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Trevally.
04-22-13, 03:24 PM
Lighthouses and buoys used to shine through stuff - I think this was fixed be Sober or TDW:hmmm:

volodya61
04-22-13, 03:56 PM
Lighthouses and buoys used to shine through stuff - I think this was fixed be Sober or TDW:hmmm:

Yes, indeed.. TDW has fixed lighthouse's lights in the FX Update :hmm2:

Cybermat47
04-22-13, 05:08 PM
Great mod, now I can believe that the merchant crews aren't blind at night :D

gap
04-22-13, 05:45 PM
Lighthouses and buoys used to shine through stuff - I think this was fixed be Sober or TDW:hmmm:

Yes, indeed.. TDW has fixed lighthouse's lights in the FX Update :hmm2:

I don't get it :hmmm:

buoys don't have any special light controller. If anything prevents their lights from shining through fog, it got to be a material property and/or a global setting (camera or shader settings :hmm2:). As for lighthouses, I need still to locate the file(s) were they reside, but again, the visibility through objects of their lights could be controlled by a global setting.

Captain73
04-25-13, 02:10 AM
Is there a mod which adds shine and reflection of the water?

Fifi
04-25-13, 10:10 PM
Gap,

Running your mod this way:
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 12. Sounds

...because of No Underwater Impurity Patch needed to solve the square underwater glitch, obviously i lost all kind of underwater environment light and impurities. Is there a way to get it back without loosing enhanced visibily high, and not braking your fix for the square glitch?
Hope you understand what i mean, and don't sound too stupid :D

Delta Wolf
04-26-13, 05:27 AM
Hey Guys,

Just looking for a little bit of advice please, so im new to Silent Hunter and want to install a few mods.

My question is does the download of "Dynamic Environment" include "
Stoianm Atlantic Blue water color" in with that mod?
Or do i have to download it separate?

I really like the look of both of these mods but do not want to mess up the game on my first try :)

Thanks

gap
04-26-13, 07:56 AM
...because of No Underwater Impurity Patch needed to solve the square underwater glitch, obviously i lost all kind of underwater environment light and impurities.
Is there a way to get it back without loosing enhanced visibily high, and not braking your fix for the square glitch?

You can either:

- replace Enhanced Visibility (high)
+ No Underwater Impurity Patch with Enhanced Visibility (medium) or...
- remove data/Misc/impurity.dds from Enhanced Visibility (high) and re-enable it without No Underwater Impurity Patch.

Let me know if you are satisfied with one of the above configurations. If not, tell me more in detail what is the effect you want to obtain, and I will suggest you the needed tweaks :salute:

My question is does the download of "Dynamic Environment" include "
Stoianm Atlantic Blue water color" in with that mod?

Yes and no.

DynEnv features a mix of water color settings which ranges from the greyish-murky green waters of Baltic and North Sea waters, to the cobalt blue of Atlantic open waters, to the emerald green of Mediterranean and tropical seas. In total, there are 12 different color zones, and at leat 6 of them feature a distinctive water colour pattern. Having been set up by stoianm himself, it is likely that one of the above zones got the same settings as "Stoianm Atlantic Blue water color", though I cannot be sure about it.


Or do i have to download it separate?

I really like the look of both of these mods but do not want to mess up the game on my first try :)

In theory, "Stoianm Atlantic Blue water color" should still be compatible with DynEnv, anyway I wouldn't recommend using it together with DynEnv :)

Delta Wolf
04-26-13, 08:41 AM
Yes and no.

DynEnv features a mix of water color settings which ranges from the greyish-murky green waters of Baltic and North Sea waters, to the cobalt blue of Atlantic open waters, to the emerald green of Mediterranean and tropical seas. In total, there are 12 different color zones, and at leat 6 of them feature a distinctive water colour pattern. Having been set up by stoianm himself, it is likely that one of the above zones got the same settings as "Stoianm Atlantic Blue water color", though I cannot be sure about it.




In theory, "Stoianm Atlantic Blue water color" should still be compatible with DynEnv, anyway I wouldn't recommend using it together with DynEnv :)


Thanks for the reply Gap, Dynamic Environment sounds like it has everything in that mod so i'll just stick to that one.

Thanks again :)

Silent Steel
04-26-13, 09:03 AM
Thanks for the reply Gap, Dynamic Environment sounds like it has everything in that mod so i'll just stick to that one.

Thanks again :)

Welcome to the best forum on the internet Tiberius
Your choice above is a wise one :up:

gap
04-26-13, 09:13 AM
Hi guys,

I have just received a PM by our tonschk:

Hello, thank you for the very good job you have done with SH5, please can you tell me how can I change the two different colors of the water on the sea surface to become just one colour, I want to get rid of the phosphorescent color (see postimage below) , thank you very much for your help Gap

http://s21.postimg.org/8ind8izk7/dynamicenvironmentv29ba.png

Thought I would share it with the community, as someone else might dislike this effect (I just hope tonschk is okay with me doing it :)).

To my understanding, te above might come from WaterFoamFilmColorMulti parameters in dat/Env/EnvColors_*.cfg files. For getting rid of it, you should replace their settings (the part after the = sign) with the setting of the corresponding WaterTintColorMulti parameters.

E.g, change this:

WaterTintColorMulti=C0C9D100
WaterFoamFilmColorMulti=7EAB9700

with this:

WaterTintColorMulti=C0C9D100
WaterFoamFilmColorMulti=C0C9D100

Note that the above parameters are present in many copies, one for each sun angle/weather type of the featured environment color zones, so make sure you are editing the appropriate entries.

In addition, talking more speifically about the banner of DynEn v 2.9 used as example by tonschk, I think that the usage of the "Clear Water Surface" submod might have enhanced the effect. :yep:

tonschk
04-26-13, 10:28 AM
.. :yeah: Gap, you are my HERO :sunny::rock: Thank you




To be exact, there are three colors there, the color of the foam, and two colors of the water surface, do you think is possible to edit only two of this three colors?

gap
04-26-13, 11:01 AM
.. :yeah: Gap, you are my HERO :sunny::rock: Thank you

Also note that Ambient Settings submods overwrite Main Mod's EnvColors_*.cfg settings. If you plan to use any of them, you should apply the suggested changes to the appropriate set of cfg files.

To be exact, there are three colors there, the color of the foam, and two colors of the water surface, do you think is possible to edit only two of this three colors?

IIRC, parameters affecting water surface color are 5 in total:

WaterLightColor
WaterDarkColor
WaterTintColorMulti
WaterFoamFilmColorMulti
ExtraSpecColor

As I wrote before, I am pretty sure that the parameter affecting the "phosphorescent" color you dislike, is WaterFoamFilmColorMulti which by the way is only used in conjunction with foam. If you want to make it sure, you can replace its current settings with an highly contrasting color, FF000000 (red) for instance, in order to locate it exactly in game. :03:

tonschk
04-26-13, 11:18 AM
:D:salute::up::sunny::rock::D

Fifi
04-26-13, 05:02 PM
You can either:

- replace Enhanced Visibility (high)
+ No Underwater Impurity Patch with Enhanced Visibility (medium) or...
- remove data/Misc/impurity.dds from Enhanced Visibility (high) and re-enable it without No Underwater Impurity Patch.

Let me know if you are satisfied with one of the above configurations. If not, tell me more in detail what is the effect you want to obtain, and I will suggest you the needed tweaks :salute:


Thanks a lot for your suggestion :up:
I think i'll go for your second soluce, as i want to keep Enhanced Visibility high...and keep some underwater impurities/light as before, without this square glitch!

gap
04-26-13, 05:12 PM
Thanks a lot for your suggestion :up:
I think i'll go for your second soluce, as i want to keep Enhanced Visibility high...and keep some underwater impurities/light as before, without this square glitch!

If by using the second solution impurities will be excessive, you can also overwrite Enhanced Visibility (high)'s impurity.dds with the one found in the medium version :03:

P.S: note that the Enhanced Visibility version used will affect fog visibility. In general the high version was conceived for arcadey gameplay, for testing, and for taking crystal clear screenshots, the most realistic game experience being offered by the Main Mod without Enhanced Visibility submods or with sobers best ever fog V22 SH5 (also contained in DynEnv - Sobers Best Ever Tweaks) enabled on top. :03:

For more realistic gameplay, delete data/Env/FogDistances.cfg fro the Enhanced Visibility submod used, or install on top of it one of the aforementioned mods by sober.

