View Full Version : [REL]Environment 4.1 new wave effects
W_clear
04-06-08, 06:37 AM
【environmental 4.1MOD】
http://bbsimg.ali213.net/attachments/day_080409/20080409_88e5789e74cf703359bc1LHojSzV7CCT.jpg
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【environmental 4.1MOD】
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Environment 4.1 has replaced environment 4.0. The applicable edition is SH4 _ 1.4 and SH4 _ 1.5.
Environment 4.1, besides adjusting 4.0 color questions left. Having mainly adjusted 0 meters to the wave proportion of 15 meters of wind speed, the undulating structure of fluctuating, and the reflection of sea is mere, make the sea water fluctuate more lifelike. In addition environment 4.1 has increased a content: The visual ability to improve AI, bombard the periscope ability after strengthening the destroyer, has shortened the time that AI opens fire with artillery, have improve the sonar sensitivity of AI(I am according to TMO editor's AI..), has accelerated destroyer's evading the travel speed of the torpedo. On still continuing increasing the content after this edition, hope everybody likes this MOD.
Concrete reconciliation item:
. The color of the sky and cloud after sunset is before the sunrise after changing dark and blue
. The color of the sea water after sunset is blue tone after changing before the sunrise
. Adjust the sun rises time backward cloud
. Improve the sun rises time backward sea reflect all of both sides
. The sun rises after improving in time in the backward sea and reflect all intensity
. Reflect the light after strengthening the sea after 45 degrees of the sun
. Have adjusted the color that the light when the sun rises shines on the submarine
. Adjust the basic of sea water of the stormy weather. Have changed the undulating structure of fluctuation of the wave
. Have reduced the foam area
. Have accelerated the time that the foam disappears
. Adjust the foam and appear in the peak of the wave
. Visual ability to improve AI
. Bombard the periscope ability and shorten the time to open fire with artillery after strengthening the destroyer
. Have improved the sonar sensitivity of AI((I am according to TMO editor's AI.)
. Have accelerated destroyer's evading the travel speed of the torpedo
. Have adjusted the center of two U boats
(Some friends ask me the question, I have not answered because my English is very poor, please forgive me, i am sorry. )
4.1---Dowanload link:
http://files.filefront.com/Enviromental+41+modrar/;9976242;/fileinfo.html (http://files.filefront.com/Enviromental+41+modrar/;9976242;/fileinfo.html)
http://img19.imagevenue.com/loc649/th_37443_SH4Img52008-04-10_21.41.34_046_122_649lo.jpg (http://img19.imagevenue.com/img.php?image=37443_SH4Img52008-04-10_21.41.34_046_122_649lo.jpg)http://img25.imagevenue.com/loc1050/th_37454_SH4Img22008-04-10_21.41.57_500_122_1050lo.jpg (http://img25.imagevenue.com/img.php?image=37454_SH4Img22008-04-10_21.41.57_500_122_1050lo.jpg)http://img238.imagevenue.com/loc589/th_37460_SH4Img82008-04-10_22.08.01_140_122_589lo.jpg (http://img238.imagevenue.com/img.php?image=37460_SH4Img82008-04-10_22.08.01_140_122_589lo.jpg)http://img244.imagevenue.com/loc539/th_37462_SH4Img12008-04-10_22.08.18_593_122_539lo.jpg (http://img244.imagevenue.com/img.php?image=37462_SH4Img12008-04-10_22.08.18_593_122_539lo.jpg)
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【Environment 4.3 】2008.4.16
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Various compatible editions of " environment 4.3 ". There is alone " Small wave of wind speed 0 mod " in environment 4.3, PC
hardware disposition's low friend can use " Small wave of wind speed 0 mod ", in this way you would not see the wave of wind
speed of 0 meters look like the plastics.LOL
Having adjusted the magical angle of red sun in environment 4.3, has adjusted Light Fog, Meadium Fog, and the parameter of
Heavy Fog, has corrected 4.2 mistakes left. The fog at present becomes thin in the fine or cloudy weather, visibility is
strengthened. At time in stormy weather, the visibility of the fog is weakened. For the fog of E4.3, I have adjusted Fog factor
of AI.
In order to make the submarine suitable for wave of wind speed of 15 meters of E4.3, present submarine that I have adjusted
each submarine(The object's up-down drag coef.The object's drag (water resistance) coefs) waves from head to foot more
realistic.
The friend liking challenging oneself can use my AI file. I will feel terror when meeting the destroyer in tour of
inspection now, I think this is realistic. Good luck !
( Change and upload environment 4.3 again on April 19. )
Newer today. Upgrade the content: It is closer to reality to adjust the basic of sea water, adjust the sea water and refract the color, adjust various colors at night, Adjust blank day color and color at night on whole day .......Propose downloading 4.3 editions again. This is that I think the perfect edition
environment 4.3 (uploadon April 19) ---Dowanload link:
http://files.filefront.com/Enviromental+43+modrar/;10036892;/fileinfo.html (http://files.filefront.com/Enviromental+43+modrar/;10036892;/fileinfo.html)
http://i26.tinypic.com/xmiutf.jpg
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two kinds of wave of wind speed 0 new-----------2008.4.21
Attention: If you for a long time, compress because it for 2048, can have changed wave, become smooth.
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1.The wave looks like the river, very like .LOL.
http://img132.imagevenue.com/loc766/th_52654_SH4Img92008-04-21_11.27.43_390_122_766lo.jpg (http://img132.imagevenue.com/img.php?image=52654_SH4Img92008-04-21_11.27.43_390_122_766lo.jpg) ---Dowanload link:
http://files.filefront.com/like+river+wave+of+0+windrar/;10047847;/fileinfo.html (http://files.filefront.com/like+river+wave+of+0+windrar/;10047847;/fileinfo.html)
2.wave of 0wind_(4.22 Upgrade )
I have already seen, after the game Time Compression runs, the sea water of 0 meters of wind will like the " jelly " . This is a question of game .in order to solve this problem,I have adjusted sea water of 0 meters again, and the test after the time compression,before the time compression,divide test two times, got 0 meters of satisfied sea of mine of making at last.
Wait to upgrade
W_clear
04-06-08, 06:40 AM
New wave,
http://i25.tinypic.com/2hqgkeh.jpg
claybirdd
04-06-08, 06:57 AM
Most impressive. The force is strong with this one.:up:
rcjonessnp175
04-06-08, 07:07 AM
Holy cow, to me that water is looking the way i always imagined it, i might have to try that out once u release her, im currently using PE/Row. Ur waves and water look much more detailed than what im running with pe so my hat is off to u sir great work.:rock::rock:
Jonesy
MONOLITH
04-06-08, 07:32 AM
Looking excellent W_clear.
I'll PM you a testing report later this afternoon. :up:
Very impressive work !!! :huh:
Congratulation and many thanks
I'm impatient to install it and waiting for your new Environment 4.1 Mod.
Congratulation,
Regards,
Jean
MONOLITH
04-06-08, 09:39 AM
W_clear, the new Env colors and 8 speed wave files you
sent me look very good! :up:
Also, I think your current fog setting is perfect... please do not change it.
This is your light fog, with Wernersobe's Natural Sinking mission....
http://www.mayhemonstrings.com/Images/w1.jpg
http://www.mayhemonstrings.com/Images/w01.jpg
Now, here's the issue I spoke to you in a PM about last week;
Notice the ships in the background are barely visible. That's perfect for a light fog. In this pic, they are about 1500 yards away.
http://www.mayhemonstrings.com/Images/w2.jpg
http://www.mayhemonstrings.com/Images/w3.jpg
The problem is, the human eye can see them, but the game engine does not. The AI crew do not see them, nor will the periscope lock. The game and AI see the ships at just less than 1200 yards.
We could say that my captains eye is simply better than my crew, and I see the ships first, but if we could just change the AI detection distance up to 1500, same as the human visual, it would be better.
There is a thread around here somewhere where Ducimus found the AI visual detection setting.
Everything is looking great though!
602Sqn_Puff
04-06-08, 10:55 AM
Beautiful screen shots mate, are you going to make a small wave version to stop the sub from riding the rails in very high seas??
AVGWarhawk
04-06-08, 11:05 AM
Yes, just need to get the AI detection setting on track and all will be good.
Fincuan
04-06-08, 12:29 PM
Those new waves in the first few pics look excellent :up:
There's much more sensation of being in a 3-dimensional world than before
W_clear, the new Env colors and 8 speed wave files you
sent me look very good! :up:
Also, I think your current fog setting is perfect... please do not change it.
The problem is, the human eye can see them, but the game engine does not. The AI crew do not see them, nor will the periscope lock. The game and AI see the ships at just less than 1200 yards.
We could say that my captains eye is simply better than my crew, and I see the ships first, but if we could just change the AI detection distance up to 1500, same as the human visual, it would be better.
There is a thread around here somewhere where Ducimus found the AI visual detection setting.
Everything is looking great though!
You can try going to the Data\cfg\Sim.cfg file and changing the Fogfactor=X.X number. This number deals with the fog attenuation setting s for AI visibility.
W-Clear, the wave effects are great!
DeepIron
04-06-08, 02:21 PM
Excellent wave effects!
WernerSobe
04-06-08, 04:35 PM
i love your mod but ive changed something on my rig and it "feels" more real now. Maybe you should try it too.
Try setting the ocean speed to about 0.4 or 0.5. It will make the waves move slower and appear heavier, more powerfull and more natural.
TheBlobThing
04-06-08, 06:36 PM
As usual, great work, looks stunning! :up:
Lookin real :up:!! Keep up the good work!
Canonicus
04-06-08, 08:22 PM
i love your mod but ive changed something on my rig and it "feels" more real now. Maybe you should try it too.
Try setting the ocean speed to about 0.4 or 0.5. It will make the waves move slower and appear heavier, more powerfull and more natural.
I quite agree with you on this point.
As a matter of fact ,the original LBO scene.dat uses a sea speed value of 0.55 for 15mps wind.
Dave sure knew what he was doing. :up:
Vorkapitan
04-06-08, 10:01 PM
Mr. W_Clear,
It is extremely clear on what you are achieving is fantastic!
:up: :up: :up: :up: :up:
W_clear
04-06-08, 10:25 PM
W_clear, the new Env colors and 8 speed wave files you
sent me look very good! :up:
Also, I think your current fog setting is perfect... please do not change it.
.......................................
We could say that my captains eye is simply better than my crew, and I see the ships first, but if we could just change the AI detection distance up to 1500, same as the human visual, it would be better.
There is a thread around here somewhere where Ducimus found the AI visual detection setting.
Everything is looking great though!
AI visual detection setting is ============Data\cfg\Sim.cfg and Data\Library\AI_Sensors.dat.
" environment 4.1 " will strengthen the visual ability of AI, will improve the destroyer deck gun fire to the periscope ability, when the destroyer evades the torpedo, the pace of the destroyers speed will be faster. I have already changed and is over.
W_clear
04-07-08, 01:40 AM
adjust again
http://i32.tinypic.com/25eur2g.jpg
http://i29.tinypic.com/24oppub.jpg
http://i32.tinypic.com/260bx5e.jpg
The General
04-07-08, 02:28 AM
Holy @*&% that looks real!:o
kriller2
04-07-08, 03:18 AM
Wow! Wclear that looks absolutely stunning ! :rock: the best waves I have seen in SH4.
joegrundman
04-07-08, 03:47 AM
d^%n! i need to get a new PC. i cannot play SH4 on minimum specs any longer:damn:
W_clear
04-07-08, 04:17 AM
i love your mod but ive changed something on my rig and it "feels" more real now. Maybe you should try it too.
Try setting the ocean speed to about 0.4 or 0.5. It will make the waves move slower and appear heavier, more powerfull and more natural.
I quite agree with you on this point.
As a matter of fact ,the original LBO scene.dat uses a sea speed value of 0.55 for 15mps wind.
Dave sure knew what he was doing. :up:
Right!
I think the young wave, the wave pace within wind speed of 6 meters should be a bit quicker, 8 meters should be slow to the wave of 15 meters of wind speed.
W_clear
04-07-08, 04:20 AM
Wow! Wclear that looks absolutely stunning ! :rock: the best waves I have seen in SH4.
Thanks ,my friend.
W_clear
04-07-08, 05:23 AM
Is the wave of wind speed of 4 meters too small?
http://i28.tinypic.com/2n7fnf6.jpg
kriller2
04-07-08, 07:01 AM
It's hard to tell looking at the picture Wclear, it looks okay, but I think we need something to compare the waves with, a submarine maybe?
