 12:34 AM
Thx NvDrifter. Ive been waiting for this :D
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 :)
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..
:smug:
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 :D
nvdrifter
01-24-07, 01:20 AM
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 :D
Why is that? I thought GWX and NYGM contain different ship files.
Venatore
01-24-07, 01:23 AM
Thanks my friend ;)
nvdrifter
01-24-07, 01:25 AM
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..
:smug:
This mod is not really 'necessary', but it does improve realism.
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 :D
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!
Here's a sign of it working with NYGM! (using med water to simulate caribbean)
http://i4.photobucket.com/albums/y122/Otohiko/longwake2.jpg
http://i4.photobucket.com/albums/y122/Otohiko/longwake.jpg
nvdrifter
01-24-07, 02:23 AM
I went ahead and posted some before and after pics in the first post.
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..
:smug:
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/images/supertankerwake.jpg
Some other images of ships wakes..
http://misheli.image.pbase.com/u8/qleap/upload/1351023.75810R.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_clams/1871/Image010.jpg
A Uboat wake...
http://www.uboataces.com/images/uboat_wake.jpg
From this page..
http://www.uboataces.com/tactics-remaining-invisible.shtml
Samwolf
01-24-07, 06:38 AM
:up: Sh3 just gets better and better.
Phoenix3000
01-24-07, 06:43 AM
Excellent work NV!!:up:
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 :stare: so can't try it until later.)
Cheers!!
Px3000
nvdrifter
01-24-07, 06:48 AM
Excellent work NV!!:up:
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 :stare: so can't try it until later.)
Cheers!!
Px3000
It's the exact same version. You can simply overwrite it. No need to uninstall.
Tuddley3
01-24-07, 06:58 AM
Alright, it's finally here, and downloading as we speak
mr chris
01-24-07, 07:04 AM
Thanks for another great mod NV:up::up:
Excellent work, mate!!!! :up::up::up::up::up::up::up:
nvdrifter
01-24-07, 08:01 AM
Thanks for the compliments everyone. :lol:
I do want to make it very clear that this mod was not designed for or tested with NYGM or any other mods besides GWX. It was only designed for and tested with GWX, using GWX files. There may be differences which will prevent this mod from working correctly with NYGM or other mods. If you are using this mod with other mods besides GWX, please use at your own risk.
ReallyDedPoet
01-24-07, 08:03 AM
Nice Mod. In reading above this can be installed via JSMGE?
NV, excellent work, this one cool mod. :up:
Samwolf
01-24-07, 09:18 AM
Installed and running. Looks great!!:up: :up:
Kpt. Lehmann
01-24-07, 09:41 AM
Very very cool Nvdrifter mate! :up: :up: :up:
I got a tough question though... have you (or anyone else) noticed any FPS hit as a result?
I'm not poking or digging... I just hope that there isn't an FPS drag like there is with oil fires.
I won't be able to test it personally for a few more hours yet.
Samwolf
01-24-07, 09:48 AM
Very very cool Nvdrifter mate! :up: :up: :up:
I got a tough question though... have you (or anyone else) noticed any FPS hit as a result?
I'm not poking or digging... I just hope that there isn't an FPS drag like there is with oil fires.
I won't be able to test it personally for a few more hours yet.
So far I haven't noticed any significant FPS hits in TC1. However at TC64 in Nav Map it appears to be a bit more "jerky" when a lot of contacts are near (So far only noticed in port, haven't run into a convoy yet)
nvdrifter
01-24-07, 09:58 AM
Very very cool Nvdrifter mate! :up: :up: :up:
I got a tough question though... have you (or anyone else) noticed any FPS hit as a result?
I'm not poking or digging... I just hope that there isn't an FPS drag like there is with oil fires.
I won't be able to test it personally for a few more hours yet.
As Samwolf stated, there is a FPS hit in time compression. But I haven't noticed any significant FPS hits at 1x. Tested in a large GWX convoy and all seemed ok.
ALAAARM!
:rock:
Kudos to your new baby Drifter! Can't believe how much this adds to the game!
Bloody Hell, you modders will make SH4 pale before SH3:rock:
Kpt. Lehmann
01-24-07, 10:27 AM
http://i46.photobucket.com/albums/f117/KptLehmann/vader31.jpg
Well done!
Kpt. Franz-Josef Lemmle
01-24-07, 10:30 AM
Does the AI spot the new wake easier than the old wake or is it just window dressing? I hope it makes the U-Boat easier to spot!
Paajtor
01-24-07, 10:34 AM
I don't think that will be the case, unfortunately.
After all, Nvdrifter only changed the wakes, and not the AI-routines.
Kpt. Lehmann
01-24-07, 10:39 AM
I don't think that will be the case, unfortunately.
After all, Nvdrifter only changed the wakes, and not the AI-routines.
My thoughts exactly. Roughly speaking, the AI is tuned to detect speed... not graphics.
Paajtor
01-24-07, 10:53 AM
There's one thing I didn't see in the mod's readme: is it confirmed, to be safe to install while on patrol?
Btw, same question for the longer-torpedo-wakes mod.
nvdrifter
01-24-07, 11:02 AM
There's one thing I didn't see in the mod's readme: is it confirmed, to be safe to install while on patrol?
Btw, same question for the longer-torpedo-wakes mod.
Oops. Sorry for not mentioning that. You should be ok to install while on patrol, but be sure to back up your saved game files first... just in case.
This is brilliant, NVdrifter - thank you very much.
perfetto! how about we include this in the GWX update kap?
Didn't notice an FPS hit at any TC - though my particles are set to render only below 8x.
Looking great! My only slight complaint is that the wakes develop much more slowly now (takes a couple of minutes for a full wake to form), but it's worth waiting :p
Paajtor
01-24-07, 02:52 PM
There's one thing I didn't see in the mod's readme: is it confirmed, to be safe to install while on patrol?
Btw, same question for the longer-torpedo-wakes mod.
Oops. Sorry for not mentioning that. You should be ok to install while on patrol, but be sure to back up your saved game files first... just in case.
:up:rgr that
ViperU48
01-24-07, 03:15 PM
Will this mod be made compatible with the vanilla SH3? or is it already compatible for it if one just doesnt install all those .val files for the ships the vanilla SH3 doesnt have?
Thanks for the pictures and posts.
Installing now..
Yes this is a good idea... Is there provision in the effect for wave actions and there negative impacts on wake lengths...
SH3 and the many mods really have improved the game...
Are you seeing this UBISOFT and incorperating it into SH4 ??
So jetzt tauchen wir.... Bis spater!!
