View Full Version : How's this for a surface profile? Coming in RFB
Side effect of working on the dive rates. Both pics taken at a standard bell.
S-boat
http://www.kickinbak.com/posts/sboat.jpg
Gato class- but all boats sit better in the water now.
http://www.kickinbak.com/posts/profile.jpg
Galanti
02-05-08, 02:53 PM
Looks pretty good, I'm starting to hate the way my USS Plunger rides so high in the water. Is it a reasonable simple fix and would you mind spilling the beans?
Looks pretty good, I'm starting to hate the way my USS Plunger rides so high in the water. Is it a reasonable simple fix and would you mind spilling the beans?
There are several changes that it took, what it nost interesting is that changing the surface draft seems to also affect ther fore-aft relationship of the CG.
Although simple- it's not esay to get it right and the boats may still need a little more tweaking. Once you're close, you'd be surprised the differnce a 5 inch change in draft can make.
Once the surface draft was changed, I then learned the surfaced U/D drag will cause the boat to lift in the water as speed increases when set at the default vlues. Changing this value then affected the roll characteristics too and required further experimentation. Then you have to play with getting the correct relationship between the surface and submerged drafts.
The changes made for RFB are an attempt at a well balanced approach to the boat files and may have changes other's don't like. The ascent and descent time underwater have been slowed down. The S-boat drive times were increased because she dove WAY too fast on both normal and emergency. The changes in performace rely on having the correct speed for each bell too, and may or may not work well w/o the bell changes in RFB.
We found historical values for turn rates submerged, and surface acceleration rates and have been working the boats towards these values.
These changes should be comnpatible with any mod as long as you understand many things are affected including acceleration rate and turn rate.
I plan on releasing this part as a stand alone mod after some more testing for those playing TM or stock. May even throw it up for general testing in a couple of days for non-RFB players. Depends on the feedback from the RFB crew. If they say it needs more tweaking, then the test release will be delayed.
Once out, other people can then play with it.
BTW, ever notice the boats look a little more agressive sitting lower in the water?
Xantrokoles
02-05-08, 03:58 PM
that looks pretty cool
the little things are the most important things!
M. Sarsfield
02-05-08, 04:02 PM
I'm looking forward to this fix. I get tired of seeing my props bobbing out of the water.
Very nice... much more reaslistic, I think.
JD
Very nice effects created in the 2 screen shots. For the first time the shots look very much the same as if this was a period photo. If you make this available for gamers who aren't using a particular mod such as RFB, TM, etc I look forward to giving it shot.....GREAT WORK!
ALso, what program do you use to open the files. I've always wanted try my hand at it.
Here's the Porpoise class w/ ROW.
http://www.kickinbak.com/posts/porpoise.jpg
Very nice effects created in the 2 screen shots. For the first time the shots look very much the same as if this was a period photo. If you make this available for gamers who aren't using a particular mod such as RFB, TM, etc I look forward to giving it shot.....GREAT WORK!
ALso, what program do you use to open the files. I've always wanted try my hand at it.
The files are the .sim file for each sub so you need skwasjer's S3D editor.
Just understand that playing with stuff has other effects. For example- lowering the boats affected adjustments I'd already made to the dive times because the bow planes got a "bite" in the water sooner. So I had to go back and make changes again. Changing a couple of numbers without checking out everything else can lead to unwanted results when dealing with the physics in the game. Drag settings on planes and rudders affect the performance in many different ways. they don't just simply increase the drag and that's it.
AVGWarhawk
02-05-08, 09:18 PM
I got to play with this mod gents and it is great. The day of the silver surfer submarine are over:rock:
ReallyDedPoet
02-05-08, 09:20 PM
Looks great, be nice to have this for TM as well, but maybe a reason to
re-install RFB :yep::up:
RDP
AVGWarhawk
02-05-08, 09:24 PM
Looks great, be nice to have this for TM as well, but maybe a reason to
re-install RFB :yep::up:
RDP
More reasons are coming to install RFB again...this is just one of them:D
ReallyDedPoet
02-05-08, 09:37 PM
Looks great, be nice to have this for TM as well, but maybe a reason to
re-install RFB :yep::up:
RDP
More reasons are coming to install RFB again...this is just one of them:D
At the very least I could add RFB to one of my other installs, I have 3 on the
go now :doh:
RDP
Seems like you managed to solve the ride height and the fact the stern does not sit to high in the water. Dave and I had been going absolutely nuts over this when we last touched it 1.5 months ago. We kinda decided to stay clear.