To see what the wave size should be for different wind speeds, go here:
http://en.wikipedia.org/wiki/Beaufort_scale
Clicking on the small pictures will take you to a larger picture.
This has the entire Beaufort wind speed scale with pictures of the sea at the different wind speeds on the beaufort scale. The table for wind speeds has a column for m/s
Some of the pictures make it difficult to see how tall the waves truly are, but the reference table will help with that.
The appearance of the sea at each sea state has 2 or more components. The first is the wave height (also called swells), the second is the apperance of the wavelets which are on the surface of the waves. At higher wind speeds you add the appearance of foam and spray. At really high wind speeds the actual waves are breaking and having spray blown off them instead of the wavelets.
It is importrant to note that, because of the game engine, wave heights equal to state 9 seas or higher will cause the "flying boats" pretty consistantly. State 8 sea wave heights occasionally cause the 'flying boat".
Is the wave of wind speed of 4 meters too small?
No, that looks quite good in terms of size to me. Keep it!
Wow do I want to try this mod :huh:
W_clear
04-07-08, 08:32 AM
It's hard to tell looking at the picture Wclear, it looks okay, but I think we need something to compare the waves with, a submarine maybe?
http://i25.tinypic.com/11kway1.jpg
Thanks #30 #31
M. Sarsfield
04-07-08, 08:38 AM
Holy @*&% that looks real!:o
I couldn't have said it better, myself.
Canonicus
04-07-08, 10:22 AM
Indeed! ...This is spectacular work!...
You are to be aplauded for your efforts, W_clear :up:
Can't wait to see it in action!
Paajtor
04-07-08, 10:22 AM
Amazing...keep up the good work.
McHibbins
04-07-08, 11:10 AM
Just one word : Brilliant !!
Btw...is it possible to add a sun flair for camera ?
Yes very nice, I love the new richer blue color of the sea.
RocketDog
04-07-08, 01:22 PM
Superb! Really looking forward to this.
Cheers,
RD.
I posted these http://www.subsim.com/radioroom/showpost.php?p=645754&postcount=279 last year in Leo's ROW thread . Gives you a idea of the wavehights .
This is between 10-11 beaufort. It got alot worse that night...sry fellas ...no pics of that ..it was all hands on deck to save the ship and crew .
greetz ;)
This is the best sea mod I have seen so far :o
What exactly are you using besides your own mod? ROW? What else?
I just want to know what I must have in order to get my SH4 to lool like that :up:
M. Sarsfield
04-07-08, 02:41 PM
He's definitely using the FORCE. Incredible stuff. :rock:
MONOLITH
04-07-08, 02:42 PM
What exactly are you using besides your own mod?
It's changes to all the settings in the scene.dat, and the environmental colors. Just like PE2 is, just with some different settings.
M. Sarsfield
04-07-08, 02:49 PM
w_clear,
Please, post a pic or two of your stormy seas. Kriller posted some from his latest PE2 iteration and I wanted to compare. Thanks.
Good Lord!! http://messageboard.tokyopop.com/forums/images/smilies/eek2.gif I'm speechless!!
Mast
W_clear
04-08-08, 06:39 AM
Adjusted the wave of wind speed of 15 meters today. Please look at and pursue .
http://i32.tinypic.com/15842km.jpg
http://i25.tinypic.com/33nj2pl.jpg
W_clear
04-08-08, 07:46 AM
The environment can be released in 4.1 tomorrows, if accidents don't happen to.
http://i31.tinypic.com/2ajb036.jpg
McHibbins
04-08-08, 08:23 AM
Tomorrow ?? That are f...ing good News !!! Would you implement sun flair for camera ??
nautilus42
04-08-08, 10:21 AM
W_Clear, I have no words:up: :up: :up: :up: :up: :up: :up: :up:
W Clear,
15m seas looking pretty good there. The first pic, is that fog in the horizon, I see the game clock says about 1200 hours. That pic reminds me of the Monterey Bay area in California where we have a fog back that sits out to sea about 15 miles or so and moves in and out dependant on wind flow.
Are any of these changes affecting AI and ownship visual sighting parameters?
M. Sarsfield
04-08-08, 12:55 PM
Wilcke,
I have seen that using TM and even no mods, at all. My impression is that it's either a new cloud front or fog front being generated on the horizon.
Wilcke,
I have seen that using TM and even no mods, at all. My impression is that it's either a new cloud front or fog front being generated on the horizon.
Thanks! Right, I just do not have enough time in the saddle with this one in particular. Scene.dat changes just scare me a bit....they affect to many other parameters in game...
Wow , thank you for your work that sea looks amazing , so good infact i now need a fishing rod and some bait while i'm on the surface :sunny: (and a cold beer) :arrgh!:
A-M-A-Z-I-N-G :cool: :|\\
Will it be a patch for 4.0 or a whole new full pack?
Cheers :up:
Will-Rommel
04-08-08, 03:38 PM
LOL!
The water seems more realistic than this german type XXIII u-boat. :up:
tedhealy
04-08-08, 04:05 PM
The environment can be released in 4.1 tomorrows, if accidents don't happen to.
Is it tomorrow yet?
W_clear
04-09-08, 12:13 AM
Environmental 4.1MOD (New wave) releases
rcjonessnp175
04-09-08, 12:20 AM
Great news that its realesed 4.1 but am i missing were the download link is?:D:D Awesome work wClear:rock::rock:
rcjonessnp175
04-09-08, 12:27 AM
My bad wclear i must of caught ya as u were uploading, im going to go giver her a run, but for somereason my sh4 has been crashing alot lately, seems like on torpedo impact or random, when i hit a outside camera too. Its random but most of the time she hard locks i think its that dam nvidia nvvdm display driver bug but it doesnt do it with any other game ie crysis, gears of war etc. dont think its ur mod or pe2 either.
Sorry maybe i should start a thread about it but its really killing me, i want to enjoy ur mod but:damn::damn: wammie
THE_MASK
04-09-08, 01:23 AM
http://www1.istockphoto.com/file_thumbview_approve/466056/2/istockphoto_466056_thank_you_in_chinese.jpg
NKVD-crazyivan
04-09-08, 03:19 AM
Hi W Clear
awesome work just a quick QS
is this latest work incorperated in TMO SP1c SP2b or do i have to enable over top of these mods.........:)
McHibbins
04-09-08, 05:51 AM
Absolut fantastic work !:D
I´m testing the mod since 2hours now and there are no probs.
But there´s one thing, maybe i´m wrong, but....aren´t the waves a little bit too fast in low windspeed, especially when you look through the periscope ?
funkster319
04-09-08, 07:28 AM
HI
Greeat works, looks great. I,m running V1.5 Uboats with TM and PE2 ROW at the moment and Have a few questions.
Where is the link for DL? I cant seem to find it anywhere in thread?
Will this work with TM?
Has the Scene.dat AI visbility ranges been optimised as discussed in thread?
DOes this work with PE2 (ROW) if so what order should the mods be installed?
lancerr
04-09-08, 08:02 AM
Would you mind seperating the environment tweaks from gameplay changes like AI changes into two seperate files? I love your work on the graphics but I'm not good enough to deal with better AI yet.
DeepIron
04-09-08, 08:12 AM
Very nice work! I have it installed on a "plain vanilla" install of v1.5 and it doesn't appear to affect my framerate at all...:up:
My only comment is I think the sensor AI is a bit too sensitive. I was picking up small craft at a very long range (forgot the exact distance) which seemed unusual.
Keep up the great work!
linerkiller
04-09-08, 08:15 AM
HI
Greeat works, looks great. I,m running V1.5 Uboats with TM and PE2 ROW at the moment and Have a few questions.
Where is the link for DL? I cant seem to find it anywhere in thread?
Will this work with TM?
Has the Scene.dat AI visbility ranges been optimised as discussed in thread?
DOes this work with PE2 (ROW) if so what order should the mods be installed?I dont think that PE2 and EE are compatible...you have to chose:dead: !
To download the 4.1 go to the first page of this thread:up:
Now my own question:
Im using TMO v 1.5 (with EE 4.0 incorporated)
TMO Sp 1 Charlie
TMO Sp 2 Bravo
RSRD v371
RSRD patch 4
Where I have to install version 4.1 to not mess with the other files?:hmm:
Wonderful work Wclear...congratulations:D
Vorkapitan
04-09-08, 01:09 PM
:D Very Very nice W_Clear....looks very realistic...don't stop now
andycaccia
04-09-08, 02:23 PM
Sorry to bother W_clear, but could you make a "weather only" version?
I ask this because I'm going to make my own version of AI Improvements and enemy sensor upgrades in order to make escorts more dangerous and effective.
Maybe you could split the mod i two parts...one for the weather changes and another for the remanining gameplay tweaks. It's more feasible i guess..
Thanks for your attention and congratulations for your excellent work:up:
DeepIron
04-09-08, 02:36 PM
Sorry to bother W_clear, but could you make a "weather only" version?
I ask this because I'm going to make my own version of AI Improvements and enemy sensor upgrades in order to make escorts more dangerous and effective.
Maybe you could split the mod i two parts...one for the weather changes and another for the remanining gameplay tweaks. It's more feasible i guess..
Thanks for your attention and congratulations for your excellent work:up: I'd like to echo this request to splitt the graphics from the AI + "other changes" as well. The mod is fantastic but using it's AI with other mods like RFB and RSRD is problematic as it "upsets" the AI balance in those mods...
RocketDog
04-09-08, 02:52 PM
Same request here for a "weather-only mod", please! I'd like to have the better waves etc, but would rather stick with the TMO AI.
Cheers,
RD.
Does E4.1 include any pitch and roll enhancement?
these pictures looks stunning....
And another request for weather only here :)
The only time when I have seen the mod not be as perfect is in very calm weather :hmm: The reflection of the sun in those conditions is a bit excessive from external view, though from the bridge it is acceptable.
The sea is really dark blue, and I like it very much, but I can't tell if the Pacific really looks like that. :D
DeepIron
04-09-08, 03:24 PM
The sea is really dark blue, and I like it very much, but I can't tell if the Pacific really looks like that.Portions of it certainly do... I've sailed over them! But I think it is a bit too dark overall, a little lightening would help.
Interesting to note that SH4 has sky and water environment files for the Atlantic, the Med and the Arctic, but NOT the Pacific! I'm doing some modding myself and I think the sim simply reuses one of them for the Pacific... I think the Med would be closest...
The BEST water I've ever seen in the game :o
But...
Sometimes it's completely... flat :doh:
http://img136.imageshack.us/img136/1169/flatwaterol1.jpg
M. Sarsfield
04-09-08, 03:34 PM
My dad did two tours for 'Nam in the Navy and he said that once in a while the ocean looked like glass.
Stars were a LOT more visible,too. They twinkle too much in the game.
AVGWarhawk
04-09-08, 03:45 PM
Completely flat water does happen. Anyway, for those concerned about the 4.1 AI changes. Load this first and then the mod you want to overwrite and work as designed.
In other words,
4.1 enviro mod
TMO
This way the TMO AI tweaks will overwrite tweaks created by W-clear. This will leave you the nice sea and color W-clear has created and you will still have TMO work as designed.
THE_MASK
04-09-08, 05:52 PM
or just take the folders out of the mod you dont need then enable it :yep:
tedhealy
04-09-08, 06:21 PM
Completely flat water does happen. Anyway, for those concerned about the 4.1 AI changes. Load this first and then the mod you want to overwrite and work as designed.
In other words,
4.1 enviro mod
TMO
This way the TMO AI tweaks will overwrite tweaks created by W-clear. This will leave you the nice sea and color W-clear has created and you will still have TMO work as designed.
I don't think that works because TMO changes some of the colors too. You'll be missing out on more than the AI changes I would think.
Syxx_Killer
04-09-08, 07:41 PM
or just take the folders out of the mod you dont need then enable it :yep:
Exactly. That's what I did, but I would like to echo the desire to have a version with the folders already removed. If you want to remove the AI adjustments, simply delete the Cfg, Library, and Submarine folders from the mod.