:sunny:
Paajtor
01-24-07, 05:16 PM
http://www.61shap.org/pilots/Paajtor/SHIII/longerwakesmod1a.jpg (http://www.61shap.org/pilots/Paajtor/SHIII/longerwakesmod1.jpg)
Samwolf
01-24-07, 07:30 PM
Maybe just coincidence, but I spotted two Beauforts at long range and crashed dived. I was down to 30 mtrs and went to external view on one of the Beauforts. As it passed over over the remains of my wake it turned, dived and dropped its ordnance on my wake. Don't recall that happening before unless I had just been able to make it down to about 10 mtrs. Could the aircraft AI be set to spot and attack a U-boat wake?
nvdrifter
01-24-07, 08:21 PM
Didn't notice an FPS hit at any TC - though my particles are set to render only below 8x.
Looking great! My only slight complaint is that the wakes develop much more slowly now (takes a couple of minutes for a full wake to form), but it's worth waiting :p
The wakes starting out slower is a side effect of having longer wakes that cannot be avoided. :-?
nvdrifter
01-24-07, 08:25 PM
Will this mod be made compatible with the vanilla SH3? or is it already compatible for it if one just doesnt install all those .val files for the ships the vanilla SH3 doesnt have?
It will probably work correctly with vanilla SH3, but I am not positive. You could still install all of the extra .val files used in GWX and the game probably wouldn't even notice them.
nvdrifter
01-24-07, 08:33 PM
Maybe just coincidence, but I spotted two Beauforts at long range and crashed dived. I was down to 30 mtrs and went to external view on one of the Beauforts. As it passed over over the remains of my wake it turned, dived and dropped its ordnance on my wake. Don't recall that happening before unless I had just been able to make it down to about 10 mtrs. Could the aircraft AI be set to spot and attack a U-boat wake?
Interesting... :hmm:
Corrupt_File
01-24-07, 09:26 PM
I know that bombers will often drop bombs on areas I was last seen. If it does happen that aircraft will bomb at your wake, awesome!
THE MOD IS HERE.:rock::rock::rock::up::up::up::rock::rock::ro ck::up::up::up:
Paajtor
01-25-07, 09:08 AM
I know that bombers will often drop bombs on areas I was last seen. If it does happen that aircraft will bomb at your wake, awesome! Guys, reed page2 of this topic again.
The fact that a plane now seems to aim for you wake, isn't true...he's aiming for a position from where he last spotted you, and Nvdrifter's wake is just there by coincidence.
The AI can't detect this graphical change.
With this mod, it's an advantage that we players get over the AI, as it helps US to find/follow targets, something which the AI can't do.
Lanzfeld
01-25-07, 10:58 AM
I know that bombers will often drop bombs on areas I was last seen. If it does happen that aircraft will bomb at your wake, awesome! Guys, reed page2 of this topic again.
The fact that a plane now seems to aim for you wake, isn't true...he's aiming for a position from where he last spotted you, and Nvdrifter's wake is just there by coincidence.
The AI can't detect this graphical change.
With this mod, it's an advantage that we players get over the AI, as it helps US to find/follow targets, something which the AI can't do.
This is true...something I didnt think about. This mod is a sort of advantage to the player only.
Can you tell me how I can use just the longer torpedo wakes?
Safe-Keeper
01-25-07, 11:32 AM
http://i147.photobucket.com/albums/r292/safe-keeper/Wake.jpg
Glitch:p?
The fact that a plane now seems to aim for you wake, isn't true...he's aiming for a position from where he last spotted you, and Nvdrifter's wake is just there by coincidence.It certainly isn't. I did some testing, and the wake definetely seems to be following my boat.
[/smartass:D]
Paajtor
01-25-07, 11:36 AM
Can you tell me how I can use just the longer torpedo wakes?
Uninstall the combined ship/torp-wake mod.
Then install the seperate torp-wake mod.
I still had the seperate torp-wake mod on my HD, so I uploaded it for you, here (http://www.61shap.org/pilots/Paajtor/SHIII/Longer_Torpedo_Wakes_v1.02.zip)
poor sailor
01-25-07, 03:14 PM
Thanks nvdrifter, this is a great mod. In my NYGM works perfectly!:up:
Safe-Keeper
01-25-07, 04:57 PM
The lenghtened torpedo wakes are perhaps the greatest part of the whole mod.
Fender74
01-25-07, 08:13 PM
nice one i'm using it with nygm too:up:
panthercules
01-25-07, 08:43 PM
http://i147.photobucket.com/albums/r292/safe-keeper/Wake.jpg
Glitch:p?
What is this we're looking at here?
I had that glitch too. It doesn't seem that frequent and mostly shows up when you manuever heavily while using some TC.
nvdrifter
01-25-07, 11:45 PM
I had that glitch too. It doesn't seem that frequent and mostly shows up when you manuever heavily while using some TC.
Yes, people need to be aware that strange things can happen to the wakes when running at higher time compressions.
nvdrifter
01-25-07, 11:47 PM
Can you tell me how I can use just the longer torpedo wakes? Uninstall the combined ship/torp-wake mod.
Then install the seperate torp-wake mod.
I still had the seperate torp-wake mod on my HD, so I uploaded it for you, here (http://www.61shap.org/pilots/Paajtor/SHIII/Longer_Torpedo_Wakes_v1.02.zip)
I also uploaded Longer Torpedo Wakes v1.02 mod to my site. Can be downloaded here:
http://hosted.filefront.com/aragorn155/
I am getting the same thing as Safe-keeper but from Destroyers when they are searching for you while Depth Charging.
Uber Gruber
01-26-07, 08:44 AM
Beutiful mod, never thought such a mod could add so much more immersion. Chasing a tramp steamer on calm seas last night with the deck gun blazing was so much more real having the longer wakes. Much easier to detect his course changes on a pitch black night....seriously good mod mat...well done! Works perfectly in NYGM
Hans,
AVGWarhawk
01-27-07, 10:26 AM
Well I shoved it in to my GWX game and it works great. It is really cool to see the wakes criss cross as the ships start to zig zag. The torpedo wakes are awesome:rock: Truly a nice addition to the game:up:
Mush Martin
01-29-07, 12:31 PM
that this is a beautiful mod I tried to integrate it into my Uberboot mod and
then took it out, but had accidently saved sub dat. so now even without
longer wakes mod my ubersub has a huge wake
it has intermittent problems of the normal types at 28 knots I tried to upload
some screenies but had problems with imageshack today will try again later
to document the issues.
thanks for a great mod
MM:|\\
Safe-Keeper
01-29-07, 02:12 PM
The torpedo wakes are the greatest part of the mod by far. Pity I don't have any shots of them.