Fifi
04-26-13, 05:14 PM
Good idea! I'll try later on, and report back :up:
Thanks again!

gap
04-26-13, 05:27 PM
Good idea! I'll try later on, and report back :up:
Thanks again!

Please note the P.S. added at the end of my previous post :salute:

Fifi
04-26-13, 05:47 PM
Please note the P.S. added at the end of my previous post :salute:

Yes...agree fog is very lowered with EV high...
You call it "arcadish", and you may be right, but i still don't like the way fog happens in SH5.
Don't get me wrong, i like the way it is modeled (even with Sober mod), but it can't be for so long time each time!
As you know it, sea fog in RL is a lot more very punctual and short life. That's why i prefer playing with EV high, because fog can't be adjusted on time line.
Furtermore, high open sea fog was kind of rare imo.

Same problem in SH4 BTW...and the problem is even more pronounced.
Because open sea fog in Pacific is even more rare!
In 7 years living in Pacific area, i only saw 1 day of fog with my boat, and it was in a very limited area! :yep:

gap
04-26-13, 06:00 PM
Yes...agree fog is very lowered with EV high...
You call it "arcadish", and you may be right, but i still don't like the way fog happens in SH5.
Don't get me wrong, i like the way it is modeled (even with Sober mod), but it can't be for so long time each time!
As you know it, sea fog in RL is a lot more very punctual and short life. That's why i prefer playing with EV high, because fog can't be adjusted on time line.
Furtermore, high open sea fog was kind of rare imo.

Same problem in SH4 BTW...and the problem is even more pronounced.
Because open sea fog in Pacific is even more rare!
In 7 years living in Pacific area, i only saw 1 day of fog with my boat, and it was in a very limited area! :yep:

you don't need to say more :salute:

Fifi
04-26-13, 07:47 PM
Ok, second soluce was good one! :up:
Underwater looks very nice, and not that much impurities.

One thing missing though, is the underwater kind of fog, like in SH4 with TMO...(very well rendered)
Meaning i can still see my sub when underwater (and camera too) from very far in SH5.
Imo, it should "fade away" in the sea depth when camera is going further, around 50m distance.

Anyway to get this? :D

gap
04-26-13, 09:35 PM
Ok, second soluce was good one! :up:
Underwater looks very nice, and not that much impurities.

:sunny:

One thing missing though, is the underwater kind of fog, like in SH4 with TMO...(very well rendered)
Meaning i can still see my sub when underwater (and camera too) from very far in SH5.
Imo, it should "fade away" in the sea depth when camera is going further, around 50m distance.

Anyway to get this? :D

I agree with you.

a few months back Dignan had start working on it, but it has been a long while since his last update:

http://www.subsim.com/radioroom/showthread.php?p=2012583#post2012583

In addition, long ago both az and naights released a few mods dealing with underwater visibility:

Az's Real Uderwater Night (http://www.mediafire.com/?k5lo2onxiyz) (original thred (http://www.subsim.com/radioroom/showthread.php?p=1341299#post1341299))
Az's Uderwater Mod Patch (http://www.mediafire.com/download.php?wdzmhiwxmll) (original thread (http://www.subsim.com/radioroom/showthread.php?p=1332523#post1332523))
Naights Underwater Mod (http://www.subsim.com/radioroom/downloads.php?do=file&id=3768)

For what I can read, neither of them is flawless though:


Naights' mod messes with fog and underwater LOD distances, and in some circumstances, it can cause weird issues. Quoting Naights himself:



This is my underwater mod that attempts to match better my interior mod with Dynamic Environment (you need to install first that mod)

- Underwater visibility is VERY reduced.
- Underwater is MUCH darker.
- Underwater is MUCH blurry.
- Underwater movement effect is little bigger.
- Added more impurities.
- Replaced water streak with custom ones.

Because the reduced visibility (if you go very deep with the external camera) this mod have Underwater 3d cloud issue:

The reason this is happening is because the only way the reduce visibility underwater is to reduce the actual draw distance.

By reducing the draw distance you get the unfortunate result of being able to see a little bit of the cloud that is being rendered beyond the now reduced clipping plane underwater. The only sure fix atm is to increase underwater draw distance close to vanilla levels or disabling 3D clouds.

Az mods would require a merge work in order to be compatible with DynEnv, and they are apparently affected by the same problem pointed by Naight for his mod:

Underwater cloud issue:

Found the problem but the solution kinda sucks atm. The reason this is happening is because the only way the reduce visibility underwater is to reduce the actual draw distance. I'm not increasing the underwater fog value to do it because there is no underwater fog value.

By reducing the draw distance you get the unfortunate result of being able to see a little bit of the cloud that is being rendered beyond the now reduced clipping plane underwater. The only sure fix atm is to increase underwater draw distance close to vanilla levels. For example on a clear day vanilla is 35000, my mod is 11000. The treshold for this issue is around 18000 (mid depth) around 23000-25000 (very deep).

I'll do the fix but it will no longer be as murky as the default mod. Or you could just turn off 3D clouds when deep underwater (as it only happens beyond a certain depth) ;).

Fifi
04-26-13, 11:22 PM
Interesting...
I tried Naight's mod before DE= no changes at all.
Tried Naight's mod at end of list= big change!
Underwater looks like his screen shot, but find it wayyy too dark for 12h very clear daylight just 10m depth...furthermore, when exiting to main screen, game colors are all messed up :o:o like if a blue filter was on!
So for the moment i give up with this mod (even though i tried to give it more light)

Other thing i tried is to set scene dat of your DE, same Zmin and Zmax value as TMO 2.5 (in underwater fog part)...with no changes at all! :hmmm:
Strange...
Back to previous underwater :yep:

vlad29
04-26-13, 11:41 PM
Interesting...
I tried Naight's mod before DE= no changes at all.
Tried Naight's mod at end of list= big change!
Underwater looks like his screen shot, but find it wayyy too dark for 12h very clear daylight just 10m depth...furthermore, when exiting to main screen, game colors are all messed up :o:o like if a blue filter was on!
So for the moment i give up with this mod (even though i tried to give it more light)


I'm using Naights Undewater successfully with Dyn.Env pack, North Atlantic Green, Sobers no waterdrops mods. Looks pretty:up:

tonschk
04-27-13, 11:07 AM
Hello Gap, thank you very much for your help to improve our SH5 :yeah:, I think is better for me to edit/match the colors of the water surface of all various climate areas, time of the day etc etc in some sort of Mod package, to be able to quick remove the modification (just in case), I can see there is another color mismatch which is the color of the bow spray and the color of the side foam (port side and starboard side), can you tell me please if you know which is the file/code to edit the color of the Bow spray and the side color foam?, thank you

http://s22.postimg.org/9lo6ys0ip/dynamicenvironmentv29ba.png (http://postimage.org/)

gap
04-27-13, 12:28 PM
Interesting...
I tried Naight's mod before DE= no changes at all.

This is because DynEnv - Main Mod overwrites Naight's mod entirely :yep:


Tried Naight's mod at end of list= big change!
Underwater looks like his screen shot, but find it wayyy too dark for 12h very clear daylight just 10m depth...

Yes, this is actually too mutch.

By any chance, have you noticed if visibility gets even worse at dawn/dusk or when weather is overcast? :hmm2:


furthermore, when exiting to main screen, game colors are all messed up :o:o like if a blue filter was on!

This is weird. Underwater color filters shouldn't affect menu colors indeed. I am sure this is a gfx-card incompatibility issue. Are you using an NVidia?


Other thing i tried is to set scene dat of your DE, same Zmin and Zmax value as TMO 2.5 (in underwater fog part)...with no changes at all! :hmmm:
Strange...
Back to previous underwater :yep:

I have no idea whether and how those parameters are actually applied, sorry :-?

I'm using Naights Undewater successfully with Dyn.Env pack, North Atlantic Green, Sobers no waterdrops mods. Looks pretty:up:

:up:

Hello Gap, thank you very much for your help to improve our SH5 :yeah:, I think is better for me to edit/match the colors of the water surface of all various climate areas, time of the day etc etc in some sort of Mod package, to be able to quick remove the modification (just in case)

Wise idea! :03:

I can see there is another color mismatch which is the color of the bow spray and the color of the side foam (port side and starboard side), can you tell me please if you know which is the file/code to edit the color of the Bow spray and the side color foam?