Edit:
I was enjoying this mod some more and am still experiencing something that I did from the previous version. When I submerge, or when a ship sinks there are light blue lines outlining the sub/ship. I think this is similar to the white outline from the stock game, but with the environment mod it is more pronounced. Is there a way to eliminate or greatly reduce it?
http://img88.imageshack.us/img88/9311/sh4img20080409211010078hd5.jpg
Thank you very much! Downloading now. :|\\
Mast
walrusbomb
04-09-08, 09:30 PM
nice work, w_clear.
one problem:
too glassy, too long. glass'ier than the freshwater lakes I fish!
maybe in quiet bays, channels, and inlets in the wee morning hours, and even then, only for a short periods. I sailed out of Brisbane into deep waters and it was glassy for 48 hours. This just isn't possible.
W_clear
04-09-08, 09:48 PM
My dad did two tours for 'Nam in the Navy and he said that once in a while the ocean looked like glass.
Stars were a LOT more visible,too. They twinkle too much in the game.
I see the sea looks like the glass in person .So I change sea of 0 meters wind speed reach the glass .
W_clear
04-09-08, 10:15 PM
Completely flat water does happen. Anyway, for those concerned about the 4.1 AI changes. Load this first and then the mod you want to overwrite and work as designed.
In other words,
4.1 enviro mod
TMO
This way the TMO AI tweaks will overwrite tweaks created by W-clear. This will leave you the nice sea and color W-clear has created and you will still have TMO Iwork as designed.
I has created TMO SH4/Library/AI_Sensors.dat
But SH4/Cfg/Sim.cfg don't use.I used is SH4 _ 1.5 .But I should mark out. I am sorry. I correct immediately.
W_clear
04-09-08, 10:21 PM
nice work, w_clear.
one problem:
too glassy, too long. glass'ier than the freshwater lakes I fish!
maybe in quiet bays, channels, and inlets in the wee morning hours, and even then, only for a short periods. I sailed out of Brisbane into deep waters and it was glassy for 48 hours. This just isn't possible.
Good Question.
I meant to change the weather and change time, but this not merely changed the weather and changed time and solved this problem, will change other procedure files, so I do not change it.
McHibbins
04-10-08, 02:58 AM
or just take the folders out of the mod you dont need then enable it :yep:
Exactly. That's what I did, but I would like to echo the desire to have a version with the folders already removed. If you want to remove the AI adjustments, simply delete the Cfg, Library, and Submarine folders from the mod.
And how did you handle the SCENE.DAT ?
kriller2
04-10-08, 06:43 AM
congrats Wclear on the release, check your pm ;)
M. Sarsfield
04-10-08, 07:48 AM
Very nice sample photos on the first page, too. Good salesmanship. :)
RocketDog
04-10-08, 07:58 AM
or just take the folders out of the mod you dont need then enable it :yep:
Exactly. That's what I did, but I would like to echo the desire to have a version with the folders already removed. If you want to remove the AI adjustments, simply delete the Cfg, Library, and Submarine folders from the mod.
And how did you handle the SCENE.DAT ?
Does this mean it is impossible to use the weather without also changing the AI sensitivities?
To be frank, I would rather go with TMO's AI because I know it has been very thoroughly tested. I do not want to load an environment mod that also makes unspecified changes to the ability of a DD to avoid a torpedo and "strengthens" DDs etc.
Cheers,
RD.
Syxx_Killer
04-10-08, 08:04 AM
I didn't know the Scene.dat influenced AI behavior. I thought it was just for weather related stuff? :damn:
DrBeast
04-10-08, 08:24 AM
I didn't know the Scene.dat influenced AI behavior. I thought it was just for weather related stuff? :damn:
It seems fog thickness and visual detection range are correlated.
M. Sarsfield
04-10-08, 08:45 AM
If you guys are using TMO, have you installed the environmental mod, first, and then TMO to try to negate the AI effects?
I had two sub chasers chasing me through the fog SW of Tokyo bay last night. They spotted me before my crew spotted them, but I could clearly see them and I had a newbie crew. My crew failed to tell me about all sorts of radar contacts, too, which is why I check frequently. Still, I thought that the sub chasers spotted me a little too easily, despite the fog.
Tried 4.1 last night, not the "big waves" version. While I really liked it, I encountered a problem with ships that spawn mid mission. Some, in heavy seas, were getting swamped, and appeared half sunk...
In particular Nippon Class large tanker was badly affected, much lower in water, decks awash.
walrusbomb
04-10-08, 09:34 AM
played with it a bit more and had some more questions.
1. I want EE4.2 water and PE2 skies/clouds. What's the easiest way to achieve this?
2. I installed CLEANER (under) WATER mod after EE4.2 and it failed to clean up the junk... how is this possible?
3. I spend a lot of time both freshwater and deep sea fishing, gave a long hard look at the "glassy" effect in EE4.2 and have some questions:
a. is it possible to limit this glassy effect geographically? or is the entire wind/wave engine global?
b. is it possible to reduce the reflections during the glassy effect, as real salt-water isn't this reflective. brackish water is a lot more reflective. and freshwater is very reflective. as EE4.2 is now, the glassy saltwater looks like shiny plastic.
W_clear
04-10-08, 09:36 AM
I didn't know the Scene.dat influenced AI behavior. I thought it was just for weather related stuff? :damn:
I I do not think the Scene.dat influenced AI behavior.Because control AI sensitivity and visual ability is------------Sim.cfg and AI_Sensors.dat.
For not weakening the sensitivity of AI and visual ability, I have not weakened these two respects, I strengthen the sensitivity of AI and visual ability instead.
You can test the ability of DD. I think it stronger than TMO1.76.
W_clear
04-10-08, 09:36 AM
Tried 4.1 last night, not the "big waves" version. While I really liked it, I encountered a problem with ships that spawn mid mission. Some, in heavy seas, were getting swamped, and appeared half sunk...
In particular Nippon Class large tanker was badly affected, much lower in water, decks awash.
Let me test. Thanks.
I had test, look in my screen shot.
http://i29.tinypic.com/2cs9iqs.jpg
McHibbins
04-10-08, 09:42 AM
Tried 4.1 last night, not the "big waves" version. While I really liked it, I encountered a problem with ships that spawn mid mission. Some, in heavy seas, were getting swamped, and appeared half sunk...
In particular Nippon Class large tanker was badly affected, much lower in water, decks awash.
"Wenn so nem Zossen jetzt noch die Rudermaschine versagt, dann können die Leute bloß noch beten. Uns kann die See nicht ersäufen Hinnrich. Kein Schiff is so seetüchtig wie Unseres"
Jürgen Prochnow "Das Boot"
:D
W_clear
04-10-08, 09:53 AM
played with it a bit more and had some more questions.
1. I want EE4.2 water and PE2 skies/clouds. What's the easiest way to achieve this?
2. I installed CLEANER (under) WATER mod after EE4.2 and it failed to clean up the junk... how is this possible?
3. I spend a lot of time both freshwater and deep sea fishing, gave a long hard look at the "glassy" effect in EE4.2 and have some questions:
a. is it possible to limit this glassy effect geographically? or is the entire wind/wave engine global?
b. is it possible to reduce the reflections during the glassy effect, as real salt-water isn't this reflective. brackish water is a lot more reflective. and freshwater is very reflective. as EE4.2 is now, the glassy saltwater looks like shiny plastic.
1.This is possible. But need time to finish it .The method is not very easy, because you perhaps will not change DAT file
2.(Can not understand English, I am sorry )
3.LOL .HAHAHHAHA...........I Answered this question in the morning. If most people think " glassy " effect is unrealistic, then I should change to go back.
You can test again with this patch. Update sky from time to time patch
Download-Link #1:http://rapidshare.com/files/106393500/SH4.rar.html (http://rapidshare.com/files/106393500/SH4.rar.html) Delete-Link #1:http://rapidshare.com/files/106393500/SH4.rar.html?killcode=1710131178615543189 (http://rapidshare.com/files/106393500/SH4.rar.html?killcode=1710131178615543189)
:rotfl:
It is EE4.1 that screen shots. I do not think that look like the plastics.
http://i30.tinypic.com/2s8lnqw.jpg
walrusbomb
04-10-08, 10:13 AM
oooh w_clean, that shot is 4.3? it's flat pacific, but less glassy/plastic, I like it!!!
good mate. Having been on ship for months to what appeared to be no end I can tell ya you have done a great job with those waves (flash backs). To bad I cant try your mod yet still having issues with the com-puter:nope: . Cheers!
walrusbomb
04-10-08, 12:10 PM
wait. I installed 4.2 over 4.1 last night and the flat seas did not look like your screen. They were plastic. I'll take a screenshot tonight.
no ripples at all. plastic.
McHibbins
04-10-08, 12:14 PM
wait. I installed 4.2 over 4.1 last night and the flat seas did not look like your screen. They were plastic. I'll take a screenshot tonight.
no ripples at all. plastic.
May there be a conflict with any other mod in use ?:hmm: My water looks like on the screen above.
I have tried the mod and i think the water looks much too dark.I think the water colour needs lightening and the refelections toned down just a bit.
Thankyou for the mod W Clear.
Hector.
McHibbins
04-10-08, 12:49 PM
I have tried the mod and i think the water looks much too dark.I think the water colour needs lightening and the refelections toned down just a bit.
Thankyou for the mod W Clear.
Hector.
I watched an documentation about sharks on the australian coast last night on TV.
Sometimes the sea looks much brighter but also even much darker. Point is, W_Clear´s Sea looks much more realistic than in any other mod (imho).
rcjonessnp175
04-10-08, 01:48 PM
i agree this mod makes the water look way more realistic than others and if i remember correctly daves first water mod was quite similar i think the water when its totally calm looks right on par great job wclear
capt_frank
04-10-08, 03:38 PM
I tried 4.1 patched with 4.2 and personally, 4.0 performs better on my rig and I like the effects better. IMHO, I think the 4.0 water looks and reacts more realistically.
Again, just my opinion...
Regardless, I do love this MOD!:up: :up:
W-Clear, can you please place thes portions in a second folder so it is not installed automatically with the environment mod.
Visual ability to improve AI
. Bombard the periscope ability and shorten the time to open fire with artillery after strengthening the destroyer
. Have improved the sonar sensitivity of AI((I am according to TMO editor's AI. I have forgotten to mark out it)
. Have accelerated destroyer's evading the travel speed of the torpedo
. Have adjusted the center of two U boats
Some of these changes are going to create problems in TMO, RFB, and some other mods. Ducimus is making changes to the AI in TMO for part of his next update.
If each of those portions is automatically installed with the environment mod, it will cause trouble for all of us and will confuse the users installing the mods.
Otherwise, with your permission, I will need to
1. download the file
2. remove the changes that will conflict with RFB
3. post a link to the compatible version in the RFB thread.
Last, when you changed the fr_ratio to 0.8 in the u-boats, did you test EVERYTHING?
Changing the fr_ratio creates an error when aiming the deck gun and causes many other problems with the submarines in the game. Many people have tried changing the fr_ratio in the past, and unless you made changes to many other values, there will be other things that will not work correctly.
i think the water looks much too dark.
Hector.
Based on? Is this based on personal experience, looking at many videos and photographs under all kinds of lighting conditions, or because you just think it's too dark?;)
McHibbins
04-10-08, 04:56 PM
If each of those portions is automatically installed with the environment mod, it will cause trouble for all of us and will confuse the users installing the mods.
Otherwise, with your permission, I will need to
1. download the file
2. remove the changes that will conflict with RFB
3. post a link to the compatible version in the RFB thread.
Would be nice if you´re going to make it. I´m using RFB too
lancerr
04-10-08, 05:23 PM
Tried 4.1 - water looks funky. decided to go back to 4.0. Water looks much more realistic IMHO.
Does Enviornment Effects have any pitch roll enhancement for the subs?
McHibbins
04-10-08, 06:21 PM
Does Enviornment Effects have any pitch roll enhancement for the subs?
Don´t lough...but i´m using ROW´s with it....seems to work :smug:
Besides all critique at these mod I´d like to say : Building a good mod is like to build a house....work does never end and even after weeks or months you´ll find things to add or fix.
Keep up the good work W_Clear !
DeepIron
04-10-08, 07:12 PM
Does Enviornment Effects have any pitch roll enhancement for the subs?I'm not entirely sure but in both 4.0 and 4.1 the sub seem to roll a bit excessively in lower wind speeds I think...
badaboom
04-10-08, 07:43 PM
This mod is the best I've ever used:up: Thank You
W_clear
04-10-08, 07:50 PM
wait. I installed 4.2 over 4.1 last night and the flat seas did not look like your screen. They were plastic. I'll take a screenshot tonight.
no ripples at all. plastic.