Evasive action
http://i147.photobucket.com/albums/r292/safe-keeper/Wakes8.jpg
The damaged defender
http://i147.photobucket.com/albums/r292/safe-keeper/Wakes7.jpg
The Convoy Helix
http://i147.photobucket.com/albums/r292/safe-keeper/Wakes6.jpg
Dinsdale: "We meet again, U-60! The circle is now complete."
XO: "Dinsdaa-a-a-le! Quit mucking about and get after that u-boat!"
http://i147.photobucket.com/albums/r292/safe-keeper/Wakes5.jpg
In pursuit
http://i147.photobucket.com/albums/r292/safe-keeper/Wakes4.jpg
Convoy under attack
http://i147.photobucket.com/albums/r292/safe-keeper/Wakes3.jpg
Inbound
http://i147.photobucket.com/albums/r292/safe-keeper/Wakes2.jpg
mr chris
01-29-07, 02:16 PM
Nice screens.
Iron Budokan
01-29-07, 02:36 PM
They're not bad, but aren't they a little too bright for too long a period? I like how they trail off, (much better than stock) but it seems to me there's too much bright turbulence in the wake for way too long. Of course, I don't know what speed the ships are going, so if they're at flank then these would be perfect....
How do the wakes look when the ship is moving at 1/3? Thanks for your help and your mod work! :)
Einsman
01-29-07, 02:44 PM
Hi!
The wakes if they were a bit more short, would be perfect. So long they are not very real.
Nice work nvdrifter. :up:
Sailor Steve
01-29-07, 05:38 PM
Hi!
The wakes if they were a bit more short, would be perfect. So long they are not very real.
Nice work nvdrifter. :up:
This was discussed while he was making the mod. Real wakes can extend literally for miles, but the foam itself fades out fairly quickly. There is no way to make the foam die out and still have the flat water that goes all the way to the horizon.
Sailor Steve
01-29-07, 05:41 PM
http://i147.photobucket.com/albums/r292/safe-keeper/Wakes2.jpg
Captain Safe-Keeper, Harbor Patrol would like to have a word with you about acceptable speeds in the harbor...
Safe-Keeper
01-29-07, 05:46 PM
Just the speed? So he hasn't noticed that I ran down two kayaks and a schooner?
Oh joy.
Mush Martin
01-30-07, 06:37 PM
I like them long as is not too worried about foam vs
still water the effect is great.
MM
GSpector
01-30-07, 11:08 PM
Has this MOD been released or is it still being worked on?
Looks good so far.
A6Intruder
01-31-07, 02:30 PM
Would it be possible to make this great mod useable for WAC 2.0 user??
I love this mod. Pleaaase.
Best regards from Germany
Jimbuna
01-31-07, 03:06 PM
A bit slow in getting this....will it work okay with the longer torpedo wake ? :hmm:
(just a little cautious that's all)
it has longer torpedo wake in it.:up:
Safe-Keeper
01-31-07, 05:00 PM
Indeed, and it's a splendid, splendid effect:up:.
Albrecht Von Hesse
01-31-07, 05:55 PM
The torpedo wakes are the greatest part of the mod by far. Pity I don't have any shots of them.
Not the world's greatest shot (I keep meaning to take better, but I get a bit distracted during the actual attack. :-? :p )
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/SH3Img27-1-2007_23.jpg
Safe-Keeper
01-31-07, 05:56 PM
Is there a way to make it so that you can see the wakes from far away? Currently they fade out when you get farther off.
Paajtor
01-31-07, 06:31 PM
The only thing I can think of (without changing the mod itself), is setting anisotropic filtering to the max.
Madox58
01-31-07, 07:46 PM
@nvdrifter, you may want to contact Vikinger on the damage mods and have him
mod your val files as an optional as both mods change the .val files.
An exe patch could also be done to update .val files but I'm not sure everyone
would like that as any exe could be intrusive if the author so wished.
Jimbuna
02-01-07, 05:03 AM
it has longer torpedo wake in it.:up:
Cheers :up:
GreenGriffon
02-01-07, 05:12 AM
Great mod.
One minor quibble though - the wake that forms at the bow of your sub looks somewhat wide and appears to "spread out" too much in the front where the wake begins (hope that makes sense).
Any way to make it more narrow at the front so that it looks more like the sub is cutting through the water?
Just a thought, otherwise it's a terrific mod.
Thanks,
GG
Venatore
02-03-07, 06:52 PM
I found a problem, this was taken in the English Channel, weather conditions were as follows; rain, fog heavy, wind 15. My setting on SH3 Cmdr 2.7 for weather is set on seasonal. I've uploaded a picture to show what the drama is.
http://i137.photobucket.com/albums/q237/Venatore/Alternate/Wake.jpg
In normal conditions & weak overcast conditions everything looks fine. But when mother nature isen't happy neither are the wakes.
azn_132
02-03-07, 06:59 PM
I found a problem, this was taken in the English Channel, weather conditions were as follows; rain, fog heavy, wind 15. My setting on SH3 Cmdr 2.7 for weather is set on seasonal. I've uploaded a picture to show what the drama is.
http://i137.photobucket.com/albums/q237/Venatore/Alternate/Wake.jpg
In normal conditions & weak overcast conditions everything looks fine. But when mother nature isen't happy neither are the wakes.
What the....It doesnt circle it zigzag!
Venatore
02-03-07, 07:10 PM
yea its strange, I was being harrased by the little water craft, so I don't know if it has something to do with the size of the boat in extreme weather conditions.
Lanzfeld
02-13-07, 05:59 PM
This bug happens to me as well. I noticed that the long wakes from the DD's sometimes just vanishes and will come back if you look at it from a certain angle.
Bad weather makes my subs wake do strange things.
Capt.Crackerjack
02-13-07, 11:56 PM
Help please!
Cannot D/L Longer wakes version 1.02 from Filefront. Please give another site for D/L. Thanks!
:up:
Capt.Crackerjack
02-15-07, 04:18 PM
Help, please! Still waiting for someone to post another d/l location (not Filefront) for the Longer Wakes Mod 1.02.
Thanks!
Venatore
02-16-07, 01:52 AM
Help, please! Still waiting for someone to post another d/l location (not Filefront) for the Longer Wakes Mod 1.02.
Thanks!