I am definatly happy you fixed this :up: .
Excellent work! It actually looks like the boat is carrying some fuel, ammo and a crew! They kind of reminded me of those container ships when they are empty!
Well done!
Sailor Steve
02-06-08, 01:25 AM
Oh, man, those look so much better!:rock:
I'm glad to hear you're looking at the acceleration rates as well; SH3 has way to good acceleration for all ships, and it sounds like SH4 followed in its footsteps.
Oh, man, those look so much better!:rock:
I'm glad to hear you're looking at the acceleration rates as well; SH3 has way to good acceleration for all ships, and it sounds like SH4 followed in its footsteps.
Yeah, We'll be tweaking the destroyers acceleration and turning after the subs. The thing I've realized about the physics engine and why ships act like speedboats is because the screws don't cavitate when there is a huge change in engine / screw speed. Because of this, they get a complete "bite" in the water ,so it's like someone kicks the ship in the pants.
Another side effect of this is the pitch and roll become highly dependent on angle to the waves, size of the trough and wave height. Unless you have really large waves, the prow on a fleet boat doesn't dive through the wave, but the wave breaks over the deck behind the prow like it's supposed to (not so with the S-boat), it dives into the wave. This was one of the reasons for the upward swept bow on fleet boats- sort of a mini hurricane bow.
You'll also see waves wash over the deck aft of the sail in moderate seas as the deck is lower there. This is also correct.
Some people may be disappointed, because you lose the "pitch and roll no matter what" effect- but it just looks more realistic from an external camera. And in the right seas (9 m winds) at the correct angle, I've had the Porpoise take some occasional rolls around 20 degrees. Doesn't seem like much until you've been on a real boat making 20 degree rolls. Just ask Sailor Steve.
One more teaser for everyone- this is the Porpoise class at 3 speeds in fairly calm waters so you can really see how she lays. Other classes give similar results.
All Stop
http://www.kickinbak.com/posts/porpoise1.jpg
Ahead Standard
http://www.kickinbak.com/posts/porpoise2.jpg
Ahead Flank
http://www.kickinbak.com/posts/porpoise3.jpg
Taurolas
02-06-08, 07:43 AM
very nice work swdw
i'd be really interested in trying it out on TM :up: as it deffinately looks the business.
We found historical values for turn rates submerged,
Are the historical turning rates based on both engines answering ahead bells? If so is there a way to simulate twisting with one engine ahead and the other backing?
AVGWarhawk
02-06-08, 08:39 AM
Swdw:
Some people may be disappointed, because you lose the "pitch and roll no matter what" effect-
Not by a lot Swdw. I did not feel like I lost much pitch and roll. It felt very natural to me when I was testing this. BTW, the S class looks really cool cruising through the water with winds at 5 meters. Water splashs up and over the bow. Dive times for standard dive and crash dive are excellent:up: This mod is far superior then what the original game offered for dynamics.
Swdw:
Some people may be disappointed, because you lose the "pitch and roll no matter what" effect-
Not by a lot Swdw. I did not feel like I lost much pitch and roll. It felt very natural to me when I was testing this. BTW, the S class looks really cool cruising through the water with winds at 5 meters. Water splashs up and over the bow. Dive times for standard dive and crash dive are excellent:up: This mod is far superior then what the original game offered for dynamics.
I finally got around to testing this last night and I concur with AVGWarhawk. I am running a bit behind on testing this stuff due to Real Life. The sleep bank is overdrawn!
But, this is a vast improvement...performance and the look!
On a side note, are the current key commands using Ctrl and Shft completely hosed with RFB RC1 ROW or is it the BETA stuff I am testing?