May there be a conflict with any other mod in use ?:hmm: My water looks like on the screen above.
It is totally possible .
W_clear
04-10-08, 07:54 PM
I have tried the mod and i think the water looks much too dark.I think the water colour needs lightening and the refelections toned down just a bit.
Thankyou for the mod W Clear.
Hector.
I watched an documentation about sharks on the australian coast last night on TV.
Sometimes the sea looks much brighter but also even much darker. Point is, W_Clear´s Sea looks much more realistic than in any other mod (imho).
Thanks.
W_clear
04-10-08, 08:03 PM
Does Enviornment Effects have any pitch roll enhancement for the subs?I'm not entirely sure but in both 4.0 and 4.1 the sub seem to roll a bit excessively in lower wind speeds I think...
I do not change the rolling of the submarine, But I adjust and strengthen the sea water impact to the hull, so SUB of EE4.2 rolls bigger than before. roll enhancement .:D
Ducimus
04-10-08, 08:57 PM
W_clear, first of all, great work! :up:
....
I didn't know the Scene.dat influenced AI behavior. I thought it was just for weather related stuff? :damn:
I I do not think the Scene.dat influenced AI behavior.Because control AI sensitivity and visual ability is------------Sim.cfg and AI_Sensors.dat.
For not weakening the sensitivity of AI and visual ability, I have not weakened these two respects, I strengthen the sensitivity of AI and visual ability instead.
You can test the ability of DD. I think it stronger than TMO1.76.
As so far as ive been able to confirm, fog adjustments in the scene.dat does effect visual sensors. In specific:
scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax
Values used here can greatly lengthen, or shorten when the AI, or the players crew detects something.
I do not know if any of the wave adjustments are or not.
While i havent tried it yet, one solution might be to go into the sim.cfg and in the visual section, lower the fog factor from its default 1.0, to maybe 0.5, and test to see when objects are being detected, vs the stock game in the same testing conditions.
edit: I should add that i am at work, and havent had the chance to look at your mod, so i dont know what your sim.cfg adjustments are. I'm Just giving what info i know about the subject is all.
W_clear
04-11-08, 01:46 AM
W_clear, first of all, great work! :up:
....
I didn't know the Scene.dat influenced AI behavior. I thought it was just for weather related stuff? :damn:
I I do not think the Scene.dat influenced AI behavior.Because control AI sensitivity and visual ability is------------Sim.cfg and AI_Sensors.dat.
For not weakening the sensitivity of AI and visual ability, I have not weakened these two respects, I strengthen the sensitivity of AI and visual ability instead.
You can test the ability of DD. I think it stronger than TMO1.76.
As so far as ive been able to confirm, fog adjustments in the scene.dat does effect visual sensors. In specific:
scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax
Values used here can greatly lengthen, or shorten when the AI, or the players crew detects something.
I do not know if any of the wave adjustments are or not.
While i havent tried it yet, one solution might be to go into the sim.cfg and in the visual section, lower the fog factor from its default 1.0, to maybe 0.5, and test to see when objects are being detected, vs the stock game in the same testing conditions.
edit: I should add that i am at work, and havent had the chance to look at your mod, so i dont know what your sim.cfg adjustments are. I'm Just giving what info i know about the subject is all.
I can tell you.
----------------------------------------------------------------------
Sim.cfg
----------------------------------------------------------------------
[Mech]
Waves amplitude=0.3----->0.2 ;[0,1]
Waves attenuation=0.75------->0.01 ;>=0
[AI Cannons]
Max error angle=3 ;[deg]
Max fire range=6000 ;[m]
Max fire wait=12------>8 ;[s]
[AI AA guns]
Max error angle=5------>1 ;[deg]
Max fire range=1500 ;[m]
Max fire wait=7------>5 ;[s]
[AI detection]
Lost contact time=15----->0.01 ;[min]
[Visual]
Detection time=0.5------>0.01 ;[s] min detection time.
Sensitivity=0.1------->0.01 ;(0..1) min detection threshold double detection time.
Fog factor=1.0 ;[>=0]
Light factor=2.5------>2.0 ;[>=0]
Waves factor=4.0------->1.0 ;[>=0]
Enemy surface factor=50 -------->100 ;[m2]
Enemy speed factor=25 ;[kt]
Thermal Layer Signal Attenuation=1.0--------->5.0
[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.15 ;(0..1)
Height factor=0 ;[m]
Waves factor=1.0 ;[>=0]
Speed factor=15 ;[kt]
Noise factor=1.0------>0.5 ;[>=0]
[Sonar]
Detection time=5 ;[s]
Sensitivity=0.1------>0.05 ;(0..1)
Waves factor=1.0 ;[>=0]
Speed factor=20 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=30 ;[s]
Thermal Layer Signal Attenuation=5.0------>4.0
-----------------------------------------------------------------------------
AI_Sensors.dat
-----------------------------------------------------------------------------
http://i31.tinypic.com/2lktzsn.jpg
http://i28.tinypic.com/166f147.jpg
My adjustment is, the ability that fight in order to improve DD surface of water, through my test, really much harder than before,
It exist problem still can't solve ,DD turns back and too near to SUB after crossing SUB,This is a very serious problem.If DD leave SUB 1000 meters begin turn back,
SUB want to sink DD very difficult .
W_clear
04-11-08, 02:01 AM
My adjustment AI is for Strengthen the fight ability of DD over the sea.Through my test, the fight ability of the destroyer is better than before .
But there is a question,i can't solve :After the destroyer crosses the submarine. destroyer leave the submarine turn back too near ,if destroyer leave the submarine turn back by 1000 meters,Submarine that sink the destroyer while being very much difficult .
walrusbomb
04-11-08, 06:18 AM
can I still download 4.0?
W_clear
04-11-08, 06:27 AM
can I still download 4.0?
4.0 here.
http://files.filefront.com/Enviromental+40+modrar/;9846159;/fileinfo.html
W_Clear,
Fantastic Mod!! On my system, everything looks very real. You have my :up: :up: up!
Mast
McHibbins
04-11-08, 08:20 AM
Need a few screens please to compare. Maybe on sunset and or at heavy weather.
Update sky from time to time patch
Dowanload link::http://rapidshare.com/files/106393500/SH4.rar.html (http://rapidshare.com/files/106393500/SH4.rar.html)
An error has occured:
This file has been deleted.
Reason: Deleted by uploader.
W_clear
04-11-08, 10:18 AM
Update sky from time to time patch
Dowanload link::http://rapidshare.com/files/106393500/SH4.rar.html (http://rapidshare.com/files/106393500/SH4.rar.html)
An error has occured:
This file has been deleted.
Reason: Deleted by uploader.
SORRY.here.
Download-Link:http://rapidshare.com/files/106661695/SH4.rar.html (http://rapidshare.com/files/106661695/SH4.rar.html)
kylesplanet
04-11-08, 07:16 PM
W Clear you have done beautiful work! In post 105, swdw mentioned splitting the mod into separate folders because of conflicts with RFB and TMO. It does cause an occasional CTD when installed with RFB. I removed a couple of the files that I thought were causing it but it still happens. If you could separate the files for environment only it would be greatly appreciated!
Thank you for a great mod!
Well done W Clear, looks amazing, thanks :)
Simon
http://img2.putfile.com/thumb/4/9919074852.jpg (http://www.putfile.com/pic/7961786)
http://img2.putfile.com/thumb/4/9919074837.jpg (http://www.putfile.com/pic/7961785)
http://img2.putfile.com/thumb/4/9919074896.jpg (http://www.putfile.com/pic/7961784)
W_clear
04-11-08, 08:41 PM
W Clear you have done beautiful work! In post 105, swdw mentioned splitting the mod into separate folders because of conflicts with RFB and TMO. It does cause an occasional CTD when installed with RFB. I removed a couple of the files that I thought were causing it but it still happens. If you could separate the files for environment only it would be greatly appreciated!
Thank you for a great mod!
Right!.
Absolutely stunning! I simply can't get over how real the water looks and behaves. Thanks for your hard work and time bringing this to the community! Cheers...:up:
602Sqn_Puff
04-12-08, 04:19 AM
Beautiful work here...only slight comment, would it be possible to have the swell modelled when the wind is at 0m/s. It's just a tad to smooth for my liking. { or how would I go about changing the 0m/s wave setting myself? }
W_clear
04-12-08, 04:38 AM
Beautiful work here...only slight comment, would it be possible to have the swell modelled when the wind is at 0m/s. It's just a tad to smooth for my liking. { or how would I go about changing the 0m/s wave setting myself? }
It seems that a lot of people do not like 0 meters of wave of mine. Let me make a change .Thanks.:p
MONOLITH
04-12-08, 06:16 AM
W_clear.... just to clarify
The sky changes patch should be the last thing enabled?
So it is
4.1 mod
then
4.2 patch (red sun)
then
sky changes.
Is that correct?
W_clear
04-12-08, 07:25 AM
W_clear.... just to clarify
The sky changes patch should be the last thing enabled?
So it is
4.1 mod
then
4.2 patch (red sun)
then
sky changes.
Is that correct?
Yes!
MONOLITH
04-12-08, 07:37 AM
Thank You.
The ocean is looking brilliant. The best looking ocean seen in any game ever.
i would really like to combine w_clear ocean with krillers sky
W_clear
04-12-08, 09:26 AM
Improve wave of wind speed of 0 meters .
http://files.filefront.com/Improve+wave+of+wind+speesrar/;9995272;/fileinfo.html (http://files.filefront.com/Improve+wave+of+wind+speesrar/;9995272;/fileinfo.html)
602Sqn_Puff
04-12-08, 09:50 AM
Thank you W_Clear...:)
MONOLITH
04-12-08, 11:01 AM
W_clear...since everything is changes to the scene.dat...
place the new 0 wind speed after the sky changes patch?
And if so, that would make the last one, the wind speed change, all inclusive of the other scene.dats, and so the only one you need.
walrusbomb
04-12-08, 11:42 AM
Improve wave of wind speed of 0 meters .
http://files.filefront.com/Improve+wave+of+wind+speesrar/;9995272;/fileinfo.html (http://files.filefront.com/Improve+wave+of+wind+speesrar/;9995272;/fileinfo.html)
thank you! I don't like my beloved Pacific looking like a farm-pond.
walrusbomb
04-12-08, 12:32 PM
new problem. with TC up to 3000, I witnessed 0.00 winds for 3 days straight.
this is absolutely impossible in open seas. not even in the Aegean Sea. When a sailboat in the Aegean loses its wind, the wind is still blowing 0.50 to 1.00, not 0.00.
so yes, the water looks more realistic at 0.00 winds, but now the problem with EE4.2+sky+winds is that 0.00 winds happens too often.
Alaska and Antartica make the Pacific Ocean a very very windy place.
DrBeast
04-12-08, 12:34 PM
new problem. with TC up to 3000, I witnessed 0.00 winds for 3 days straight.
Too high TC will mess up weather. Hardcoded issue, it seems.
walrusbomb
04-12-08, 12:42 PM
new problem. with TC up to 3000, I witnessed 0.00 winds for 3 days straight.
Too high TC will mess up weather. Hardcoded issue, it seems.
ah, perhaps I never noticed it before.
EE4.2 still breaks realism when I watch the sunset in 0.00 flat open seas and then "wake up" to sunrise in 0.00 flat open seas. I wonder why w_Clear chose flat seas at all... I know it looks pretty, but it just isn't realistic.
DrBeast
04-12-08, 12:43 PM
new problem. with TC up to 3000, I witnessed 0.00 winds for 3 days straight.
Too high TC will mess up weather. Hardcoded issue, it seems.
ah, perhaps I never noticed it before.
The thing is, it's a touch and go matter. Sometimes it seems to be stuck for days in a row, sometimes weather changes.
walrusbomb
04-12-08, 12:47 PM
new problem. with TC up to 3000, I witnessed 0.00 winds for 3 days straight.
Too high TC will mess up weather. Hardcoded issue, it seems.
ah, perhaps I never noticed it before.
The thing is, it's a tough and go matter. Sometimes it seems to be stuck for days in a row, sometimes weather changes.
this ultra-flat sea is unique to EE4.2, stock/ROW/PE may have long stretches of 0.00 winds, but at least the ocean didn't DIE like it does in EE4.2 so no redflags went up.
this is 11am in deep waters (newest WAVE patch). still too flat... plastic. it hurts my eyes!
http://img501.imageshack.us/img501/9172/farmpond01ms8.jpg
http://img228.imageshack.us/img228/3924/farmpond02ps8.jpg
I love the photoreal quality of EE4.2, but the farm-pond look will force me to uninstall eventually.