Hi mate,
Sorry it took so long for someone to respond to your request. :oops: When you go to the download site just click on the words that say "Download for free with FileFactory Basic"
http://www.filefactory.com/dlf/f/0959e8/b/1/h/bb77000fe696a9db/j/1171608713
R1fl3M4n
02-16-07, 08:43 AM
just what i needed! :) great work dude
Lanzfeld
02-16-07, 06:17 PM
NVDRIFTER,
Did you ever find out if this mod is 100% okay to use with NYGM? I mean the torpedo part is based on GWX right?
Capt.Crackerjack
02-16-07, 06:36 PM
:up: D/L worked fine. Thanks for the help!
Lanzfeld
03-16-07, 10:52 AM
NVDRIFTER,
Did you ever find a fix for the "pivoting" wake from the sub. You said in another thread that you think that you had a fix?
Jimbuna
03-16-07, 11:03 AM
:up: D/L worked fine. Thanks for the help!
Glad to see your sorted matey...been away lately but was going to link you to megaupload...no need now...good hunting :arrgh!:
Hi,
Where can I find a generic version (not limited for GWX)? I looked in
http://hosted.filefront.com/aragorn155/ but found only GWX versions (both longer wake v1.0 and torpedo wakes v1.02).
Thanks,
ah, I think I kida figured out... so "Longer Wakes v1.0 for GWX" contains longer torpeode wake now and there's no non-GWX version. Ok, I'm going to try longer wake v1.0 now...
I just downloaded the longer wakes v1.0 and longer torpedo wake v1.02 just checking these two work OK together and has there been any updated versions done?
Jimbuna
04-04-07, 08:52 AM
Nope :nope:
Meridian
04-04-07, 08:52 AM
I just looked at both and the Torpedo.dat file looks exactly the same in both mods. I may be wrong, but 1.02 could just be for people who only want the longer torpedo wakes and not the sub or ships.
Steppenwolf
04-04-07, 09:17 AM
Meridian is right. The Longer Wakes v1.0 mod includes Longer Torpedo Wakes v1.02.
These are the latest versions of both.
WilhelmSchulz.
04-09-07, 01:03 PM
Dose it work with Stock SHIII?
Dose it work with Stock SHIII?
Yes it does, I am using it on a heavily modded stock setup.
Jimbuna
04-10-07, 04:05 AM
Dose it work with Stock SHIII?
Yeah...it's fine :up:
This mod seems to work fine in my installation, however it seems to stop the 'torpedo_damage_final' mod from working and I just get the stock damage effects (sort of a burned looking patch with some scabbing). Is this just a coincidence or does the wakes mod interfere with the torpedo damage mod in some way. Is there any fix for this short of deactivating the wakes mod, I like the way that works.
Samwolf
04-10-07, 07:48 AM
This mod seems to work fine in my installation, however it seems to stop the 'torpedo_damage_final' mod from working and I just get the stock damage effects (sort of a burned looking patch with some scabbing). Is this just a coincidence or does the wakes mod interfere with the torpedo damage mod in some way. Is there any fix for this short of deactivating the wakes mod, I like the way that works.
I'm using both Longer Torpedo Wakes and Damage Final with GWX 1.03 and both work fine.
Steppenwolf
04-10-07, 09:47 AM
This mod seems to work fine in my installation, however it seems to stop the 'torpedo_damage_final' mod from working and I just get the stock damage effects (sort of a burned looking patch with some scabbing). Is this just a coincidence or does the wakes mod interfere with the torpedo damage mod in some way. Is there any fix for this short of deactivating the wakes mod, I like the way that works.
I'm using both Longer Torpedo Wakes and Damage Final with GWX 1.03 and both work fine.
Same here. No problems. The two mods have no files in common, so there should be no reason they would conflict.
The Torpedo Final Damage mod only consists of two files in the \SilentHunterIII\data\Misc folder.
The size of Damage_metal_a.tga in 1.03 is about 1025k, in the mod its about 5k.
The size of Expl_mask01_a.tga in 1.03 is about 9k, in the mod its about 175k.
Try looking in that folder in your SilentHunterIII installation, and using the above sizes, to verify that the mod files have actually been applied. Only other thing I can think of is the usual, did you apply the mod while in port question (since modding things at sea sometimes gives odd results).
WilhelmSchulz.
04-10-07, 12:10 PM
I noticed it also changed my torpedo texture. :hmm:
Hmmm. that is strange. Not sure why it would stop the torpedo damage textures from working correctly...Have you tried swapping the order in which they are loaded?"
I applied the wakes mod whils at sea, the damage mod was already activated. I will wait until I get back to Lorient and re-apply all the mods before I set out again. Decided I will take a short cut to testing and instead of waiting for a convoy, I will use some of the friendly ships in port as a test to see the damage results. Damn, if I hadn't just been transfered from Willhelmshaven I would have been able to practice on the Tirpiz. Also think I will have to do this test at periscope depth incase they fire back. :P
I'm sure it will all work eventualy, if it works with other people's installations.
Redfox11
04-12-07, 01:58 PM
Thank you for your work nvdrifter! Your MOD works like a charm!:up:
It simply adds more realism to SH3!:know:
nikbear
04-16-07, 01:22 PM
NVDRIFTER I appear to be having a problem with the extended wakes mod,applied it to a GWX game in port which is also running skrillers smaller sun mod,sobers 3d wave mod and torp damage final mod,the problem is the wakes are intermitent.If I go to the map room and plot a course when I go back to the conn the wakes back to standard,but if I use the free view camera to look at the sub the wake starts again,and then after a while it stops.this happens in calm and rough weather and it happens to the ships as well,any ideas anyone?cause it looks brilliant when its working so would really like to get this fixed;)
onelifecrisis
09-10-07, 10:10 AM
Aha! I've been looking for this mod for a while :D
However... it says it's compatible with GWX but I notice it was released a couple of months before the GWX 1.03 update. Can anyone tell me whether it's compatible with version 1.03?
Thanks
OLC
TheDarkWraith
09-10-07, 10:15 AM
Aha! I've been looking for this mod for a while :D
However... it says it's compatible with GWX but I notice it was released a couple of months before the GWX 1.03 update. Can anyone tell me whether it's compatible with version 1.03?
Thanks
OLC
Do yourself a favor and do it yourself. It's a simple hex edit of the .val file for the ship in question. You edit two values and you can set the wake to whatever you want. I can make a tweak file for you if you'd prefer to do it that way.
onelifecrisis
09-10-07, 10:19 AM
Aha! I've been looking for this mod for a while :D
However... it says it's compatible with GWX but I notice it was released a couple of months before the GWX 1.03 update. Can anyone tell me whether it's compatible with version 1.03?