Matching them is not easy. Sea foam is a 2D texture rendered on the sea surface, whereas bow/stern spray is a particle effect. They have different controllers and they are not affected in the same way by light/shadows. But you probably know more than me on this topic: :03:

http://www.subsim.com/radioroom/showpost.php?p=1910999&postcount=17


http://s22.postimg.org/9lo6ys0ip/dynamicenvironmentv29ba.png (http://postimage.org/)

LOL, lately this banner has become a "case study" :doh:

I think I will remove it right away :D :O:

tonschk
04-27-13, 03:32 PM
Wise idea! :03:



I am trying to learn in this thead http://www.subsim.com/radioroom/showthread.php?t=128825 how to make a Mod and use JSGME to enable the Mod

Fifi
04-27-13, 05:37 PM
By any chance, have you noticed if visibility gets even worse at dawn/dusk or when weather is overcast?

Nope :oops:
As it was already so dark at 12h, i didn't go further...

Oh, and yes i have an Nvidia...this is clearely not the best for playing any SH :yep:
Got some issues with SH4 too. Think ATI card are better for SH, so maybe next one will be a good ATI for me :D

Delta Wolf
04-28-13, 09:15 PM
Hey Guys,

So i installed all the mods i wanted today (First Time doing this) and got a few errors in JSGME when trying to enable a few of the mods.
I then loaded SH5 and got a very strange milky grey color for the sea and U-boat so i removed all mods and started again testing one buy one. I can get every thing else to run fine with out Dynamic Environment v2.9. :(

This is one of the mods i really want to use, here is the order i installed the mods and what ones i'm trying to run.

If anyone can help that would be great. :)


Accurate German Flags
DynEnv Environment Main Mod
DynEnv v2.9 -3.6 Enhansed vis
DynEnv v2.9 -6 Sleet for winter camapi
DynEnv v2.9 -8.b wave mechanics- Gale
DynEnv v2.9 -9 Sobers best ever Tweeks
DynEnv v2.6 -10 Seafloor High res
DynEnv v2.9 -11a Sea Plants
DynEnv v2.9 -12. Sounds (Can have this mod with the next one?)

Capthelms Audio +SV Touch ups
SteelViking Interior Mod v1.2
SteelViking Interior Patchv1.2.2

FX_Update_0_0_21_ByTheDarkWraith
SubFlags_0_0_8_byTheDarkWraith
NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_7_3_0_jimimadrids_map_tools

MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible

If anyone has any ideas what the issue might be that would be awesome, really want to have Dynamic Env in my mods if possible.

Thanks all

Silent Steel
04-29-13, 04:45 AM
...got a very strange milky grey color for the sea and U-boat...


Hi TiberiusXIV and welcome to the forum :salute:

First - check your SH5 is patched to v1.2.0 like this;
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6581

Then - I suggest you try this load order;

NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_7_3_0_jimimadrids_map_tools
FX_Update_0_0_21_ByTheDarkWraith
SteelViking Interior Mod v1.2
SteelViking Interior Patchv1.2.2
DynEnv Environment Main Mod
DynEnv v2.9 -3.6 Enhansed vis
DynEnv v2.9 -6 Sleet for winter camapi
DynEnv v2.9 -8.b wave mechanics- Gale
DynEnv v2.9 -9 Sobers best ever Tweeks
DynEnv v2.6 -10 Seafloor High res
DynEnv v2.9 -11a Sea Plants
DynEnv v2.9 -12. Sounds (Can have this mod with the next one?)
Capthelms Audio +SV Touch ups < To make sure not to mess up the features of the 'DynEnv v2.9 -12. Sounds' mod - remove it from the list
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
SubFlags_0_0_8_byTheDarkWraith
Accurate German Flags

:up:

volodya61
04-29-13, 05:01 AM
If anyone has any ideas what the issue might be that would be awesome, really want to have Dynamic Env in my mods if possible.
Thanks all

It would be good to place here a screenshot, so Gap could to see at the issue and decide what's wrong :yep:

PS: your mod's order looks right.. it doesn't matter before or after NewUIs you put DynEnv.. :up:

Silent Steel
04-29-13, 05:09 AM
It would be good to place here a screenshot, so Gap could to see at the issue and decide what's wrong :yep:

PS: your mod's order looks right.. it doesn't matter before or after NewUIs you put DynEnv.. :up:

Should you really activate the 'FX_Update_0_0_21_ByTheDarkWraith' before the 'NewUIs'? :hmm2:

Delta Wolf
04-29-13, 05:19 AM
Hey Guys,

Thanks for your help, yep SH5 is definitely patched to 1.2.
I will give this this new load order a go and let you know how i get on :salute:

Thanks again

volodya61
04-29-13, 08:57 AM
Should you really activate the 'FX_Update_0_0_21_ByTheDarkWraith' before the 'NewUIs'? :hmm2:

It doesn't matter too..
Both mods have only one different file - Uboot_sensors.fx, the others same files are identical..
PS: in my list Fx Update always placed before NewUIs

Silent Steel
04-29-13, 09:21 AM
It doesn't matter too..
Both mods have only one different file - Uboot_sensors.fx, the others same files are identical..
PS: in my list Fx Update always placed before NewUIs

Вас понял!
Спасибо

volodya61
04-29-13, 09:37 AM
Вас понял!
Спасибо

:D
Alla de bästa :salute:

Delta Wolf
04-29-13, 11:05 AM
Hey guys,

So i tried installing the Mods the other way as per Silent Steel and still no
luck. I then removed all Mods and just installed Dynamic Env Main Mod and got the same strange color have a look....

Just the Dynamic Env Main Mod
http://i1275.photobucket.com/albums/y443/TiberiusXIV/SH5Img2013-04-29_141518_zps732c45f8.png (http://s1275.photobucket.com/user/TiberiusXIV/media/SH5Img2013-04-29_141518_zps732c45f8.png.html)

http://i1275.photobucket.com/albums/y443/TiberiusXIV/SH5Img2013-04-29_141545_zps3cf15010.png (http://s1275.photobucket.com/user/TiberiusXIV/media/SH5Img2013-04-29_141545_zps3cf15010.png.html)


I then added DynEnv v2.9 - 3.b Enhanced Visibility (high) and it got rid of the milky grey
http://i1275.photobucket.com/albums/y443/TiberiusXIV/SH5Img2013-04-29_115743_zps2db311fe.png (http://s1275.photobucket.com/user/TiberiusXIV/media/SH5Img2013-04-29_115743_zps2db311fe.png.html)

http://i1275.photobucket.com/albums/y443/TiberiusXIV/SH5Img2013-04-29_141956_zps99380dfc.png (http://s1275.photobucket.com/user/TiberiusXIV/media/SH5Img2013-04-29_141956_zps99380dfc.png.html)

However this is what i get when looking under water in free view
http://i1275.photobucket.com/albums/y443/TiberiusXIV/SH5Img2013-04-29_140326_zps05994e93.png (http://s1275.photobucket.com/user/TiberiusXIV/media/SH5Img2013-04-29_140326_zps05994e93.png.html)

http://i1275.photobucket.com/albums/y443/TiberiusXIV/SH5Img2013-04-29_140331_zps15989fdc.png (http://s1275.photobucket.com/user/TiberiusXIV/media/SH5Img2013-04-29_140331_zps15989fdc.png.html)



Here is under water with no mods installed
http://i1275.photobucket.com/albums/y443/TiberiusXIV/SH5Img2013-04-29_143534_zps7d308572.png (http://s1275.photobucket.com/user/TiberiusXIV/media/SH5Img2013-04-29_143534_zps7d308572.png.html)


http://i1275.photobucket.com/albums/y443/TiberiusXIV/SH5Img2013-04-29_143529_zps1e77386d.png (http://s1275.photobucket.com/user/TiberiusXIV/media/SH5Img2013-04-29_143529_zps1e77386d.png.html)

All other mods run fine when installed but not this one, O yeah guys just to let you know i then tried to install "Real Environment - Revision_3" on its own as an alternative but i still get the same milky grey sea :(

I will now give you my PC specs

Windows 7 64 bit premium
i5 2500k Oc'ed to 4.2Ghz
8 GB DDR3 Ripjaw Ram
EVGA GTX 570 SC (Driver 314.22 latest WHQL)
1TB WD Harddrive
Corsair 650W PSU

I have never had any issues in any other game i play.