Or is it something I did? This is the most likely answer. Pending an answer I think that this weekend will call for a fresh install of SH4 for the RFB platform.
tjlegault
02-06-08, 04:28 PM
Sweet!!
Torpex752
02-06-08, 06:41 PM
Great Work! Looking forward to seeing a proper surfaced profile finally. I wonder if this will have any effect on detection. I realize its not much, but you never know!
Frank
AVGWarhawk
02-06-08, 06:51 PM
It might because if I come in deck awash, they seem to look right over me. Perhaps the lower profile will help.
Is this ready to be installed.....I would like to try it on.....:yep:
Webster
02-07-08, 10:04 PM
would this, could this, possably, maybe, please be a stand alone fix that is not tied into a mod package?
i prefer playing stock but with all corrective "fixes" i can incorperate into the game.
something like this is a fix that should have been in the last update but nobody cares enough to spend the time it takes to find and fix things in the game like the modders of this site do. thank you all.
ReallyDedPoet
02-07-08, 10:06 PM
would this, could this, possably, maybe, please be a stand alone fix that is not tied into a mod package?
i prefer playing stock but with all corrective "fixes" i can incorperate into the game.
something like this is a fix that should have been in the last update but nobody cares enough to spend the time it takes to find and fix things in the game like the modders of this site do. thank you all.
You may be in luck :yep:
From post # 3
I plan on releasing this part as a stand alone mod after some more testing for those playing TM or stock. May even throw it up for general testing in a couple of days for non-RFB players. Depends on the feedback from the RFB crew. If they say it needs more tweaking, then the test release will be delayed.
RDP
Webster
02-07-08, 10:14 PM
would this, could this, possably, maybe, please be a stand alone fix that is not tied into a mod package?
i prefer playing stock but with all corrective "fixes" i can incorperate into the game.
something like this is a fix that should have been in the last update but nobody cares enough to spend the time it takes to find and fix things in the game like the modders of this site do. thank you all.
You may be in luck :yep:
From post # 3
I plan on releasing this part as a stand alone mod after some more testing for those playing TM or stock. May even throw it up for general testing in a couple of days for non-RFB players. Depends on the feedback from the RFB crew. If they say it needs more tweaking, then the test release will be delayed.
RDP
that would be great, i can hardly wait. i just did a complete new build with a quad core cpu and 8800 video card mainly just so i could play without the lagging fps i used to get.
believe it or not i had an old p4 prescott single core cpu with AGP grafics card i was using, it was ver4y very slow as you can imagine.
ReallyDedPoet
02-07-08, 10:17 PM
would this, could this, possably, maybe, please be a stand alone fix that is not tied into a mod package?
i prefer playing stock but with all corrective "fixes" i can incorperate into the game.
something like this is a fix that should have been in the last update but nobody cares enough to spend the time it takes to find and fix things in the game like the modders of this site do. thank you all.
You may be in luck :yep:
From post # 3
I plan on releasing this part as a stand alone mod after some more testing for those playing TM or stock. May even throw it up for general testing in a couple of days for non-RFB players. Depends on the feedback from the RFB crew. If they say it needs more tweaking, then the test release will be delayed.
RDP
that would be great, i can hardly wait. i just did a complete new build with a quad core cpu mainly just so i could play without the lagging fps i used to get.
believe it or not i had an old p4 prescott single core cpu i was using, it was v e r y s l o w
I get half decent frames with my P4 "D" 3.2. Close to 50 in reg conditions on the bridge, 35-40 in storms, 20+ in heavy combat. Anything over 20 is very playable.
New system you built should make it purr like a kitten :yep:
RDP
DrBeast
02-08-08, 04:51 AM
Believe it or not i had an old p4 prescott single core cpu with AGP grafics card i was using, it was very very slow as you can imagine.
No need to imagine it...I quietly suffer through it every time I load SH4 (and Flight Simulator X as of late)! :damn:
Webster
02-26-08, 07:13 PM
I plan on releasing this part as a stand alone mod after some more testing for those playing TM or stock.
BTW, ever notice the boats look a little more agressive sitting lower in the water?
just wondering how things are going with your mod? hopefully there are no unexpected delays?
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