Thanks
OLC
Do yourself a favor and do it yourself. It's a simple hex edit of the .val file for the ship in question. You edit two values and you can set the wake to whatever you want. I can make a tweak file for you if you'd prefer to do it that way.
I confess I'm still having a lot of trouble working out how the hell this free hex editor works... so a tweak file would be great, if it's not too much trouble! :)
TheDarkWraith
09-10-07, 10:25 AM
Aha! I've been looking for this mod for a while :D
However... it says it's compatible with GWX but I notice it was released a couple of months before the GWX 1.03 update. Can anyone tell me whether it's compatible with version 1.03?
Thanks
OLC
Do yourself a favor and do it yourself. It's a simple hex edit of the .val file for the ship in question. You edit two values and you can set the wake to whatever you want. I can make a tweak file for you if you'd prefer to do it that way.
I confess I'm still having a lot of trouble working out how the hell this free hex editor works... so a tweak file would be great, if it's not too much trouble! :)
I'll PM you with it before the end of the day (US central time).
I use the longer wakes v1.0 with GWX 1.03. It works fine.
onelifecrisis
09-10-07, 02:27 PM
Thanks for the info!
Mueller72
09-13-07, 02:30 PM
JSGME tells me the NSS_*.val files collide with all the Racerboys Exhaust Mods. So i guess longer wakes cannot be used together with them? :hmm:
TheDarkWraith
09-13-07, 02:36 PM
JSGME tells me the NSS_*.val files collide with all the Racerboys Exhaust Mods. So i guess longer wakes cannot be used together with them? :hmm:
I used my own version of it in my exhaust mod. Read the tweak file included to suit to your taste.
Mueller72
09-13-07, 02:38 PM
Thanx for the hint. Will do that :up:
Borgneface
10-06-07, 12:27 PM
JSGME tells me the NSS_*.val files collide with all the Racerboys Exhaust Mods. So i guess longer wakes cannot be used together with them? :hmm:
I used my own version of it in my exhaust mod. Read the tweak file included to suit to your taste.
Salut Racerboy,
I have the same problem than Mueller72... Being completely ignorant of how to....I already poste the same sort of request about what the tweak file for the your lovely Flag& pennants mod. :oops:
I would really love to use your "RB_VIIc_SDDE_ADM_1_02_GWX" and all the other together with "Longer Wakes"...
Could you possibly tell me what I have to modify in your Tweak files and what I do with the modified files ...
Merci
TheDarkWraith
10-06-07, 01:32 PM
JSGME tells me the NSS_*.val files collide with all the Racerboys Exhaust Mods. So i guess longer wakes cannot be used together with them? :hmm:
I used my own version of it in my exhaust mod. Read the tweak file included to suit to your taste.
Salut Racerboy,
I have the same problem than Mueller72... Being completely ignorant of how to....I already poste the same sort of request about what the tweak file for the your lovely Flag& pennants mod. :oops:
I would really love to use your "RB_VIIc_SDDE_ADM_1_02_GWX" and all the other together with "Longer Wakes"...
Could you possibly tell me what I have to modify in your Tweak files and what I do with the modified files ...
Merci
in order to avoid hijacking this thread can you please PM me with a clarification of what you're asking/needing.
A6Intruder
10-07-07, 11:25 PM
JSGME tells me the NSS_*.val files collide with all the Racerboys Exhaust Mods. So i guess longer wakes cannot be used together with them? :hmm:
I used my own version of it in my exhaust mod. Read the tweak file included to suit to your taste.
Salut Racerboy,
I have the same problem than Mueller72... Being completely ignorant of how to....I already poste the same sort of request about what the tweak file for the your lovely Flag& pennants mod. :oops:
I would really love to use your "RB_VIIc_SDDE_ADM_1_02_GWX" and all the other together with "Longer Wakes"...
Could you possibly tell me what I have to modify in your Tweak files and what I do with the modified files ...
Merci
in order to avoid hijacking this thread can you please PM me with a clarification of what you're asking/needing.
I think he ist asking you, how to get your exhaustmod and drifters Loger-wakes mod run together besides eachother, because both mods modify the same files!:doh:
Maybe you could intergrate the smoke into the Longer wakes mod.
I hope drifter would not mind.:up:
Kind regards
Koondawg
10-08-07, 12:11 AM
gonna wait on this one till more feedback pops up...looks good though
skookum
10-08-07, 02:33 AM
I too am getting intermittent wakes.
Mods:
---longer wakes
---Sobey's 3D waves
---Torp Damage Final
---SB_cameras_mod
---RB_SH4_Effects_for_SH3 1.06
Any ideas?
http://img.photobucket.com/albums/v683/skookum_49/SH3Img8-10-2007_02831_515.jpg
I too am getting intermittent wakes.
Mods:
---longer wakes
---Sobey's 3D waves
---Torp Damage Final
---SB_cameras_mod
---RB_SH4_Effects_for_SH3 1.06
Any ideas?
http://img.photobucket.com/albums/v683/skookum_49/SH3Img8-10-2007_02831_515.jpg
yep take out sober 3D waves as Racerboy's mod allready have included the Onelifecrises improved waves!...So you have there a possible conflit!
Longer wakes works with me thought I would take it of also
if after taking of the Sober's mod this still hapends!:yep: :up:
TheDarkWraith
10-08-07, 07:54 AM
I have included my own verison of longer wakes in the exhaust mods. Please read the txt files and tweak file for how to use/adjust.
In the posts above you don't have the TotalWakeTime and MaxWakeQuads set correctly and that is why you're getting intermittent wakes.
skookum
10-08-07, 08:52 PM
Where and how can I make those adjustments?
TheDarkWraith
10-08-07, 09:20 PM
Where and how can I make those adjustments?
they are located in the NSS_Uboatxx.val file. Using a hex editor do a search for 'TotalWakeTime' and 'MaxWakeQuads'. I recommend not taking TotalWakeTime greater than 42700000h as it causes intermittent wakes to happen. Whatever % you adjust TotalWakeTime by make sure you do the same percentage increase (or decrease) to MaxWakeQuads.
Koondawg
11-10-07, 06:43 AM
Would anyone have a location or download link for this mod compatable with stock sh3...
Thanks in advance
Koon
Sorry to drag this up after so long, but Im really looking foward to a GWX2 implementation of this mod.
How compatable will the 1.03 version be?
Anyone got a working mirror for it?
Sorry to drag this up after so long, but Im really looking foward to a GWX2 implementation of this mod.
How compatable will the 1.03 version be?
Anyone got a working mirror for it?
Me too, I have just started GWX 2.0 and I do miss the longer wakes. It would be lovely to have them back.