Thanks for your help guys, if anyone has any more input the would be great :salute:

Silent Steel
04-29-13, 11:21 AM
I'm slowly beginning to suspect a corrupted JSGME install, don't be alarmed.
In case you'd like to check this - follow these steps (Credit goes to Webster who put this instruction together)

Step 1
Deactivate all your game mods with JSGME

Step 2
Move the "MODS" folder found in your games main directory folder
to your desktop so it is no longer there (or just delete it if you don't need the mod files there)

Step 3
Run JSGME in order to create a brand new "MODS" folder in your games main directory folder

Step 4
Replace your mods in JSGME by opening the "MODS" folder you moved to your desktop and copy the mod folders one at a time in the desktop's "MODS" folder and paste them into the new "MODS" folder you just created in your games main directory folder

Don't move the whole desktop's 'MODS' folder - just the mods - or you will move the corrupted backup files too.
Moving the mod folders one by one avoids any chance of moving the corrupted "hidden" backup files along with them.

:hmmm:

Delta Wolf
04-29-13, 11:33 AM
I'm slowly beginning to suspect a corrupted JSGME install, don't be alarmed.
In case you'd like to check this - follow these steps (Credit goes to Webster who put this instruction together)

Step 1
Deactivate all your game mods with JSGME

Step 2
Move the "MODS" folder found in your games main directory folder
to your desktop so it is no longer there (or just delete it if you don't need the mod files there)

Step 3
Run JSGME in order to create a brand new "MODS" folder in your games main directory folder

Step 4
Replace your mods in JSGME by opening the "MODS" folder you moved to your desktop and copy the mod folders one at a time in the desktop's "MODS" folder and paste them into the new "MODS" folder you just created in your games main directory folder

Don't move the whole desktop's 'MODS' folder - just the mods - or you will move the corrupted backup files too.
Moving the mod folders one by one avoids any chance of moving the corrupted "hidden" backup files along with them.

:hmmm:


Thanks Silent Steel i will give this a go, fingers crossed :up:

volodya61
04-29-13, 11:34 AM
8 GB DDR3 Ripjaw Ram
EVGA GTX 570 SC (Driver 314.22 latest WHQL)

You can try the way suggested by Silent or -
Have you tried to use previous driver? nVidia drivers :hmm2:.. sometimes last is not the best :yep:

Delta Wolf
04-29-13, 11:40 AM
You can try the way suggested by Silent or -
Have you tried to use previous driver? nVidia drivers :hmm2:.. sometimes last is not the best :yep:

Hey Volodya,

Thanks for the reply, I will try the older driver also.

volodya61
04-29-13, 12:37 PM
Hey Volodya,

Thanks for the reply, I will try the older driver also.

I'm still using 295.73 because the newest drivers don't work properly with SH5.. at least with my card..

Delta Wolf
04-29-13, 12:42 PM
Ok Guys so tried Silent Steels fix and no luck still the same.
I then rolled back to Nvidia 314.07 driver and still no luck.

Shame because this looks such an awesome mod.

If you guys have any more suggestions id be happy to hear them :)

Thanks again

Edit: just saw your post Volodya, think i'll try the 295.73 Driver

Delta Wolf
04-29-13, 01:09 PM
Hey Guys,

So i rolled back to 295.73 and still no luck, really weird as the under water is fine with out the mod :confused: So i don't know
if it is a driver issue? it would take ages to go back trough the old drivers to see what works.

Any more suggestions ?

Thanks all

gap
04-29-13, 01:09 PM
So i tried installing the Mods the other way as per Silent Steel and still no
luck. I then removed all Mods and just installed Dynamic Env Main Mod and got the same strange color have a look

....

I then added DynEnv v2.9 - 3.b Enhanced Visibility (high) and it got rid of the milky grey...

Looks like a problem with fog distances. For some reason your gfx card doesn't handle them as supposed. Enhanced Visibility (high) submod might obviate the problem by reducing overall fog :hmm2:


...However this is what i get when looking under water in free view

Delete Enhanced Visibility (high)'s data/Misc/impurity.dds before enabling it, or enable DynEnv v2.9 - No Underwater Impurity Patch (http://www.mediafire.com/?b06zvkb9z71kugz) after it :03:

Delta Wolf
04-29-13, 01:58 PM
Looks like a problem with fog distances. For some reason your gfx card doesn't handle them as supposed. Enhanced Visibility (high) submod might obviate the problem by reducing overall fog :hmm2:



Delete Enhanced Visibility (high)'s data/Misc/impurity.dds before enabling it, or enable DynEnv v2.9 - No Underwater Impurity Patch (http://www.mediafire.com/?b06zvkb9z71kugz) after it :03:

Thanks gap, all is now running well and looking so sweet :D

http://i1275.photobucket.com/albums/y443/TiberiusXIV/SH5Img2013-04-29_194709_zps63431241.png (http://s1275.photobucket.com/user/TiberiusXIV/media/SH5Img2013-04-29_194709_zps63431241.png.html)

http://i1275.photobucket.com/albums/y443/TiberiusXIV/SH5Img2013-04-29_194702_zps7f4f8f96.png (http://s1275.photobucket.com/user/TiberiusXIV/media/SH5Img2013-04-29_194702_zps7f4f8f96.png.html)

Thanks to everyone for the help, you guys rock. :salute:

volodya61
04-29-13, 02:09 PM
Thanks gap, all is now running well and looking so sweet :D
...
Thanks to everyone for the help, you guys rock. :salute:

Glad you sorted out your issue :up:

Fifi
04-29-13, 03:38 PM
Just a little head up Gap;

One thing i noticed with your wave mod (gale) on my PC, comparing to vanilla waves, is the kind of "jelly" effect on top waves sometimes...
I adjusted the sea speed for each kind of waves, accelerating them a bit, and now waves are mouving a more natural way in my opinion, and the "jelly" effect is gone! :yeah:

Other little issue i noticed: when in fog (medium and heavy mainly) my officer can identify the target even though i don't see it at all...and i can also lock it without seeing it (cheating with New UIs TAI map course buttons appearing when periscope "hit" something i don't see)

gap
04-29-13, 04:36 PM
Thanks gap, all is now running well and looking so sweet :D

...

Thanks to everyone for the help, you guys rock. :salute:

:sunny: :yeah:


One thing i noticed with your wave mod (gale) on my PC, comparing to vanilla waves, is the kind of "jelly" effect on top waves sometimes...
I adjusted the sea speed for each kind of waves, accelerating them a bit, and now waves are mouving a more natural way in my opinion, and the "jelly" effect is gone! :yeah:

Yes, better and more realistic wave settings are in my and Volodya's todo list :up:


Other little issue i noticed: when in fog (medium and heavy mainly) my officer can identify the target even though i don't see it at all...and i can also lock it without seeing it (cheating with New UIs TAI map course buttons appearing when periscope "hit" something i don't see)

Matching human and AI visual detection distances under various conditions is a nightmare :dead:

Moreover, XO can identify locked targets with extraordinary precision, no matter how dark or foggy is outside, or how small is the target on the horizon. This last issue would require a special automatic target-recognition script, and should be addressed by UI modders :yep:

Fifi
04-29-13, 04:51 PM
Matching human and AI visual detection distances under various conditions is a nightmare :dead:


I can easily imagine! You modders made already a stunning HUGE job adjusting those numerous files! So many settings interact each other...it's a real ant job :yep:

Fifi
04-29-13, 06:21 PM
For info, here is how i setted sea speed:

[SeaType 0]
WindSpeed=0.000000
ScaleX=1.600000
ScaleY=0.025000
ScaleZ=2.500000
ScaleNormal=6.000000
BumpScaleU=2.000000
BumpScaleV=1.000000
NormalSharpness=0.030000
BumpScale=18.000000
BumpStrength=0.600000
FarWavesScale=1.500000
FarWavesStrength=0.500000
FresnelBias=0.150000
FresnelPower=8.000000
LargeWavesArmonics=3
LargeWavesCoef=0.050000
SeaSpeed=1.000000
WaveChoppinessFactor=0.500000
ReflectionIntensity=1.200000
ReflectionDeformation=0.500000
TransparencyDistance=3.200000
TransparencyDistanceUnder=9.000000
SpecGlossiness=160.000000
SpecIntensity=5.000000
SpecSpread=0.563000
UnderSpecGlossiness=32.000000
UnderSpecIntensity=4.000000
ExtraSpecGlossiness=1.000000
ExtraSpecIntensity=0.070000
ExtraSpecSpread=0.070000
HeightColorFactor=2.000000