DrBeast
04-12-08, 12:55 PM
new problem. with TC up to 3000, I witnessed 0.00 winds for 3 days straight.
Too high TC will mess up weather. Hardcoded issue, it seems.
ah, perhaps I never noticed it before.
The thing is, it's a tough and go matter. Sometimes it seems to be stuck for days in a row, sometimes weather changes.
this ultra-flat sea is unique to EE4.2, stock/ROW/PE may have long stretches of 0.00 winds, but at least the ocean didn't DIE like it does in EE4.2 so no redflags went up.
I love the photoreal quality of EE4.2, but the farm-pond look will force me to uninstall eventually.
Urgh...just spotted a typo in my previous post...hate that! Anyway, from what I've seen, W_Clear does listen to people's suggestions, so he might do something about it.
walrusbomb
04-12-08, 01:03 PM
Urgh...just spotted a typo in my previous post...hate that! Anyway, from what I've seen, W_Clear does listen to people's suggestions, so he might do something about it.
these screenshots were from his "fix." :cry:
maybe I have to hack my own scene.dat (haven't learned how yet), and put an end to 0.00 winds.
DrBeast
04-12-08, 01:12 PM
Just keep asking politely, and I'm sure he'll fix the fix (now, why does this remind of a certain Monty Python film's beginning credits...?) ;)
walrusbomb
04-12-08, 01:19 PM
maybe some people like the farm-pond effect? Is it possible to disable 0.00 winds in my scene.dat file? That would solve my problem locally.
http://img87.imageshack.us/img87/7291/farmpond03ko2.jpg
Captain von Keldunk
04-12-08, 01:41 PM
Hello
This is how my EE4.2 zero wind speed looks like.
http://www.pix8.net/pro/pic/22671f80ce/1099646.jpg
:D :D Is this what you like as zero wind speed :hmm: :hmm:
walrusbomb
04-12-08, 01:50 PM
Hello
This is how my EE4.2 zero wind speed looks like.
:D :D Is this what you like as zero wind speed :hmm: :hmm:
yes, that looks fantastic. what you have there is my Wind = 1-5.00
my zero wind screen was posted a few up, before the joke-screen.
I get plastic. even with w_clear's hotfix. AND after removing everything but EE4.2
I'm running SH4 1.4 on Nvidia, btw.
walrusbomb
04-12-08, 01:58 PM
here goes my comparison... SH4 1.4 on Nvidia:
winds 3.00 (looks great!)
http://img233.imageshack.us/img233/5112/ee001vh8.jpg
---
winds 0.00 (looks like plastic)
http://img136.imageshack.us/img136/6200/ee002sr0.jpg
602Sqn_Puff
04-12-08, 03:11 PM
Mine looks like that with 0m/s wind also, running Nvidia here too
McHibbins
04-12-08, 03:50 PM
Mine also. I think, things were made worse with all these Scene.Dat Patches for colours etc. Version 4.0 was better with Windspeed 0.
I think walrusbomb zero winds 3.00 is what we all want, right? :rock:
MONOLITH
04-12-08, 05:06 PM
Agreed.
McHibbins
04-12-08, 05:49 PM
Dito
@ W_Clear
Did you tweak the the Splash.dds Files ? I´ve found out that without them, the surface explosions from waterbombs or their drops looks much more natural (imho).
walrusbomb
04-12-08, 07:42 PM
the thing is the open sea is always moving. wind has no effect on undercurrents, supercurrents, and tidal flow. the open sea is ALIVE with motion. with or without wind.
bays, channels, inlets, lakes, and ponds do not have such currents.
W_clear
04-12-08, 07:57 PM
Please ues Improve wave of wind speed of 0 meters .
http://files.filefront.com/Improve+wave+of+wind+speesrar/;9995272;/fileinfo.html (http://files.filefront.com/Improve+wave+of+wind+speesrar/;9995272;/fileinfo.html)
Many people PC dispose lower, so the wave of O rice looks like the plastics.
http://i28.tinypic.com/2gt9mit.jpg
http://i30.tinypic.com/2ylo4g6.jpg
Improve wave of wind speed of 0 meters . This wave of wind speed of 0 meters a lot bigger than my screen shot. You can try,
I will also adjust colors of the sea water only a little more.
THE_MASK
04-12-08, 08:02 PM
Ok , i download environment mod 4.1
then i download environment mod 4.2 patch
then i download Improve_wave_of_wind_speed patch
i do not download the red sun thingy patch if i have downloaded Improve_wave_of_speed patch
W_clear
04-12-08, 08:30 PM
Dito
@ W_Clear
Did you tweak the the Splash.dds Files ? I´ve found out that without them, the surface explosions from waterbombs or their drops looks much more natural (imho).
But wave of wind speed of 0 meters of 4.0. I was regarded as unrealistically, I go to sea and see wave of true wind speed of 0 meters, absolutely like the mirror. So I change like this. In fact the question lies in there is too much weather of wind speed of 0 meters, it is too long.
W_clear
04-12-08, 08:37 PM
Ok , i download environment mod 4.1
then i download environment mod 4.2 patch
then i download Improve_wave_of_wind_speed patch
i do not download the red sun thingy patch if i have downloaded Improve_wave_of_speed patch
Right.4.2 is red sun.If you do not want to see red sun, don't download 4.2. I will put out 4.3 at once. Including AII content waits for me to finish testing.
W_clear
04-12-08, 10:03 PM
New 0 meters of wave, Do you think.............., OK?
http://i28.tinypic.com/szek4z.jpg
Will-Rommel
04-12-08, 10:05 PM
:yep:
rcjonessnp175
04-12-08, 10:43 PM
looks awesome, quick question wclear how or what mod is giving u the diesel exhaust on ur sub?? i ask because i went back to sh4 1.4 i was having a big crash with 1.5 so far so good 1.4:rock::rock:
Love ur work :rock::rock:
Captain von Keldunk
04-13-08, 12:40 AM
Hello :D :D
Zero wind speed + ocean = waves ??
Right or wrong??:hmm:
W_clear
"But wave of wind speed of 0 meters of 4.0. I was regarded as unrealistically, I go to sea and see wave of true wind speed of 0 meters, absolutely like the mirror. So I change like this. In fact the question lies in there is too much weather of wind speed of 0 meters, it is too long."
So if you have a problem with " farm-pond look " use scene dat from version 4.0:D
But question remains, waves or no waves?? :o
walrusbomb
04-13-08, 01:20 AM
Captain von Keldunk, it's tricky. There can be open-sea waves without wind and it can be completely flat without wind. There's a lot going on underwater that effects the conditions we see topside.
a cluster of waves can travel from Alaska to Oahu over a period of days... they won't suddenly stop if the wind dies. they cause windless ripples to extend for miles in every direction.
tsunamis disturb surface tension (plasticity) for weeks in their wake. and they recently discovered non-convection micro-tsunamis that were previously unrecordable until '07.
the sea is alive!
602Sqn_Puff
04-13-08, 01:31 AM
For me that sceenshot looks so much better W_Clear...I must say you are fantastic at doing stuff to keep folks happy...kudos to you mate :)
W_clear
04-13-08, 02:50 AM
LOL.
I certainly know there should not be wave in wind speed of 0 meters. Like the mirror. But for the friends, I can only cheat oneself. Ha Ha Ha :rotfl:
602Sqn_Puff
04-13-08, 03:46 AM
Hehe I agree mate, but if the swell of the sea can't be moddelled then the next best thing { for me } is very small waves at 0m/s...thanks again W-Clear .
McHibbins
04-13-08, 03:46 AM
New 0 meters of wave, Do you think.............., OK?
Looks much better W_Clear:up: Awaiting an upload for 4.3:rock:
W_clear
04-13-08, 04:31 AM
New 0 meters of wave, Do you think.............., OK?
Looks much better W_Clear:up: Awaiting an upload for 4.3:rock:
Wave of wind speed of 0 meters adjusted for the low friend who disposes PC, add the bright sea water. and accelerating the weather change .
Environmental 4.2a
http://www.subsim.com/radioroom/showthread.php?t=134599
McHibbins
04-13-08, 04:47 AM
Wave of wind speed of 0 meters adjusted for the low friend who disposes PC, add the bright sea water. and accelerating the weather change .
Environmental 4.2a
Just to be sure : No further patch like red sun will be needed ?
Just a post to thanks you Mr. W Clear :arrgh!: for your fabulous work ! :up: I have installed your mod this morning and now, sky, clouds, colors, waves ect looks more realistics, everything is so beautiful ! It is a new game so thank you very much.
For people like me who would like to see some exemples before add this mod, I just let you taste...
Nice sun reflection on the waves:
http://i169.photobucket.com/albums/u204/maltro/SH4Img2008-04-13_122551_953.jpg
Fabulous sunlight in the early morning:
http://i169.photobucket.com/albums/u204/maltro/SH4Img2008-04-13_123318_953.jpg
That looks cool, but can I bother you again for a "only weather" version? I prefer to do my own changes to AI, so that would be nice :up:
W_clear
04-13-08, 06:43 AM
What do you want ?If you do not want my AI, you can delete CFG and Library file .
McHibbins
04-13-08, 06:54 AM
W_Clear
:up::up::up::up::up: for 4.2a. I´m still testing but it looks good so far. Still need Infos about Content; are all previous patches included ?
W_clear
04-13-08, 09:50 AM
W_Clear
:up::up::up::up::up: for 4.2a. I´m still testing but it looks good so far. Still need Infos about Content; are all previous patches included ?
I am very glad you like it , environmental 4.2a are all previous patches included except cloud and AI.
Captain von Keldunk
04-13-08, 09:50 AM
Hello:D
602Sqn_Puff "but if the swell of the sea can't be moddelled ".
From that I got this idea, how to simulate sea swell.:hmm:
0 wind speed scale x=6, y=0,05, z=9.
5 wind speed scale x=6, y=0,2, z=9.
10 wind speed scale x=6, y=0,4, z=9.
15 wind speed scale X=6, y=0,6, z=9.
As you can see same scale, but getting high with wind speed.
tested it and it looked ok to me I used "vanilla" scene.dat, and changed only what you can see here.
This is an idea, NOT a mod.:up: :up:
walrusbomb
04-13-08, 09:58 AM
LOL.
I certainly know there should not be wave in wind speed of 0 meters. Like the mirror. But for the friends, I can only cheat oneself. Ha Ha Ha :rotfl:
i think we're confusing the word wave. and it is a rather confusing subject. but if you've been out in the middle of the mighty Pacific (far from land) when the wind *and* sea go completely dead, I'm very envious of your luck. I've only seen it happen in the tiny Aegean (far from land).
this looks goods, i think should be said that there are no WAVES in this screenshot. none. Looks good.
http://i28.tinypic.com/szek4z.jpg
McHibbins
04-13-08, 03:47 PM
W_Clear
:up::up::up::up::up: for 4.2a. I´m still testing but it looks good so far. Still need Infos about Content; are all previous patches included ?
I am very glad you like it , environmental 4.2a are all previous patches included except cloud and AI.
Hmm....hmm...hm....:hmm: There was wind speed of 0 meters for nearly 2 weeks on my last patrol just before a CTD.
Is it also possible, that someone shot down the moon ? :huh: Didn´t see him in these two weeks.
Is it also possible, that someone shot down the moon ? :huh: Didn´t see him in these two weeks.
OOoooh no !...not me !:rotfl:
http://img90.imageshack.us/img90/9596/torpedothemoonbb6.jpg
NKVD-crazyivan
04-13-08, 08:54 PM
Hi W_Clear........your work looks great just some questions......
is your lastest work incorperated in TMO.................
If not what mod versions do i need to apply and in what order do i apply them to TMO and RSRDC.................
Applying your latest mod 4.2a does this conflict or overright TMO AI......
And is PE 4.2a a full version or just a patch..........
thank you for your hard work well done.:up: :up: :up:
THE_MASK
04-13-08, 09:48 PM
I salute you :up: What is your next project ?
W_clear
04-14-08, 12:14 AM
Hi W_Clear........your work looks great just some questions......
is your lastest work incorperated in TMO.................
If not what mod versions do i need to apply and in what order do i apply them to TMO and RSRDC.................
Applying your latest mod 4.2a does this conflict or overright TMO AI......