Sorry to drag this up after so long, but Im really looking foward to a GWX2 implementation of this mod.
How compatable will the 1.03 version be?
Anyone got a working mirror for it?
Me too, I have just started GWX 2.0 and I do miss the longer wakes. It would be lovely to have them back.
Maybe yes and maybe no.....I am on patrol in a IID, and I really like the implementation of the bow wave and the way it moves down the waterline of the sub into the wake.....its not a super long wake....but very feathery and really nice. I also like the redo of the periscope feather...very nicely done. The GWX Team did some subtle but very nice effects with the 2.0 release.
Now if the wakes can be made longer without hosing the current effects I am all for that....easier said than done as any modder knows. Beyond my knowledge base that is for sure!
Jimbuna
12-18-07, 02:45 PM
Longer Wakes will more than likely appear....when somebody decides to create the mod (GWX 2.0 release +2) :arrgh!:
http://www.itsnature.org/forums/images/smilies/wolfmoon.jpg
http://i224.photobucket.com/albums/dd320/pasquarade/wolf-38.gif
Longer Wakes will more than likely appear....when somebody decides to create the mod (GWX 2.0 release +2) :arrgh!:
Thats why I asked!
I'm intrested in making such a mod.
I'm trying to find a link to the old one and find out about feisability.
Anyone got a working mirror for it?
Jimbuna
12-18-07, 04:48 PM
http://files.filefront.com/Longer+Wakes+v10+for+GWXzip/;9281040;/fileinfo.html
Jimbuna
12-18-07, 07:14 PM
Your welcome sir :arrgh!:
http://www.itsnature.org/forums/images/smilies/wolfmoon.jpg
http://i224.photobucket.com/albums/dd320/pasquarade/wolf-38.gif
corvette k225
12-18-07, 07:36 PM
I cannot get it to download, is there another path, to download?:) Ok I got It working but think I will wait two or three days and see if there is any bugs in it.
Jimbuna
12-19-07, 04:06 AM
I cannot get it to download, is there another path, to download?:) Ok I got It working but think I will wait two or three days and see if there is any bugs in it.
There are no bugs in it, it is perfectly safe to use, I have used it myself on 1.03 :yep:
BE ADVISED....it breaks things on 2.0 :yep:
http://www.itsnature.org/forums/images/smilies/wolfmoon.jpg
http://i224.photobucket.com/albums/dd320/pasquarade/wolf-38.gif
Any news about it ? Could it be compatible for GWX 2.0 ?
Julius Caesar
01-04-08, 02:32 PM
yeah! Any news regarding this great mod and gwx 2.0?
Wave Skipper
01-04-08, 02:58 PM
These wakes really are more realistic. Too bad the enemy aircraft AI can't see them anyway. But I do like them.
HEMISENT
01-04-08, 04:12 PM
NVDrifter hasn't been around for awhile I think. Tried to pm him but wasn't able to. Wondering about the wakes mod and the LRT mod for GWX 2.0.
Christoff
01-04-08, 06:28 PM
:nope: Heck that's a shame, I used to use this mod in my last install, but don't want to risk it with GWX2.0 though, It'll probably break something.
:hmm: I wonder what it would entail to fix it for 2.0?
I hope he comes back or someone else in the know can take a look at it........
Sakura551
01-04-08, 09:25 PM
:nope: Heck that's a shame, I used to use this mod in my last install, but don't want to risk it with GWX2.0 though, It'll probably break something.
:hmm: I wonder what it would entail to fix it for 2.0?
I hope he comes back or someone else in the know can take a look at it........
I heard he gave up releasing updated mods for SH3 because he just got tired of all the bs regarding the GWX team not 'approving of' his LRT mod.
Samwolf
01-04-08, 09:50 PM
:nope: Heck that's a shame, I used to use this mod in my last install, but don't want to risk it with GWX2.0 though, It'll probably break something.
:hmm: I wonder what it would entail to fix it for 2.0?
I hope he comes back or someone else in the know can take a look at it........
I heard he's still around, but he just got tired of all the bs regarding the GWX team not 'approving of' his LRT mod.
:hmm: :rotfl: :up:
Jimbuna
01-05-08, 07:42 AM
:nope: Heck that's a shame, I used to use this mod in my last install, but don't want to risk it with GWX2.0 though, It'll probably break something.
:hmm: I wonder what it would entail to fix it for 2.0?
I hope he comes back or someone else in the know can take a look at it........
I heard he gave up releasing updated mods for SH3 because he just got tired of all the bs regarding the GWX team not 'approving of' his LRT mod.
Oh!!....Really!!
Since when is it down to the 'GWX team' to 'approve' or otherwise of other peoples mods? :hmm:
I think you'll find that the GWX team modded SH3 and most of the new mods being worked on in recent times are mods of.......you guessed it, GWX.
The only health warning that has been posted by Kpt. and other team members is guidance warning of the possibilities of breaking something in GWX if a third party mod is added to GWX.
Furthermore, the advice goes on to ask that the user of said third party mod ask the creator of that mod how to fix it and not the GWX team.
I don't think that is too odious a request to ask of people.
If I started posting some of the rumours I come across we would be having some rare old bun fights let me tell you. http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
danlisa
01-05-08, 08:05 AM
I heard he gave up releasing updated mods for SH3 because he just got tired of all the bs regarding the GWX team not 'approving of' his LRT mod.
Careful mate, we've not attacked you, or released your true.................
Don't try to bait us when we know who you are.
bigboywooly
01-05-08, 12:11 PM
:nope: Heck that's a shame, I used to use this mod in my last install, but don't want to risk it with GWX2.0 though, It'll probably break something.
:hmm: I wonder what it would entail to fix it for 2.0?
I hope he comes back or someone else in the know can take a look at it........
I heard he gave up releasing updated mods for SH3 because he just got tired of all the bs regarding the GWX team not 'approving of' his LRT mod.
Yeah of course :roll:
Thats why he was invited to join the team prior to GWX 2 release
So the LRT could be incorperated in GWX 2
He took the offer but was absent for whatever reason till just prior to release
By then was too late to be worked on
Then he left and blamed everyone else
Get your facts straight first
Sakura551
01-05-08, 12:29 PM
Guys, give it a rest. Your elitest attitudes are really getting old.
Sailor Steve
01-05-08, 12:30 PM
You're the one who used the term 'bs'.
And I'm an outsider here.
Sakura551
01-05-08, 12:40 PM
You're the one who used the term 'bs'.
And I'm an outsider here.
I know how this must look to you, but you don't know the half of it.