[SeaType 1]
WindSpeed=3.000000
ScaleX=1.500000
ScaleY=0.120000
ScaleZ=1.500000
ScaleNormal=5.000000
BumpScaleU=4.000000
BumpScaleV=2.000000
NormalSharpness=0.050000
BumpScale=16.000000
BumpStrength=0.500000
FarWavesScale=1.000000
FarWavesStrength=0.500000
FresnelBias=0.006000
FresnelPower=8.000000
LargeWavesArmonics=3
LargeWavesCoef=0.100000
SeaSpeed=0.950000
WaveChoppinessFactor=1.000000
ReflectionIntensity=0.500000
ReflectionDeformation=1.900000
TransparencyDistance=2.000000
TransparencyDistanceUnder=8.000000
SpecGlossiness=160.000000
SpecIntensity=1.000000
SpecSpread=0.262000
UnderSpecGlossiness=32.000000
UnderSpecIntensity=3.000000
ExtraSpecGlossiness=1.000000
ExtraSpecIntensity=0.070000
ExtraSpecSpread=0.070000
HeightColorFactor=2.400000

[SeaType 2]
WindSpeed=6.000000
ScaleX=3.000000
ScaleY=0.240000
ScaleZ=3.000000
ScaleNormal=4.000000
BumpScaleU=6.000000
BumpScaleV=3.000000
NormalSharpness=0.070000
BumpScale=14.000000
BumpStrength=0.400000
FarWavesScale=1.000000
FarWavesStrength=0.500000
FresnelBias=0.100000
FresnelPower=8.000000
LargeWavesArmonics=3
LargeWavesCoef=0.200000
SeaSpeed=0.750000
WaveChoppinessFactor=1.000000
ReflectionIntensity=0.500000
ReflectionDeformation=1.900000
TransparencyDistance=1.300000
TransparencyDistanceUnder=4.000000
SpecGlossiness=160.000000
SpecIntensity=1.000000
SpecSpread=0.262000
UnderSpecGlossiness=32.000000
UnderSpecIntensity=3.000000
ExtraSpecGlossiness=1.000000
ExtraSpecIntensity=0.070000
ExtraSpecSpread=0.070000
HeightColorFactor=2.200000

[SeaType 3]
WindSpeed=9.000000
ScaleX=6.000000
ScaleY=0.480000
ScaleZ=6.000000
ScaleNormal=3.000000
BumpScaleU=8.000000
BumpScaleV=4.000000
NormalSharpness=0.075000
BumpScale=12.000000
BumpStrength=0.300000
FarWavesScale=1.000000
FarWavesStrength=0.500000
FresnelBias=0.150000
FresnelPower=8.000000
LargeWavesArmonics=3
LargeWavesCoef=0.400000
SeaSpeed=0.650000
WaveChoppinessFactor=1.000000
ReflectionIntensity=0.500000
ReflectionDeformation=1.900000
TransparencyDistance=1.000000
TransparencyDistanceUnder=3.000000
SpecGlossiness=160.000000
SpecIntensity=1.000000
SpecSpread=0.262000
UnderSpecGlossiness=32.000000
UnderSpecIntensity=2.000000
ExtraSpecGlossiness=1.000000
ExtraSpecIntensity=0.070000
ExtraSpecSpread=0.070000
HeightColorFactor=2.200000

[SeaType 4]
WindSpeed=12.000000
ScaleX=12.000000
ScaleY=0.960000
ScaleZ=11.000000
ScaleNormal=2.000000
BumpScaleU=10.000000
BumpScaleV=5.000000
NormalSharpness=0.075000
BumpScale=10.000000
BumpStrength=0.200000
FarWavesScale=1.000000
FarWavesStrength=0.500000
FresnelBias=0.300000
FresnelPower=8.000000
LargeWavesArmonics=3
LargeWavesCoef=0.800000
SeaSpeed=0.650000
WaveChoppinessFactor=1.100000
ReflectionIntensity=0.500000
ReflectionDeformation=1.900000
TransparencyDistance=1.000000
TransparencyDistanceUnder=3.000000
SpecGlossiness=160.000000
SpecIntensity=1.000000
SpecSpread=0.262000
UnderSpecGlossiness=32.000000
UnderSpecIntensity=2.000000
ExtraSpecGlossiness=1.000000
ExtraSpecIntensity=0.070000
ExtraSpecSpread=0.070000
HeightColorFactor=2.200000

[SeaType 5]
WindSpeed=15.000000
ScaleX=20.000000
ScaleY=1.920000
ScaleZ=25.000000
ScaleNormal=1.000000
BumpScaleU=12.000000
BumpScaleV=6.000000
NormalSharpness=0.075000
BumpScale=8.000000
BumpStrength=0.100000
FarWavesScale=1.000000
FarWavesStrength=1.000000
FresnelBias=0.150000
FresnelPower=8.000000
LargeWavesArmonics=3
LargeWavesCoef=1.600000
SeaSpeed=0.650000
WaveChoppinessFactor=1.150000
ReflectionIntensity=0.500000
ReflectionDeformation=1.900000
TransparencyDistance=1.000000
TransparencyDistanceUnder=3.000000
SpecGlossiness=160.000000
SpecIntensity=1.000000
SpecSpread=0.262000
UnderSpecGlossiness=32.000000
UnderSpecIntensity=2.000000
ExtraSpecGlossiness=1.000000
ExtraSpecIntensity=0.070000
ExtraSpecSpread=0.070000
HeightColorFactor=2.200000

[SeaFoamParameters]
UseSlope=1
IncreaseSpeed=2.500000
DecreaseSpeed=0.200000
IncreaseAngleMin=0.100000
IncreaseAngleMax=0.500000
TextureScale=60.000000
MaskTextureScale=0.750000
AnimationSpeed=35.000000
WindSpeed=10.000000

Result is incredible realistic on my rig (though i didn't have yet 0 knot wind to test)
Strangely, sea speed affected waves height, and now 12/13/14 knots wind height waves are just perfectly adjusted to conning tower height (meaning top waves are just coming/raising at cunning tower top edge in a nice water splach), using Stoianm pitch&roll (low)

Fifi
04-29-13, 07:09 PM
Also adjusting fog to my liking :D in main mod...(to counter the fact fog can stay days and days)
Medium fog was too heavy for me. Couldn't see target at 1000m...
Now medium fog let me see target (not neat) at 2000m :up:
http://img15.hostingpics.net/thumbs/mini_731576Fog.jpg (http://www.hostingpics.net/viewer.php?id=731576Fog.jpg)
http://img15.hostingpics.net/thumbs/mini_629023Fog2.jpg (http://www.hostingpics.net/viewer.php?id=629023Fog2.jpg)

Heavy fog should also let me see target around 1000m now (have to test it yet)

totalrain
04-29-13, 09:27 PM
Also adjusting fog to my liking :D in main mod...(to counter the fact fog can stay days and days)
Medium fog was too heavy for me. Couldn't see target at 1000m...
Now medium fog let me see target (not neat) at 2000m :up:


If you use "4Bearings + Fast 90" methods, you can shoot blind. So fog becomes a non issue. :D

Fifi
04-29-13, 11:07 PM
For whoever want to try my new sea parameters and fog distances, here it is:
http://www.mediafire.com/?isigyo9ma9mgvty

just replace original DynEnv main mod/data/env/fogdistance file by the one inside zip, and replace original DynEnv wave mechanics gale/data/env/seaparameters by the one inside zip.
Save original file before, to back it up in case!

I adjusted sea speed (as said before) AND waves height for 0/3/6 wind knots.
Those values corresponding to low wind in RL, waves are size adjusted to match what i can see everyday here in front of my window :yep: :D
With O/1 wind knots, sea has to be flat imo, not to say a real mirror...
Of course, with low wind ---> wave foam is gone.

About fog value, as i said above, game can't be adjusted yet for really less foggy days in a row in time line.
So i tweeked values mainly to keep a fun gameplay, and now are:
- light fog: at least 5500m visi (didn't really test it, but i know it's fine!)
- medium fog: boat becoming visible around 2500m (and 2000m not really neat)
- heavy fog: boat becoming visible around 1200m (not very neat at 900m)

On side note, would be great to get an additional real big heavy fog (as with Sober best ever fog - less than 500m visi), but happening VERY ocasionaly in game...and it can't be done yet.

I hope Gap will not mind that i've adjusted his files! :D

Silent Steel
04-30-13, 12:04 AM
:D
Alla de bästa :salute:

At last - you've started that Swedish crash course I've been waiting for :D

Silent Steel
04-30-13, 12:35 AM
I you have no luck after reinstalling the driver I suggest you reinstall the GPU driver.
And - try a clean install.