And is PE 4.2a a full version or just a patch..........
thank you for your hard work well done.:up: :up: :up:
I think 4.1 or 4.2 can be used in TMO and RSRDC .Thanks
W_clear
04-14-08, 12:16 AM
I salute you :up: What is your next project ?
Have a rest first, and then study. In fact a lot of places need adjustment and improvement in SH4 :)
Just to be certain, do you only need to: 1- Install 4.1
2- Install 4.2a
Are these the only things needed? Thanks:)
McHibbins
04-14-08, 04:10 AM
4.1 needs patches , 4.2a is a standalone.
Thanks for the reply. Still to be certain, in other words, 4.2a is a completely new revision of the whole mod? Thanks again.
McHibbins
04-14-08, 05:04 AM
W_Clear
:up::up::up::up::up: for 4.2a. I´m still testing but it looks good so far. Still need Infos about Content; are all previous patches included ?
I am very glad you like it , environmental 4.2a are all previous patches included except cloud and AI.
He changed the waves for wind speed at 0 meters also in 4.2a....mostly for Low-end computers...if i understand him right
Soundman
04-14-08, 02:42 PM
Ok,,,I'm dying to try this mod, it looks great, but I don't wish to change the AI. From what I've read we can just delete the Cfg and library files. Have these now been removed or am I just blind and can't find them? I did find the sub files, but no cfg or library. Help!
Ok,,,I'm dying to try this mod, it looks great, but I don't wish to change the AI. From what I've read we can just delete the Cfg and library files. Have these now been removed or am I just blind and can't find them? I did find the sub files, but no cfg or library. Help!
Sound, just use his latest 4.2a release it does not include any AI features.
Im an avid user of PE2, however when i return to port im going to try this out for one patrol, W_clears work looks stunning. The size of the sun and moon seem to be the biggest thing drawing me in so far. They seem very realistic.
Soundman
04-14-08, 03:53 PM
Thanks for the reply, I'm glad to hear they (the AI files) were removed. Man,I thought I was going nuts there, like I said, I didn't see any AI files in there.
Yes, the screenies look very good. I too, have been using PE2, it looks good as well, however, the one and only complaint I have is that the water at night seems a bit too reflective for my taste, and in general, at times the water seems to look like mercury (if you have ever had the chance to play with mercury). It kinda looks like Arnold's enemy in Terminator 2 during a transformation, you know, like liquid steel. Anyway, I'm in port now and gonna give EE a look. After what I've read, I'm going to download all the differing versions and experiment, as some folks seem to like the earlier versions better.
walrusbomb
04-14-08, 03:58 PM
momo, that screenshot slayed me. epic, sir. epic.
Washington
04-14-08, 08:51 PM
The AI is much harder with this enviroment mod. Does the AI behave more like it should...or has it been made above reality in terms of difficulty?
clayman
04-14-08, 09:19 PM
What walrusbomb said! Nice moon down de slot screen!
Going to load 4.2 over PE2 or jostle .... the last I ran was 4.0 (Ummmmm .... fog!)
Good stuff W_clear :up: :up: :up:
walrusbomb
04-14-08, 10:38 PM
SH4 1.4 nvidia users: If you want w_clear's awesome enchancements BUT hate the "0 wind Farm Pond" effect, delete everything except "scene.dat" from 4.2a
install
4.1
4.2
4.2a (scene.dat only)
bingo bango. All the graphics of 4.2 without the Farm Pond.
Also know that Kriller's 3D Clouds works with EE4.2 (installed last).
Kriller's 3D Clouds for ROW:
http://files.filefront.com/ROW+NEW+Clouds+from+Krill2rar/;8998481;/fileinfo.html
beautiful screenshot (zero wind):
http://img74.imageshack.us/img74/9130/calldchrge034ot2.jpg
THE_MASK
04-15-08, 12:44 AM
If anyone wants the scenedat with just the beautiful waves in the 4.2a version with stock fog then just PM me and tell me in 25 words or less why you would like this file . cheers . sober out .
602Sqn_Puff
04-15-08, 02:39 AM
SH4 1.4 nvidia users: If you want w_clear's awesome enchancements BUT hate the "0 wind Farm Pond" effect, delete everything except "scene.dat" from 4.2a
install
4.1
4.2
4.2a (scene.dat only)
bingo bango. All the graphics of 4.2 without the Farm Pond.
Also know that Kriller's 3D Clouds works with EE4.2 (installed last).
Kriller's 3D Clouds for ROW:
http://files.filefront.com/ROW+NEW+Clouds+from+Krill2rar/;8998481;/fileinfo.html
beautiful screenshot (zero wind):
http://img74.imageshack.us/img74/9130/calldchrge034ot2.jpg
curses...it didn't work for me :(
walrusbomb
04-15-08, 06:20 AM
curses...it didn't work for me :(
did you remove all mods and start over in JSGME?
did you add only the scene.dat from 4.2a?
I want to help you. 1.4's farm pond sucks.
walrusbomb
04-15-08, 10:09 AM
w_clear, are you running DX10 when you made those original zero_wind screens?
perhaps this problem is related to DX9c?
It would explain some of the confusion.
hoibazupfa
04-15-08, 01:29 PM
My problem: I've an enemy merchant 1000yd from my ship, light fog, I can see the ship clearly through my scope but can't lock on the target. The AI doesn't "see" the ship. Has someone already figured out how to solve this problem? Without locking --> no identification --> no distance --> no speed --> no hit on target :( The only thing I can do is guessing.. but that doesn't work really good ^^ Despite this... Great work W_clear! .. Big Thanks!
capt_frank
04-15-08, 03:00 PM
SH4 1.4 nvidia users: If you want w_clear's awesome enchancements BUT hate the "0 wind Farm Pond" effect, delete everything except "scene.dat" from 4.2a
install
4.1
4.2
4.2a (scene.dat only)
bingo bango. All the graphics of 4.2 without the Farm Pond.
Also know that Kriller's 3D Clouds works with EE4.2 (installed last).
Kriller's 3D Clouds for ROW:
http://files.filefront.com/ROW+NEW+Clouds+from+Krill2rar/;8998481;/fileinfo.html
beautiful screenshot (zero wind):
http://img74.imageshack.us/img74/9130/calldchrge034ot2.jpg
For even more fun and games, load up 4.2a as suggested but with the 4.0 Scene.dat file...damn, are we slingin' hash in high seas now!!:p
My problem: I've an enemy merchant 1000yd from my ship, light fog, I can see the ship clearly through my scope but can't lock on the target. The AI doesn't "see" the ship. Has someone already figured out how to solve this problem? Without locking --> no identification --> no distance --> no speed --> no hit on target :( The only thing I can do is guessing.. but that doesn't work really good ^^ Despite this... Great work W_clear! .. Big Thanks!
I had a similar problem when adding EE 2a on top of TMO 1.5: The AI visual recognition distance was greatly reduced. Although I could see far away ships through the scope, it was impossible to recognize/lock the target. :nope:
As suggested by Ducimus, I lowered the fog factors in Data\Cfg\sim.cfg and sensors.cfg from 1.0 to 0.5. That almost dubbled my visual recognition distance and solved my problem. :yep:
Try it, hopefully that tweak will solve your problem as well? :up:
PS. Welcome to the community!
I also have the same problem :hmm:
I also have the same problem :hmm:
Try my above tweak, posting #202.:up:
W_clear
04-15-08, 08:26 PM
My problem: I've an enemy merchant 1000yd from my ship, light fog, I can see the ship clearly through my scope but can't lock on the target. The AI doesn't "see" the ship. Has someone already figured out how to solve this problem? Without locking --> no identification --> no distance --> no speed --> no hit on target :( The only thing I can do is guessing.. but that doesn't work really good ^^ Despite this... Great work W_clear! .. Big Thanks!
I had a similar problem when adding EE 2a on top of TMO 1.5: The AI visual recognition distance was greatly reduced. Although I could see far away ships through the scope, it was impossible to recognize/lock the target. :nope:
As suggested by Ducimus, I lowered the fog factors in Data\Cfg\sim.cfg and sensors.cfg from 1.0 to 0.5. That almost dubbled my visual recognition distance and solved my problem. :yep:
Try it, hopefully that tweak will solve your problem as well? :up:
PS. Welcome to the community!
Many people put forward this question, the visibility of 4.2 fog influences and locks ...... In addition the discovery submarine of the destroyer is slow too, so I will be in " 4.3 fog of environment will become thin and strengthen Fog factor of AI, testing now
----------------------------------------------------------------------
Data\Cfg\sim.cfg
----------------------------------------------------------------------
[Visual]
Detection time=0.01 ;[s] min detection time.
Sensitivity=0.01 ;(0..1) min detection threshold double detection time.
Fog factor=0.1 ;[>=0]
Light factor=2.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=100 ;[m2]
Enemy speed factor=35 ;[kt]
Thermal Layer Signal Attenuation=1.0
W_clear
04-15-08, 10:56 PM
【Environment 4.3 】Release today 2008.4.16
-------------------------------------------------------------------------------------------------------------------------------------------------
Various compatible editions of " environment 4.3 ". There is alone " Small wave of wind speed 0 mod " in environment 4.3, PC
hardware disposition's low friend can use " Small wave of wind speed 0 mod ", in this way you would not see the wave of wind
speed of 0 meters look like the plastics.LOL
Having adjusted the magical angle of red sun in environment 4.3, has adjusted Light Fog, Meadium Fog, and the parameter of
Heavy Fog, has corrected 4.2 mistakes left. The fog at present becomes thin in the fine or cloudy weather, visibility is
strengthened. At time in stormy weather, the visibility of the fog is weakened. For the fog of E4.3, I have adjusted Fog factor
of AI.
In order to make the submarine suitable for wave of wind speed of 15 meters of E4.3, present submarine that I have adjusted
each submarine(The object's up-down drag coef.The object's drag (water resistance) coefs) waves from head to foot more
realistic.
The friend liking challenging oneself can use my AI file. I will feel terror when meeting the destroyer in tour of
inspection now, I think this is realistic. Good luck !
http://www.subsim.com/radioroom/showthread.php?t=134599 (http://www.subsim.com/radioroom/showthread.php?t=134599)
W_Clear, thanks for the release of E4.3, testing it now on top of TMO 1.5. Seems good so far.:up: The exterior camera starts behind the rear of the sub, which is OK for me.
The visual recognition distance is exactly the same as in my above fix with Fog factor=0.5. Why is there no difference between Fog factor 0.5 and 0.1? :hmm:
Also, I would be grateful if somebody could explain what the Visual settings highlighted in green below stand for, and what those altered values (compared to stock values) change in the game. :hmm:
Data\Cfg\sim.cfg
----------------------------------------------------------------------
[Visual]
Detection time=0.01 ;[s] min detection time.
Sensitivity=0.01 ;(0..1) min detection threshold double detection time.
Fog factor=0.1 ;[>=0]
Light factor=2.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=100 ;[m2]
Enemy speed factor=35 ;[kt]
Thermal Layer Signal Attenuation=1.0
The E4.3 readme file suggests that destroyers will now detect the sub much easier - is that correctly understood? If so, which settings are responsible for the new destroyer behaviour?
Keep up the good work, W_Clear! :arrgh!:
DrBeast
04-16-08, 07:18 AM
Also, I would be grateful if somebody could explain what the Visual settings highlighted in green below stand for, and what those altered values (compared to stock values) change in the game. :hmm:
Data\Cfg\sim.cfg
----------------------------------------------------------------------
[Visual]
Detection time=0.01 ;[s] min detection time.
Sensitivity=0.01 ;(0..1) min detection threshold double detection time.
Fog factor=0.1 ;[>=0]
Light factor=2.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=100 ;[m2]
Enemy speed factor=35 ;[kt]
Thermal Layer Signal Attenuation=1.0
Keep up the good work, W_Clear! :arrgh!:
Fog, Light and Waves factor work the same way: the lower they are, the less influence the respective factor has on visual detection ability, i.e. a lower number means better detection capability in fog, light and waves.
Enemy surface factor means how much surface you have to expose to the enemy for him to detect you. The lower the number, the easier it is for him to detect you.
Enemy speed factor means the speed at which you'll have to be going for him to detect you.
Check this post (http://www.subsim.com/radioroom/showpost.php?p=491252&postcount=1) by Ducimus, for a more detailed breakdown of the sim.cfg file. All the info I just wrote are from that post.