But honestly, I just don't care any more because I have permanently stopped releasing mods for SH3 and I plan on not posting in the SH3 forums any more. I am done with it. That should make the GWX team pretty happy. They have just about stomped out most of the best independent modders who decided to not join their 'team'.
Congrats guys. :up:
I'm sure Neal will eventually lock this thread. Oh well, maybe that's for the best.
Jimbuna
01-05-08, 12:49 PM
You're the one who used the term 'bs'.
And I'm an outsider here.
Your wasting your breath Steve :yep:
When the great * (....don't worry folks the name will more than likely be made public eventually) comes on he snipes at anyone who disagrees with him and isn't prepared to pay homage:
http://www.clubpenguinfansite.com/forums/images/smilies/Signs/105.gif http://www.clubpenguinfansite.com/forums/images/smilies/43.gif
http://www.psionguild.org/forums/images/smilies/wolfsmilies/sickpup.gif
The GWX Crew never attack anyone first.....we only respond when provoked.
This must be the 5th or 6th time you've made that retirement announcement http://imgcash3.imageshack.us/img240/9117/pointingqq8.gif
http://www.buzzlife.com/forums/images/smilies/bsflag.gif
<Sigh> So much for the peaceful new year....I just knew someone would come along and spoil it :nope:
http://imgcash2.imageshack.us/img89/6936/asshatjp2.gif
http://img152.imageshack.us/img152/733/terrible1ci1.gif
danlisa
01-05-08, 01:09 PM
I'm sure Neal will eventually lock this thread. Oh well, maybe that's for the best.
:hmm: Maybe he will but I hope you have changed your IP addy at the same time as taking on the new identity because second accounts that are used to bait & flame are not looked upon very well at Subsim.
Badger Finn
01-05-08, 05:50 PM
I tried the LRT 1.35 with GWX 2.0 unfortunatly SH wouldnt load up.
Tried a few different sequences since I use the OLC gui and some other small tweak mods but same result.
Should have kept me GWX 1.3 install then perhaps would have had some way of reverse enginering the LRT mod for GWX 2.0.
R/L Time is what I lack and im to behind in SH File structure and modding to pull it apart and see what makes it tick. Other modders here are way above my knowledge in this game
But if it bugs me enough...
:hmm:
Tuddley3
05-11-08, 04:42 AM
I have the Longer Wakes For All mod, but I have accidently deleted the pdf file and the read me. Also this mod is impossible to find here or at FileFront with the search feature.
With Timetravelers Mini Tweaker, there are 3 value settings :
1) Total Wake Time
2) Max Wake Quads
3) Follow Ship Distance
Which setting is for the length of the wake ?
Zen Master Caine
05-11-08, 05:43 AM
I have the Longer Wakes For All mod, but I have accidently deleted the pdf file and the read me. Also this mod is impossible to find here or at FileFront with the search feature.
With Timetravelers Mini Tweaker, there are 3 value settings :
1) Total Wake Time
2) Max Wake Quads
3) Follow Ship Distance
Which setting is for the length of the wake ?
TotalWakeTime= is the setting that sets wake length. :) Also, you might look into using the excellent Silent Hunter 3 editor by Skwas. Much easier.
Tuddley3
05-11-08, 06:16 AM
Thank you, and I'll give S3D a try :up:
Tuddley3
05-13-08, 12:27 AM
Well I have completed my task of modifying the wakes of every ship in the Sea folder. I was very happy in how easy S3D is to use, and how much faster it is to work on your project. Also the wakes look beautiful.
With that said, I have a problem. My question is, does modifying the wakes have an adverse effect on framerates ? I normally run TC at 2048x, and I normally get about 5 or 6 fps while out in open sea with no ships around. Since I did this modification, I am onlky getting 4 fps at 512x, and even worse, 2fps at 1024. It took me 45 minutes to sail grid BF17 south to north(it normally takes me about 5 minutes).
I just don't understand how this would effect fps in open sea away from any ships. And this is the only thing I've done besides adding Anzacmick's Das Boot Immersion mod to my installation.
So does it sound like my rig can't handle Longer Wakes ? I'd hate to have to go through and redo every ship, it took me 4 hrs modify the entire Sea folder.
Thanks,
Tudd's
Zen Master Caine
05-13-08, 12:36 AM
Well I have completed my task of modifying the wakes of every ship in the Sea folder. I was very happy in how easy S3D is to use, and how much faster it is to work on your project. Also the wakes look beautiful.
With that said, I have a problem. My question is, does modifying the wakes have an adverse effect on framerates ? I normally run TC at 2048x, and I normally get about 5 or 6 fps while out in open sea with no ships around. Since I did this modification, I am onlky getting 4 fps at 512x, and even worse, 2fps at 1024. It took me 45 minutes to sail grid BF17 south to north(it normally takes me about 5 minutes).
I just don't understand how this would effect fps in open sea away from any ships. And this is the only thing I've done besides adding Anzacmick's Das Boot Immersion mod to my installation.
So does it sound like my rig can't handle Longer Wakes ? I'd hate to have to go through and redo every ship, it took me 4 hrs modify the entire Sea folder.
Thanks,
Tudd's
Yes, I believe it has a big effect on frame rates. Maybe your rig is a little slow. The longer wakes look nice, but they have their length limits without causing other problems. For me, it just wasn't worth the headache. But maybe you will fare better. Good luck!
Madox58
05-13-08, 12:59 AM
Any changes to a particals generator may increase system demands.
Of all the things we can mess with, this is the FPS killer.
Tuddley,
Your an addict now so you will adjust again.
:lol:
NV or Zen or whatever today,
You know you did good, as do I.
Nice work is all I can say.
:up:
Tuddley3
05-13-08, 01:02 AM
Once again Zen, thank you for your quick reply and advice(especially S3D). Looks like I have hours of work ahead putting most of them back, I leave some alone and maybe I can get away with it. Time to put on some good music and a fresh pot of coffee and get busy.
Thank you buddy,
Tudd's
Madox58
05-13-08, 01:07 AM
Now I'm a Prophet!!!
I saw that you'd spend hours again!!
:rock:
Now.... Lottery numers..........
:hmm:
Zen Master Caine
05-13-08, 03:05 AM
Any changes to a particals generator may increase system demands.
Of all the things we can mess with, this is the FPS killer.
Tuddley,
Your an addict now so you will adjust again.
:lol:
NV or Zen or whatever today,
You know you did good, as do I.
Nice work is all I can say.
:up:
Hey Privateer. Nice to see you still around. :yep: I am using this name because I can't retrieve my old nvdrifter password after changing email addresses. I pm'd Neal a while back about this, but got no reply. Oh well.