To make a clean install follow these steps;

1. Download this driver (supports DirectX 9, 10, 11 and Open GL; Nvidia 314.07 WHQL (http://www.nvidia.com/object/win8-win7-winvista-64bit-314.07-whql-driver.html)
I've never had any problems with this driver.
Or, of course you can download a new 314.22, your current one could be corrupted.

2. Uninstall the current driver - I prefer doing this with CCleaner (http://download.cnet.com/CCleaner/3000-18512_4-10315544.html) because it offers the option to scan for leftovers after the uninstall.
Make sure you uninstall the NVIDIA GRAPHICS program.
Now your screen will look funny but don't worry

3. Check the list of installed programs (in CCleaner) that the driver is gone after the uninstall.

4. Scan for leftovers (with CCleaner) and delete them

5. Reboot your computer

6. Go to the driver you downloaded in point 1 above and double click it to start the install

7. Reboot your computer

8. Launch SH5


This is the most reliable way to update the GPU drive as it makes sure no leftovers will mess with the new driver.


Fingers crossed again

tonschk
04-30-13, 03:33 AM
Hello, please can you tell me the path to find this sea type parameters in the data folder? I mean ; Local Disk (C)/Ubisoft/Silent Hunter 5/data/etc/etc/etc .... Thank you :up:

For info, here is how i setted sea speed:

[SeaType 0]
WindSpeed=0.000000
ScaleX=1.600000
ScaleY=0.025000
ScaleZ=2.500000
ScaleNormal=6.000000
BumpScaleU=2.000000
BumpScaleV=1.000000
NormalSharpness=0.030000
BumpScale=18.000000
BumpStrength=0.600000
FarWavesScale=1.500000
FarWavesStrength=0.500000
FresnelBias=0.150000
FresnelPower=8.000000
LargeWavesArmonics=3
LargeWavesCoef=0.050000
SeaSpeed=1.000000
WaveChoppinessFactor=0.500000
ReflectionIntensity=1.200000
ReflectionDeformation=0.500000
TransparencyDistance=3.200000
TransparencyDistanceUnder=9.000000
SpecGlossiness=160.000000
SpecIntensity=5.000000
SpecSpread=0.563000
UnderSpecGlossiness=32.000000
UnderSpecIntensity=4.000000
ExtraSpecGlossiness=1.000000
ExtraSpecIntensity=0.070000
ExtraSpecSpread=0.070000
HeightColorFactor=2.000000

Fifi
04-30-13, 03:36 AM
Local Disk (C)/Ubisoft/Silent Hunter 5/data/Env/SeaParameters file openable with notepad :salute:

tonschk
04-30-13, 03:38 AM
Local Disk (C)/Ubisoft/Silent Hunter 5/data/Env/SeaParameters file openable with notepad :salute::rock::sunny::yeah::up::salute::D:sunny::y eah::salute:

tonschk
04-30-13, 03:59 AM
I enabled the latest Dynamic Environmental Mod 2.9, but I have just three Seatype parameters, and not five Seatype parameters like Fifi has :wah:

volodya61
04-30-13, 04:14 AM
I enabled the latest Dynamic Environmental Mod 2.9, but I have just three Seatype parameters, and not five Seatype parameters like Fifi has :wah:

IIRC, about a year ago Sober tried using five parameters.. they didn't work.. worked only the first three.. not sure that they are now working in the Fifi's file.. :06:

gap
04-30-13, 04:29 AM
For whoever want to try my new sea parameters and fog distances, here it is:

...

I hope Gap will not mind that i've adjusted his files! :D

:up:

I am always open to whoever wants to improve this and any other of my mods :yep:

I enabled the latest Dynamic Environmental Mod 2.9, but I have just three Seatype parameters, and not five Seatype parameters like Fifi has :wah:

this is because fifi used as base of his tweaks the original DynEnv - wave mechanics - gale version. All other versions got 4 SeaType definitions (like stock settings) rather than 5. The wind speed affected by each SeaType group is set through the first parameter: WindSpeed :03:

tonschk
04-30-13, 04:52 AM
:salute::up::yeah::sunny::rock::D:yeah::sunny:

volodya61
04-30-13, 09:59 AM
IIRC, about a year ago Sober tried using five parameters.. they didn't work.. worked only the first three.. not sure that they are now working in the Fifi's file.. :06:
..this is because fifi used as base of his tweaks the original DynEnv - wave mechanics - gale version. All other versions got 4 SeaType definitions (like stock settings) rather than 5. The wind speed affected by each SeaType group is set through the first parameter: WindSpeed :03:

I didn't knew this.. :oops: :)

Another finding -

During my last tests seems I have found the solution of the medium fog issue..
If we save the game at a depth of 30-60 meters, at the next load clear weather happens in 80% of cases.. if not then reload again and weather will be clear.. :up:

gap
04-30-13, 10:09 AM
I didn't knew this.. :oops: :)

Another finding -

Sorry Volodya, I had missed you previous post.

Honestly I have never messed too mutch with wave parameter, but I think we can have as many SeaType definitions as we want/need in the WindSpeed range 0-15. I am not 100% sure, but testing it shouldn't be difficult :yep:


During my last tests seems I have found the solution of the medium fog issue..
If we save the game at a depth of 30-60 meters, at the next load clear weather happens in 80% of cases.. if not then reload again and weather will be clear.. :up:

...and don't forget that the boat must face North :O:

volodya61
04-30-13, 10:20 AM
...and don't forget that the boat must face North :O:

I'm serious.. it works.. :up:

gap
04-30-13, 10:31 AM
I'm serious.. it works.. :up:

yep I am aware of it. :)

I was just being sarcastic on the hidious practices that we are forced to, in order to face the (even more hidious) weather coded by Ubisoft :shifty:

volodya61
04-30-13, 10:34 AM
I was just being sarcastic on the hidious practices that we are forced to, in order to face the (even more hidious) weather coded by Ubisoft :shifty:

Then we need - the boat face to North and hat face to West :O:

gap
04-30-13, 10:44 AM
Then we need - the boat face to North and hat face to West :O:

Don't forget the right fist waving alternatively in the two directions of Bucharest and Montreuil :03:

volodya61
04-30-13, 10:46 AM
Don't forget the right fist waving alternatively in the two directions of Bucharest and Montreuil :03:

Yeah, right.. it slipped from my mind.. :har: :rotfl2:

gap
04-30-13, 10:52 AM
Yeah, right.. it slipped from my mind.. :har: :rotfl2:

African Voodoo never fails :cool:

7thSeal
04-30-13, 07:34 PM
For whoever want to try my new sea parameters and fog distances, here it is:
http://www.mediafire.com/?isigyo9ma9mgvty




I didn't try the fog but gave the sea parameters a try, sea type 2-5 looked really good imo. Especially 4 and 5, the sea type 0 and 1 had a little to much SeaSpeed for my taste, I changed them to these settings and now your sea parameters is my new waves mod. :salute:

Settings changed by me:

[SeaType 0]
SeaSpeed=0.950000


[SeaType 1]
SeaSpeed=0.800000


The rest of them I left the same as they looked really good. Give my settings a try for those two if like and let me know what you think. You can do a historical mission and choose the wind speed you want if using TDW UI. :)

Fifi
04-30-13, 07:42 PM
Glad you liked it, 7thSeal :up:
Will give a try at your values tomorrow :sunny:

SkyBaron
05-02-13, 10:13 AM
This is a very small detail but I've noticed that with Dynamic Environment the moon phases are backwards even though the textures are much better.

Correct moon.dds, which gives the right phases based on day/year/location:
http://s11.postimg.org/a2g2k2wen/correct_Moon.jpg

DynEnv moon.dds:
http://s11.postimg.org/vttsdnvyn/Dyn_Moon.jpg

Maybe a photoshop image flip or something will fix it! :)

gap
05-02-13, 11:54 AM
This is a very small detail but I've noticed that with Dynamic Environment the moon phases are backwards even though the textures are much better.