Thanks Doc, you're most helpful. I'll also check that link.:up:
It looks badly like I'm going to tweak & test, tweak & test and never getting to actually play. But I guess I'm not the only one.:roll:
linerkiller
04-16-08, 07:33 AM
What files I have to change if I want a less thick fog ( like the stock one )? With the new files I cant spot a ship at more than 500 yds! :88)
thank you
DrBeast
04-16-08, 07:35 AM
Thanks Doc, you're most helpful. I'll also check that link.:up:
It looks badly like I'm going to tweak & test, tweak & test and never getting to actually play. But I guess I'm not the only one.:roll:
Nope, you're not! Now, you spend X of time to tweak a few settings, or I spend Y amount of time to make some special effects work for the upcoming release of PE2, just imagine what W_Clear and Kriller2 had to go through to make their scene.dat files work without issues (I get dizzy just by OPENING that file!). Or the Champion of Modding Patience, Ducimus, to make TMaru work!
@linerkiller: please read back a few posts or pages. The answer is there.
Thanks Doc, you're most helpful. I'll also check that link.:up:
It looks badly like I'm going to tweak & test, tweak & test and never getting to actually play. But I guess I'm not the only one.:roll:
Nope, you're not! Now, you spend X of time to tweak a few settings, or I spend Y amount of time to make some special effects work for the upcoming release of PE2, just imagine what W_Clear and Kriller2 had to go through to make their scene.dat files work without issues (I get dizzy just by OPENING that file!). Or the Champion of Modding Patience, Ducimus, to make TMaru work!
That's so true, but then again I think those modding gods have in some mysterious way modded themselves considerably more than 24 hours into a day than us normal mortals.:p
Soundman
04-16-08, 09:05 AM
Well I finally got around to giving EE4.2a a whirl the other day, and while I have yet to see how things look in high seas, I must say I'm blown away by the look of this mod. Truly incredible work Clear. I was an audio engineer for 20 years and musicans used to compliment me by saying "You have the ears man"...Well..you have the eyes. To make something look this good, you must be an artist! I salute you! Keep up the good work. Thanks are in order to you and the fantastic modders we are blessed with here. Ubi owes you guys. I would not have played this game long without my favorite mods.
W_clear
04-16-08, 11:17 AM
Well I finally got around to giving EE4.2a a whirl the other day, and while I have yet to see how things look in high seas, I must say I'm blown away by the look of this mod. Truly incredible work Clear. I was an audio engineer for 20 years and musicans used to compliment me by saying "You have the ears man"...Well..you have the eyes. To make something look this good, you must be an artist! I salute you! Keep up the good work. Thanks are in order to you and the fantastic modders we are blessed with here. Ubi owes you guys. I would not have played this game long without my favorite mods.
Thanks!
I am really an artist, I am Layout director of animation Company .
http://img24.imagevenue.com/loc1042/th_62811_082668607-1_131622_122_1042lo.jpg (http://img24.imagevenue.com/img.php?image=62811_082668607-1_131622_122_1042lo.jpg):p
Soundman
04-16-08, 11:34 AM
Wow! What a good guesser I am huh? :yep: Seriously though, keep up the great work.
hoibazupfa
04-16-08, 12:38 PM
My problem: I've an enemy merchant 1000yd from my ship, light fog, I can see the ship clearly through my scope but can't lock on the target. The AI doesn't "see" the ship. Has someone already figured out how to solve this problem? Without locking --> no identification --> no distance --> no speed --> no hit on target :( The only thing I can do is guessing.. but that doesn't work really good ^^ Despite this... Great work W_clear! .. Big Thanks!
I had a similar problem when adding EE 2a on top of TMO 1.5: The AI visual recognition distance was greatly reduced. Although I could see far away ships through the scope, it was impossible to recognize/lock the target. :nope:
As suggested by Ducimus, I lowered the fog factors in Data\Cfg\sim.cfg and sensors.cfg from 1.0 to 0.5. That almost dubbled my visual recognition distance and solved my problem. :yep:
Try it, hopefully that tweak will solve your problem as well? :up:
PS. Welcome to the community!
Well.. first it seemed to work.. but when I tested further it doesn't :(
I've changed Fog factor to 0.5 and i got a lock at 1100yd ... at 0.3 still 1100yd.. 0.1..1100yd... 0.01 ..1100 yd... then I returned to the stock 1.0 .. and.. 1100yd
I restarted SH4 between the changes, 2 times I even restartet the PC between changes
Environment: light fog, 3am (night), wind 5m/s, elite crew, periscope depth, patch 1.4, mods (in installation order): TMO, NSM4.0, Environment 4.1 mod, Environment 4.2 mod, Environment 4.2a mod
I want to keep this mod because it looks great but without target lock its impossible to play
Any ideas?
TheBlobThing
04-16-08, 12:38 PM
Always a fan of your work W_clear! :up:
Do I have to install 4.3 OVER 4.1 or is it a standalone?
And how do people feel about the visibility changes made in 4.3? Is visibility still a bit low?
hoibazupfa
04-16-08, 01:52 PM
OK.. I've figured it out!
You guys always talk about the sim.cfg file to get the lock on target but that's the wrong file!
With sim.cfg you can change how the AI acts under different conditions.
To change the subs behavior and thus the lock on target, you have to change the sensors.cfg file! With fog factor there set to 0.1 I get a lock at 4000yd with light fog. :)
M. Sarsfield
04-16-08, 01:59 PM
There needs to be an option where you as the Captain can point out a target to the crew (that they haven't spotted, yet) and they will acknowledge it. Rather than you relentlessly clicking on targeting buttons and nothing happening.
Soundman
04-16-08, 02:57 PM
There needs to be an option where you as the Captain can point out a target to the crew (that they haven't spotted, yet) and they will acknowledge it. Rather than you relentlessly clicking on targeting buttons and nothing happening.
Yep, that's a frustrating part of the game. Just like when you can't use the stadmeter without a lock on target or enter a bearing manually. In real life, the stadmeter does not know if there is a ship in front of you or not. You merely set mast hight move the image and BAM the range is entered. One of my pet peaves with this game from the beginning is the inability to enter a bearing manually and shoot on that bearing. I do know the workarounds but geez!
OK, I have now the latest E4.3 installed on top of TMO 1.5, meaning that my Scene.dat is that from E4.3
I have been fiddling with the visual settings in both Sensors.cfg AND Sim.cfg, and my present values are as follows:
Sensors.cfg:
[Visual]
Visual range factor=0.5 ;[>=0]
Visual fog factor=1 ;[>=0]
Visual light factor=1 ;[>=0]
Visual waves factor=0.8 ;[>=0]
Visual speed factor=0 ;[>=0]
Visual aspect=0.9 ;[>=0]
Visual enemy speed=0.2 ;[>=0]
Visual noise factor=0 ;[>=0]
Visual sensor height factor=0.5 ;[>=0]
Visual already tracking modifier=600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard
Visual decay time=250 ;[>0] already tracking bonus decay, in seconds
Visual uses crew efficiency=true ;[true or false]
Sim.cfg:
[Visual]
Detection time=0.01 ;[s] min detection time.
Sensitivity=0.01 ;(0..1) min detection threshold double detection time.
Fog factor=0.1 ;[>=0]
Light factor=1.0 ;2.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=100 ;[m2]
Enemy speed factor=9 ;35 ;[kt]
Thermal Layer Signal Attenuation=1.0
In my TBT & periscope I can now lock & identify a target at up to 15000 meters in clear weather and wind 5 m/s. :up:
Farther than that the locking is broken, although I can still see the smoke (black smoke mod, very good:yep:).
For my test mission pls see below.
Just before this posting I made an extra test out of sheer curiosity by using following [Visual] values in Sim.cfg:
Fog factor=1.0
Light factor=4.0
Waves factor=4.0
The other values and Sensors.cfg unchanged. With these different values, too, I can still lock & identify targets at up to 15000 meters. Strange - go figure. :hmm:
I suspect that it is the interaction of those .cfg files AND the Scene.dat version in W_Clear's newest E4.3 that give me the far distance target locking capability.
However, I can't put my finger onto the crucial detail. It just works, and I guess I'm happy:yep:, but I surely would like to understand the mechanics...:roll:
Anyway, my main testing scenario for locking & identification distances is the 1st lesson in Submarine School: I turn the sub away from the fishing boats ahead and move full spead towards ESE to increase the distance. I lock on to the farthest away Fishing Boat & Trawler, and when the (locked) distance goes beyond 13000 meters I save the mission as a test mission. With this test mission it's easy to repeatedly test different .cfg values, starting at abt. 13000 meters and pulling away until the lock breaks at 15000 meters. If the far distance targets won't lock, there are other vessels (T3, Freighter) closer by for testing the locking distance.
Of course SH4 must be restarted after each change.
This is not very scientific, but I thought I'd share my experiences - maybe my above .cfg settings can help somebody else, just like they work for me. :up:
I can't imagine it works only for me.
W_clear
04-16-08, 07:42 PM
Always a fan of your work W_clear! :up:
Do I have to install 4.3 OVER 4.1 or is it a standalone?
And how do people feel about the visibility changes made in 4.3? Is visibility still a bit low?
it's a standalone
hoibazupfa
04-17-08, 03:39 AM
Just before this posting I made an extra test out of sheer curiosity by using following [Visual] values in Sim.cfg:
Fog factor=1.0
Light factor=4.0
Waves factor=4.0
The other values and Sensors.cfg unchanged. With these different values, too, I can still lock & identify targets at up to 15000 meters. Strange - go figure. :hmm:
this is because the sim.cfg doesn't have any effects on the sub's behaviour.
In this file you only change the factors of all other vessels in the game.
If you want to change the subs stats, e.g. to get a lock on target at longer distances, you have to change the sensors.cfg !
My test yesterday:
light fog at 3am (night)
sim.cfg fog factor=1.0 --> lock at 1100yd
sim.cfg fog factor=0.1 --> lock at 1100yd
(both with sensors.cfg fog factor 1.0)
=> no change!
sensors.cfg fog factor=1.0 --> lock at 1100yd
sensors.cfg fog factor=0.1 --> lock at 4500yd!!!!
(both with sim.cfg fog factor 1.0)
=>sim.cfg affects merchants, warships, planes......
=>sensors.cfg affects the PLAYERS sub only!
fireship4
04-17-08, 06:23 AM
Well done W_clear.
May I ask if you could make the sea foam splash from subs and ships darker at night? Maybe also for explosions underwater etc.
Secondly do you plan to release a mod that only deals with how the game looks and not the AI and sub configs? Many people already have mods affecting these things and choose not to install this mod because of that.
Or even better - do it like ROW does - release each part of your mod separately.
Again you do nice work.
Soundman
04-17-08, 08:14 AM
In my TBT & periscope I can now lock & identify a target at up to 15000 meters in clear weather and wind 5 m/s. :up:
Farther than that the locking is broken, although I can still see the smoke (black smoke mod, very good:yep:).
For my test mission pls see below.
Sounds like good work Ustahl, I think I'll give that a shot.
ryanwigginton
04-17-08, 09:28 AM
W_Clear I really like your work on the ocean. A few things...
Is everyone else still getting really nasty looking shorelines. Try moving the camera to an island and zooming in and out. The surf that should be on the beach doesn't meet the land. I took a screenshot of this but imageshack isn't working for me right now. Anyway it looks terrible, and while I know 98% of the game is away from land it really needs work by someone that knows how.
Also, with Environment 4.3 I've lost my light shafts. I don't know what the consensus is but I really like this effect of the suns/moons rays passing through the water. Was this intentional?
One last thing, I also took a screenshot at night with the moons reflection on the water and the sub passing beneath the camera. Looks incredible -like a real photo. The only thing that breaks the illusion of it being real are the fuzzy, bright streams of water coming off the sub.
Excellent mod though, looking forward to the next update! :D
W_clear
04-17-08, 11:06 AM
W_Clear I really like your work on the ocean. A few things...
Is everyone else still getting really nasty looking shorelines. Try moving the camera to an island and zooming in and out. The surf that should be on the beach doesn't ......................................camera. Looks incredible -like a real photo. The only thing that breaks the illusion of it being real are the fuzzy, bright streams of water coming off the sub.
Excellent mod though, looking forward to the next update! :D
I only understand 10% that you said. Because my English is very poor, I am sorry. Do you mean the sea water in the evening is too bright? I am changing. You had better screen shoot and ask a question, so I can understand.
The only thing that breaks the illusion of it being real are the fuzzy, bright streams of water coming off the sub.