Anyways, maybe someone could upload Longer Wakes v1.02 to help out Tuddley3. I have no problem with that. It would save him many hours of modding. I can't seem to find the file. Guess I didn't back it up. :doh:
The Bad Wolf
05-13-08, 04:32 AM
Originally Posted by Tuddley3
Well I have completed my task of modifying the wakes of every ship in the Sea folder. I was very happy in how easy S3D is to use, and how much faster it is to work on your project. Also the wakes look beautiful.
With that said, I have a problem. My question is, does modifying the wakes have an adverse effect on framerates ? I normally run TC at 2048x, and I normally get about 5 or 6 fps while out in open sea with no ships around. Since I did this modification, I am onlky getting 4 fps at 512x, and even worse, 2fps at 1024. It took me 45 minutes to sail grid BF17 south to north(it normally takes me about 5 minutes).
I just don't understand how this would effect fps in open sea away from any ships. And this is the only thing I've done besides adding Anzacmick's Das Boot Immersion mod to my installation.
So does it sound like my rig can't handle Longer Wakes ? I'd hate to have to go through and redo every ship, it took me 4 hrs modify the entire Sea folder.
Thanks,
Tudd's
Hi Tuddley3
Its probably your own sub's wake causing it.
What is your settings in C:\Documents and Settings\****\My Documents\SH3\data\cfg\main.cfg file
[TIME COMPRESSION]
TimeStop=
RealTime=
LandProximity=
CriticalDamage=
CrewEfficiency=
AirEnemyDetected=
SoundEffects=
CharacterAnim=
EnemyDetected=
RadioReport=
Particles=? ---------> This one.
PrayState=
HunterState=
3DRender=
Maximum=
Tuddley3
05-13-08, 04:52 AM
Its probably your own sub's wake causing it.
I think you may be on to something. I just reduced 3/4 of the ship wakes in the Sea folder, and when I tested it, I didn't notice any difference. Like I said, my fps are low even when I'm not anywhere near any other ship traffic. I was starting to think the same thing.
Anyhow, here are my settings :
[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=1024
CriticalDamage=1
CrewEfficiency=1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=2048
EnemyDetected=8
RadioReport=1
Particles=8
PrayState=512
HunterState=1024
3DRender=2048
Maximum=4096
My subs wake is set at :
1) Total Wake Time > 150
2) Max Wake Quads > 50
3) Follow Ship Distance > -6
Thanks Bad Wolf,
Tudds
The Bad Wolf
05-13-08, 05:30 AM
[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=1024
CriticalDamage=1
CrewEfficiency=1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=2048
EnemyDetected=8
RadioReport=1
Particles=8
PrayState=512
HunterState=1024
3DRender=2048
Maximum=4096
The CharacterAnim=2048 seems very high - try back at 4.
Unless you want crew fatigue at high TC you could also try lowering 3DRender=2048.
When you get the FPS up, then you can start to increase Particles=8.
HERE'S THE SETTING FROM Longer Wakes v1.0 readme (note: CharacterAnim=4).
**Important**
Be sure to set Max Particles to 100 in your options setting.
Also, if you want to use time compression without losing your u-boat wake, set your particles time compression setting to a higher compression number. Find it here:
C:\Documents and Settings\****\My Documents\SH3\data\cfg\main.cfg file
[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=2048
CriticalDamage=1
CrewEfficiency=1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=8
RadioReport=4096
Particles=2048 <--------- Change this setting to a higher number
PrayState=1024
HunterState=612
3DRender=1024
Maximum=4096
Please note that time compression will be affected when running particles at high speed. This may prevent you from running at the highest compression speeds due to lag caused by the particles.
If you play SH3 in real time only (1x speed with no time compression), you can ignore the above instruction.
Tuddley3
05-13-08, 05:59 AM
I will give those a try. I've used SH3 Cmdr for almost 2 yrs now, and didn't know what half the settings where. Your help is greatly appreciated(As is NVdrifter and Privateer).:()1:
Could anyone upload this mod? All the links are broken and I can't find a mirror anywhere. Would really like this. :)
SquareSteelBar
07-07-11, 11:50 AM
Longer Wakes v1.0 for GWX 1.03 (http://www.sendspace.com/file/vgjez8)
Fantastic, thank you.. I hope it works with stock.
Tuddley3
07-07-11, 06:23 PM
Fantastic, thank you.. I hope it works with stock.
If it doesn't work with stock, you can do it manually with S3D Silent 3ditor http://s3d.skwas.com/ . It's time consuming, but very simple to do, and you can make the wakes as long as you want. The file to be modified is found in the Sea folder, and within each ship folder you modify the Val file. I believe it's the Ship Wake Time you increase. I normally double the stock value.
Salvadoreno
07-09-11, 01:40 AM
i love when ppl dig up these old mods!
Steve Gad
04-10-17, 08:25 AM
**Mod Release** Longer Wakes v1.0 for use with GWX
As soon as I see anything with 'filefront' in the link, I know it is going to be a complete waste of time. I realise these files are now old news, but few things are as depressing as a file you really want, being on one of these sites.
The SH community has to be one of the very best on the entire Internet, or any sim, at any time - and believe me, I've been around a LONG time - so little glitches like not being able to access a mod, are a small price to pay or the sheer wealth o experience and information these pages contain.
To put it in simple terms, it's been a while since I told you guys how much I appreciate you. So, I'm doing it now.
:Kaleun_Salute:
Plissken_04
04-11-17, 12:45 AM
As soon as I see anything with 'filefront' in the link, I know it is going to be a complete waste of time. I realise these files are now old news, but few things are as depressing as a file you really want, being on one of these sites.
:Kaleun_Salute:
If you want it,then here you get it :up:
ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/NVDRIFTER/Longer_Wakes_v1.0_for_GWX.zip
ftp://Maik:Woelfe@diskstation.gn7vmwp32iei6ome.myfritz.n et/Public/Sharing/SH3COMMUNITYMODS/NVDRIFTER/Longer_Wakes_v1.0_for_GWX.zip
So Long
Maik
Lonny007
05-07-17, 04:13 AM
Hi, could you guys answer a question for me, i am running a pretty clean SH3 no major mods, i have never seen a snorkel wake when my snorkel is raised, but my periscope has a nice little wake when raised, is this a bug or is something wrong with my game files?
Thank You for any info, kinda would like to see a little wake behind my snorkel like the wake my periscope leaves. Maybe a mod i installed like the RWR snorkel mod removed my snorkel wake?
Lonny
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