I think you mean the sub's limber holes. There is a mod that tones down those bright white "cascades". I use it all the time on top of any other mod without problem.
Find it here: http://www.subsim.com/radioroom/showthread.php?t=111720
ryanwigginton
04-17-08, 12:04 PM
W_Clear I really like your work on the ocean. A few things...
Is everyone else still getting really nasty looking shorelines. Try moving the camera to an island and zooming in and out. The surf that should be on the beach doesn't ......................................camera. Looks incredible -like a real photo. The only thing that breaks the illusion of it being real are the fuzzy, bright streams of water coming off the sub.
Excellent mod though, looking forward to the next update! :D I only understand 10% that you said. Because my English is very poor, I am sorry. Do you mean the sea water in the evening is too bright? I am changing. You had better screen shoot and ask a question, so I can understand.
Ok I'll try and write this in simple English... :)
1. Have a look at an island, where the water meets the beach looks really bad.
I have an screenshot of it here but imageshack.us isn't working for me today so I can't show you the picture.
2. Also the water coming off the sub does not look real. Ustahl says there is already a mod to fix this. Perhaps with permission it could be included in your work.
TheBlobThing
04-17-08, 03:12 PM
So if I should take your advice, I should fiddle with the stock games sensors.cfg? Can't for the life of me find a sensors.cfg in E4.3 :damn:
And will these changes enable my watch crew to spot enemy ships when the naked eye can?
EDIT: Just looked at my stock game sensors.cfg and found my values where all the same as ustahl's. :doh:
Capt. Shark Bait
04-17-08, 05:38 PM
It's hard to tell looking at the picture Wclear, it looks okay, but I think we need something to compare the waves with, a submarine maybe?
http://i25.tinypic.com/11kway1.jpg
Thanks #30 #31
:o :o holy cr@p (cr@p) that looks great:rock: . oh, wait, i'm already using it.
:o :o holy cr@p that looks great:rock:.
too may replies to go thru, so was anything done about the crew detecting a target and the periscope lock? with all that "light" fog i lost my lock at about 1100yrds. fortunately 2 fish i let go sank Fuso, or was it Shokaku?:ping: . oh well, i did send 2 carriers and a BB to see what it's like to be a submariner. huh, still no evil grin
W_clear
04-17-08, 08:24 PM
It's hard to tell looking at the picture Wclear, it looks okay, but I think we need something to compare the waves with, a submarine maybe?
http://i25.tinypic.com/11kway1.jpg
Thanks #30 #31
:o :o holy cr@p that looks great:rock: . oh, wait, i'm already using it.
:o :o holy cr@p that looks great:rock:.
too may replies to go thru, so was anything done about the crew detecting a target and the periscope lock? with all that "light" fog i lost my lock at about 1100yrds. fortunately 2 fish i let go sank Fuso, or was it Shokaku?:ping: . oh well, i did send 2 carriers and a BB to see what it's like to be a submariner. huh, still no evil grin
If E4.3 can't lock, then please delete it.
W_clear
04-17-08, 08:29 PM
W_Clear I really like your work on the ocean. A few things...
Is everyone else still getting really nasty looking shorelines. Try moving the camera to an island and zooming in and out. The surf that should be on the beach doesn't ......................................camera. Looks incredible -like a real photo. The only thing that breaks the illusion of it being real are the fuzzy, bright streams of water coming off the sub.
Excellent mod though, looking forward to the next update! :D I only understand 10% that you said. Because my English is very poor, I am sorry. Do you mean the sea water in the evening is too bright? I am changing. You had better screen shoot and ask a question, so I can understand.
Ok I'll try and write this in simple English... :)
1. Have a look at an island, where the water meets the beach looks really bad.
I have an screenshot of it here but imageshack.us isn't working for me today so I can't show you the picture.
2. Also the water coming off the sub does not look real. Ustahl says there is already a mod to fix this. Perhaps with permission it could be included in your work.
There are lot of places can upload screenshot. Ask pinup picture, let me see the h sea water of island, what does it have untrue.
ryanwigginton
04-18-08, 12:28 AM
Ha, yesterday I tried over and over to upload these pictures but they never appeared in my thumbnails... this morning I logged on and had about 10 copies of each... :stare:
Ok, the picture below looks great. Just the thick, white, fluffy water running off the sub tells me it's not a 'real' photo.
http://img509.imageshack.us/img509/6176/limbereq4.jpg
Below you can see the bad looking shoreline around the island. So much effort goes into making the water look good, it would be a crime not to fix this.
http://img237.imageshack.us/img237/812/shoreub0.jpg
Ryanwigginton, did you try that limber hole water mod I referred to further above? For me it made a great difference.
One other thing: From stock the subs lie quite high in the water, making, amongst other things, the limber hole water more prominent. The Diverate mod makes the subs lie deeper in the water, which looks more real anyway, and thus partly "hiding" the limber hole water.
hoibazupfa
04-18-08, 01:48 AM
too may replies to go thru, so was anything done about the crew detecting a target and the periscope lock? with all that "light" fog i lost my lock at about 1100yrds. fortunately 2 fish i let go sank Fuso, or was it Shokaku?:ping: . oh well, i did send 2 carriers and a BB to see what it's like to be a submariner. huh, still no evil grin Change the "Fog factor" in \data\cfg\sensors.cfg from 1.0 to 0.1 .. this will allow your crew to spot vessels up to a distance of 4500yd and get a lock on target at light fog even at night (at this range you still can spot targets under given conditions)
For realism change the "Fog factor" in the \data\cfg\sim.cfg to 0.1 also .. else the enemy vessels won't see you till you're not closer then 1100yd ;)
W_clear
04-18-08, 02:11 AM
Ha, yesterday I tried over and over to upload these pictures but they never appeared in my thumbnails... this morning I logged on and had about 10 copies of each... :stare:
Ok, the picture below looks great. Just the thick, white, fluffy water running off the sub tells me it's not a 'real' photo.
Below you can see the bad looking shoreline around the island. So much effort goes into making the water look good, it would be a crime not to fix this.
1.If you think that not a 'real',please deletion SH4\Data\Textures\Tnormal\tex\bubbles_01.dds
2.I want to tell you at first, this is not that my MOD makes a mistake, the original edition SH4 has this question, please look at the pursue:
http://i32.tinypic.com/qnnu46.jpg
Leave a suggestion for you, For your life , please don't climbing are so high When you drive the submarine to patrol .So easy to be found by the enemy .
ryanwigginton
04-18-08, 02:46 AM
...2.I want to tell you at first, this is not that my MOD makes a mistake, the original edition SH4 has this question, please look at the pursue:
Leave a suggestion for you, For your life , please don't climbing are so high When you drive the submarine to patrol .So easy to be found by the enemy .
I understand it is not your mod that makes the beach look bad, but I wonder can it be fixed? Has it really been with us since SH4 v1.0?? :doh:
Also, I know a submarine works UNDER water not at the beach, but without using the external view we miss out on so much of your beautiful work!
One more for you... where did the 'light shafts' (see the options menu) go? I no longer see them underwater. They are a good effect. Did you remove them from your work?
W_clear
04-18-08, 04:55 AM
...2.I want to tell you at first, this is not that my MOD makes a mistake, the original edition SH4 has this question, please look at the pursue:
Leave a suggestion for you, For your life , please don't climbing are so high When you drive the submarine to patrol .So easy to be found by the enemy .
I understand it is not your mod that makes the beach look bad, but I wonder can it be fixed? Has it really been with us since SH4 v1.0?? :doh:
Also, I know a submarine works UNDER water not at the beach, but without using the external view we miss out on so much of your beautiful work!
One more for you... where did the 'light shafts' (see the options menu) go? I no longer see them underwater. They are a good effect. Did you remove them from your work?
Because some people do not need, so my remove them .
ryanwigginton
04-18-08, 05:22 AM
...2.I want to tell you at first, this is not that my MOD makes a mistake, the original edition SH4 has this question, please look at the pursue:
Leave a suggestion for you, For your life , please don't climbing are so high When you drive the submarine to patrol .So easy to be found by the enemy .
I understand it is not your mod that makes the beach look bad, but I wonder can it be fixed? Has it really been with us since SH4 v1.0?? :doh:
Also, I know a submarine works UNDER water not at the beach, but without using the external view we miss out on so much of your beautiful work!
One more for you... where did the 'light shafts' (see the options menu) go? I no longer see them underwater. They are a good effect. Did you remove them from your work?
Because some people do not need, so my remove them .
...hmmm, maybe you could make a poll (vote):
Do you want the lightshafts?:
a) Yes
b) No
...or maybe I can get them back by just deleting a certain file maybe?
W_clear
04-19-08, 05:07 AM
Temporarily no:D
castorp345
04-19-08, 07:27 AM
...or maybe I can get them back by just deleting a certain file maybe?
what i did to get them back was to download Kriller2's PE2 mod (http://www.subsim.com/radioroom/showthread.php?t=133365) and use his data\shaders\lightshafts files... 'no reason one can't mix and match!
:know:
cheers
hc
tonschk
04-19-08, 07:51 AM
hello , can you tell me please , which of part the enviromental i must enable with JSGME , the data folder , the small wave of wind speed , or the full enviromental 4.3 folder ?.thank you
W_clear
04-19-08, 08:36 AM
hello , can you tell me please , which of part the enviromental i must enable with JSGME , the data folder , the small wave of wind speed , or the full enviromental 4.3 folder ?.thank you
full enviromental 4.3,But if you don't like the wave of wind speed of 0 meters like the mirror, then cover 4.3 with the " small wave of wind speed " again .
tonschk
04-19-08, 08:47 AM
【environmental 4.1MOD】
http://files.filefront.com/Enviromental+43+modrar/;10018539;/fileinfo.html (http://files.filefront.com/Enviromental+43+modrar/;10018539;/fileinfo.html)
http://i26.tinypic.com/xmiutf.jpg
Unfortunatly I cannot get this kind of very nice shoot screen , after installed environmental 4.3 the ocean is 50% blue color and 50% ugly grey colour even if the sky is mainly blue with 30% of white clouds , do you think this is normal ?, i have nVidia 8800GT 512MHz , intel core 2 duo E8400 Wolfdale processor
W_clear
04-19-08, 09:07 AM
【environmental 4.1MOD】
http://files.filefront.com/Enviromental+43+modrar/;10018539;/fileinfo.html (http://files.filefront.com/Enviromental+43+modrar/;10018539;/fileinfo.html)
http://i26.tinypic.com/xmiutf.jpg
Unfortunatly I cannot get this kind of very nice shoot screen , after installed environmental 4.3 the ocean is 50% blue color and 50% ugly grey colour even if the sky is mainly blue with 30% of white clouds , do you think this is normal ?, i have nVidia 8800GT 512MHz , intel core 2 duo E8400 Wolfdale processor
Sorry!
Have already changed, please download again.
http://files.filefront.com/Enviromental+43+modrar/;10036892;/fileinfo.html (http://files.filefront.com/Enviromental+43+modrar/;10036892;/fileinfo.html)
mikehcl
04-19-08, 09:31 AM
W_clear,there are changes or is the same version of the 16 avril?
W_clear
04-19-08, 10:20 AM
W_clear,there are changes or is the same version of the 16 avril?
Newer today. Upgrade the content:
It is closer to reality to adjust the basic of sea water, adjust the sea water and refract the color, adjust various colors at night, Adjust blank day color and color at night on whole day,fog .......Propose downloading 4.3 editions again.
This is that I think the perfect edition
tonschk
04-19-08, 10:36 AM
Hi, W clear , can you tell me please how to post a screen shoot ,to show you the result of your mod in my SH4 game , i press print screen Sys Rq ,, but dont know what to do after that ,I still dont get exact the screensots as beautyful like your screenshoots , my ocean colour is less blue , pale blue ( even with 70% blue sky and 30% white clouds in the sky ) , the area on the sky that is blue , reflect in light grey colour on the water ,the area in the sky with white clouds reflect in blue area on the ocean,thank you
MONOLITH
04-19-08, 10:38 AM
http://i26.tinypic.com/xmiutf.jpg
That's an amazing picture, and my new desktop. :up:
.
I hope 4.3 (04.19.08) will change the effects with wind speed cause I was a little bit disapointed by the last mod 4.3:
http://i169.photobucket.com/albums/u204/maltro/SH4Img2008-04-19_221417_328.jpg
Downloading it, I will see ! Thanks for your great work! :D :up:
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