Are you 100% sure about it? So far I was sure that it was exactly the opposite (stock texture wrong), but honestly I dindn't pay too much attenction to this aspect :hmm2:

Actual moon phases should follow this diagram (counterclockwise):

http://www.moonconnection.com/images/moon_phases_diagram.jpg

Maybe a photoshop image flip or something will fix it! :)

If you assist me, getting moon phases right shouldn't be too hard, either by flipping texture's single frames, or by moving them around :up:

volodya61
05-02-13, 12:23 PM
I noticed that in v2.9 the moon size become less than it was in v2.1, isn't it?

gap
05-02-13, 12:52 PM
I noticed that in v2.9 the moon size become less than it was in v2.1, isn't it?

moon texture's size is 1024 x 1024 pixels for both v2.1 and v2.9, bu the Low Resolution Patch features an halved texture (bringing it back to stock size). Nonetheless, texture's size should affect the size of the moon as seen in game, but its relution :hmmm:

SkyBaron
05-02-13, 01:08 PM
Are you 100% sure about it? So far I was sure that it was exactly the opposite (stock texture wrong), but honestly I dindn't pay too much attenction to this aspect :hmm2:

Actual moon phases should follow this diagram (counterclockwise):

If you assist me, getting moon phases right shouldn't be too hard, either by flipping texture's single frames, or by moving them around :up:

Hi gap,

I've used this site:

http://www.moonconnection.com/moon_phases_calendar.phtml

to compare moon phases in SH5 and this is what I got:

North hemisphere, 2 Jan 1940:
Default shows third quarter, DynEnv shows first quarter.
According to the above site the phase should be third quarter (left half appears lighted).

http://i44.tinypic.com/15g8g8m.jpg


South hemisphere, same date, same long. about same time
Default shows first quarter, DynEnv shows third quarter.
According to the above site the phase should be first quarter(right half appears lighted).

http://i40.tinypic.com/b9hx92.jpg

I'm no astronomer :) just got interested in learning more about celestial navigation and noticed this.

Now I'm not sure but I also noticed that Sh5 seems to rotate the moon from when it rises until when it sets. So it will show different phases through the night, in which case the moon phases are messed up anyway! :nope: But I still need to verify this, I might be wrong here.

I also didn't test on other dates or phases either. Like I said it's just a small detail, not many people will ever notice it. :)

gap
05-02-13, 01:32 PM
I've used this site:

http://www.moonconnection.com/moon_phases_calendar.phtml

I use this one:
http://www.dacre.net/moon/moonframe.html


...but results are pretty much the same indeed :up:


North hemisphere, 2 Jan 1940:
Default shows third quarter, DynEnv shows first quarter.
According to the above site the phase should be third quarter (left half appears lighted).

...

South hemisphere, same date, same long. about same time
Default shows first quarter, DynEnv shows third quarter.
According to the above site the phase should be first quarter(right half appears lighted).

...

Now I'm not sure but I also noticed that Sh5 seems to rotate the moon from when it rises until when it sets. So it will show different phases through the night, in which case the moon phases are messed up anyway! :nope: But I still need to verify this, I might be wrong here.

Can you make it sure, please? If in-game moon phases are systematically wrong, (waxing/waning moon inverted, or moon cycle shifted by a costant days offset) there is a chance to fix them by simply changing their position within the texture.

I also didn't test on other dates or phases either. Like I said it's just a small detail, not many people will ever notice it. :)

SH5 players tend to be picky. :O:
Anyway, if it is a detail that can be fixed, wny not to do it? :03:

SkyBaron
05-02-13, 02:04 PM
Can you make it sure, please? If in-game moon phases are systematically wrong, (waxing/waning moon inverted, or moon cycle shifted by a costant days offset) there is a chance to fix them by simply changing their position within the texture.


I'll do some testing and let you know.

Fifi
05-02-13, 02:44 PM
We don't see the moon same way in south hemisphere than in north hemisphere, and equator is different too :yep:

South hemisphere should be like that for all phases:
http://www.ac-nice.fr/clea/lunap/html/Phases/phsud4.gif
North hemisphere should be the inverse :yep:
And equator should be like:
http://www.ac-nice.fr/clea/lunap/html/Phases/phsud5.gif
Where i live, moon almost look like a "smile" at first quarters, a mix between equator and south hemisphere.
I'm quite sure all those moon phases around the world can't be done in SH, but maybe something close :hmmm:

gap
05-02-13, 03:06 PM
I'll do some testing and let you know.

I look forward to hearing from you :up:

We don't see the moon same way in south hemisphere than in north hemisphere, and equator is different too :yep:

Yep, having lived in equatorial Africa for several years, I know what you mean :yep:

I'm quite sure all those moon phases around the world can't be done in SH, but maybe something close :hmmm:

No idea about it :hmm2:

Fifi
05-02-13, 04:33 PM
I didn't try the fog but gave the sea parameters a try, sea type 2-5 looked really good imo. Especially 4 and 5, the sea type 0 and 1 had a little to much SeaSpeed for my taste, I changed them to these settings and now your sea parameters is my new waves mod. :salute:

Settings changed by me:

[SeaType 0]
SeaSpeed=0.950000


[SeaType 1]
SeaSpeed=0.800000


The rest of them I left the same as they looked really good. Give my settings a try for those two if like and let me know what you think. You can do a historical mission and choose the wind speed you want if using TDW UI. :)

Finally found something realistic on my rig about zero wind force.
Sea should be flat almost a mirror, but with small ondulations probably due to sea "inertia" force (don't know how to say in english):

[SeaType 0]
WindSpeed=0.000000
ScaleX=0.000000
ScaleY=0.000000
ScaleZ=0.000000
ScaleNormal=6.000000
BumpScaleU=2.000000
BumpScaleV=1.000000
NormalSharpness=0.030000
BumpScale=18.000000
BumpStrength=0.600000
FarWavesScale=1.500000
FarWavesStrength=0.500000
FresnelBias=0.150000
FresnelPower=8.000000
LargeWavesArmonics=3
LargeWavesCoef=0.050000
SeaSpeed=0.800000
WaveChoppinessFactor=0.010000
ReflectionIntensity=1.200000
ReflectionDeformation=0.500000
TransparencyDistance=3.200000
TransparencyDistanceUnder=9.000000
SpecGlossiness=160.000000
SpecIntensity=5.000000
SpecSpread=0.563000
UnderSpecGlossiness=32.000000
UnderSpecIntensity=4.000000
ExtraSpecGlossiness=1.000000
ExtraSpecIntensity=0.070000
ExtraSpecSpread=0.070000
HeightColorFactor=2.000000

Very good rendering here :sunny:

gap
05-02-13, 05:20 PM
Finally found something realistic on my rig about zero wind force.

keep on your good work, Fifi :up:

Sea should be flat almost a mirror, but with small ondulations probably due to sea "inertia" force (don't know how to say in english)

Maybe "ocean swell" is the correct English term :hmm2:

On the topic of wind force and main wave characteristics, you might want to have a look into the sea state table available at the bottom of the following link:

http://www.seakayak.ws/kayak/kayak.nsf/0/E4E2C690916A3A24852570DA0057E036

For each wind force (in Beaufort scale (http://en.wikipedia.org/wiki/Beaufort_scale#Modern_scale)) it lists significant wave height, average wave period and average wave lenght, calculated according to Pierson-Moskowitz spectrum (http://oceanworld.tamu.edu/resources/ocng_textbook/chapter16/chapter16_04.htm). Average wave speed can be inferred as lenght/period :03:

Very good rendering here :sunny:

Screenies? :D

Fifi
05-02-13, 05:34 PM
Thanks for the interesting links :up:
Ok, screenies will come :cool:

One thing i was thinking about waves in SH5, is i think they are instantaneously matched to wind speed. In RL, there is a time difference when for instance zero wind happens and flat sea...due to sea inertia :yep:
Inverse, from zero wind to 15 m/s in same day, waves take time to raise.
Not instantaneously like in game...but maybe it can't be done? :06:

gap
05-02-13, 06:17 PM
Thanks for the interesting links :up:
Ok, screenies will come :cool:

One thing i was thinking about waves in SH5, is i think they are instantaneously matched to wind speed. In RL, there is a time difference when for instance zero wind happens and flat sea...due to sea inertia :yep:
Inverse, from zero wind to 15 m/s in same day, waves take time to raise.
Not instantaneously like in game...but maybe it can't be done? :06:

In scene.dat there is a couple of parameters that, going by their names, should affect how fast wind direction and speed are changing. I couldn't find any parameter governing how long it takes for sea state to change according to current wind speed though. :hmm2:

Fifi
05-02-13, 07:22 PM
Ah, interesting...but probably way too complicated for my adjustments capacities :haha:

Here some screens, but not zero wind yet (didn't have this wind in daylight yet in my current career - always at night :D)
My new fog settings, here medium one - with Sober DOF V6, sun looks awesome on my rig:
http://img15.hostingpics.net/thumbs/mini_858586Newfogsetting.jpg (http://www.hostingpics.net/viewer.php?id=858586Newfogsetting.jpg)
14m/s wind, i get sometime (seems time randomized!) "breaker" waves surging and raising suddently on the deck and conning tower:
http://img15.hostingpics.net/thumbs/mini_331835Wavemouvment.jpg (http://www.hostingpics.net/viewer.php?id=331835Wavemouvment.jpg)
Other point of view:
http://img15.hostingpics.net/thumbs/mini_833663Wavemouvment2.jpg (http://www.hostingpics.net/viewer.php?id=833663Wavemouvment2.jpg)
...and giving this nice water splash from inside tower - but never submerge totally (other day screen):
http://img15.hostingpics.net/thumbs/mini_969154Watersplash.jpg (http://www.hostingpics.net/viewer.php?id=969154Watersplash.jpg)
It's so realistic on my 28" screen, i could watch waves all day with the feeling to be wet! :yep:
Love the new sea speed in your gale mod :sunny:
As soon as i'll get zero wind in daylight, i'll share it :up:

SkyBaron
05-02-13, 10:36 PM
Ah, interesting...but probably way too complicated for my adjustments capacities :haha:

Here some screens, but not zero wind yet (didn't have this wind in daylight yet in my current career - always at night :D)
My new fog settings, here medium one - with Sober DOF V6, sun looks awesome on my rig:
http://img15.hostingpics.net/thumbs/mini_858586Newfogsetting.jpg (http://www.hostingpics.net/viewer.php?id=858586Newfogsetting.jpg)
14m/s wind, i get sometime (seems time randomized!) "breaker" waves surging and raising suddently on the deck and conning tower:
http://img15.hostingpics.net/thumbs/mini_331835Wavemouvment.jpg (http://www.hostingpics.net/viewer.php?id=331835Wavemouvment.jpg)
Other point of view:
http://img15.hostingpics.net/thumbs/mini_833663Wavemouvment2.jpg (http://www.hostingpics.net/viewer.php?id=833663Wavemouvment2.jpg)
...and giving this nice water splash from inside tower - but never submerge totally (other day screen):
http://img15.hostingpics.net/thumbs/mini_969154Watersplash.jpg (http://www.hostingpics.net/viewer.php?id=969154Watersplash.jpg)
It's so realistic on my 28" screen, i could watch waves all day with the feeling to be wet! :yep:
Love the new sea speed in your gale mod :sunny:
As soon as i'll get zero wind in daylight, i'll share it :up:


Looks cool! :rock:

Fifi
05-02-13, 10:46 PM
Finally some zero wind (day and night with light fog - but stars/sun/moon not affect by, as we know):

http://img15.hostingpics.net/thumbs/mini_517098Zerowind.jpg (http://www.hostingpics.net/viewer.php?id=517098Zerowind.jpg)
My own sub wave with zero wind:
http://img15.hostingpics.net/thumbs/mini_643934Zerowindsubwave.jpg (http://www.hostingpics.net/viewer.php?id=643934Zerowindsubwave.jpg)
http://img15.hostingpics.net/thumbs/mini_591891Zerowindnight.jpg (http://www.hostingpics.net/viewer.php?id=591891Zerowindnight.jpg)
Trying to identify the boat's flag in background :D
http://img15.hostingpics.net/thumbs/mini_266074Zerowindnight2.jpg (http://www.hostingpics.net/viewer.php?id=266074Zerowindnight2.jpg)

I still didn't try to give a more mirror effect...yet!

Silent Steel
05-03-13, 12:10 AM
14m/s wind, i get sometime (seems time randomized!) "breaker" waves surging and raising suddently on the deck and conning tower:
...and giving this nice water splash from inside tower - but never submerge totally (other day screen):
http://img15.hostingpics.net/thumbs/mini_969154Watersplash.jpg (http://www.hostingpics.net/viewer.php?id=969154Watersplash.jpg)
As soon as i'll get zero wind in daylight, i'll share it :up:

:Kaleun_Applaud:

Fifi
05-03-13, 03:41 AM
Other thing to note about winds and waves in SH5, is max game wind is 15m/s = 7 on Beaufort scale...
SH5 15m/s waves aren't really matching what we see on your link for 7 Beaufort as below...

http://www.seakayak.ws/kayak/kayak.nsf/0/e4e2c690916a3a24852570da0057e036/Body/35.3310!OpenElement&FieldElemFormat=gif

They are much higher/rougher. Could be because of the lack of higher wind in game :hmmm:

Silent Steel
05-03-13, 09:03 AM
I'm getting desperate...disaster struck :/\\!!

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6595

What to do?
Or could anyone recommend a good therapist?

Echolot
05-03-13, 09:08 AM
What to do?Try with your e-mail instead of the username.

PS Is Uplay set to offline mode?

PPS This is not Uplay, it's the old game launcher, uninstall (the launcher), load the uplay client (http://static3.cdn.ubi.com/orbit/launcher_installer/UplayInstaller.exe), install. Should work.

Scümbagfuhrer
05-03-13, 09:34 AM
Hello, Im just using this mod recently, now I see this mod creates many folder on my SH5 folder, is it normal? what is the function of this folder?
http://puu.sh/2M1st.png

Silent Steel
05-03-13, 09:41 AM
Try with your e-mail instead of the username.

PS Is Uplay set to offline mode?

PPS This is not Uplay, it's the old game launcher, uninstall (the launcher), load the uplay client (http://static3.cdn.ubi.com/orbit/launcher_installer/UplayInstaller.exe), install. Should work.


Thanks Echolot!

That screen looked so familiar but I didn't remember it was the old launcher.
Seems like the patch didn't load properly, had to patch once again and to be sure I installed a new Uplay.

All solved and up and running again :D

Thanks again!

Echolot
05-03-13, 09:50 AM
Hello, Im just using this mod recently, now I see this mod creates many folder on my SH5 folder, is it normal? what is the function of this folder?

Seems you unzipped the mod to the wrong folder, move them all into the MODS folder.

All solved and up and running again

:Kaleun_Thumbs_Up:

Scümbagfuhrer
05-03-13, 09:59 AM
Seems you unzipped the mod to the wrong folder, move them all into the MODS folder.



Thanks mate, didn't see DynEnv was actually a folder with subfolder in it

Echolot
05-03-13, 10:03 AM
Thanks mate, didn't see DynEnv was actually a folder with subfolder in it

Should be "Silent Hunter 5/MODS/mods name (DynEnv-Main i.e.)/data.

Silent Steel
05-03-13, 12:28 PM
This might be of some help

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6596

gap
05-04-13, 10:21 AM
Here some screens, but not zero wind yet

...

It's so realistic on my 28" screen, i could watch waves all day with the feeling to be wet! :yep:
Love the new sea speed in your gale mod :sunny:
As soon as i'll get zero wind in daylight, i'll share it :up:

Finally some zero wind

...

I still didn't try to give a more mirror effect...yet!

Very well done Fifi,

if you agree, when you finish your updates on them, I will include your version of the gale waves mod into DynEnv :up:

Other thing to note about winds and waves in SH5, is max game wind is 15m/s = 7 on Beaufort scale...
SH5 15m/s waves aren't really matching what we see on your link for 7 Beaufort as below...

They are much higher/rougher. Could be because of the lack of higher wind in game :hmmm:

Exactly: DynEnv waves - gale version, is not realistic for the 15 m/s maximum wind speed imposed by the game. I just hope that TDW can unlock this limit with one of his patches. :-?

Refer to the sea state table I mentioned in one of my previous posts for realistic wave heights, widths and speeds at the wind speeds currently allowed in game.

I am still trying to figure out how the ScaleX, Y and Z parameters convert into real sizes, but it is likely that they are expressed in game lengh units (1 unit = 10 real world meters). :know:

mainexpress
05-08-13, 10:13 AM
i go to download this mod...and i get a plain white page...and no file:hmmm:

gap
05-08-13, 10:23 AM
i go to download this mod...and i get a plain white page...and no file:hmmm:

It is trange: I have just clicked on the link contained on top of DynEnv 2.9's download page (subsim downloads section) (http://www.subsim.com/radioroom/downloads.php?do=file&id=3975), and the after the white page, the download started as expected :hmmm:

If problem persists try contacting Neal

mainexpress
05-08-13, 10:33 AM
It is trange: I have just clicked on the link contained on top of DynEnv 2.9's download page (subsim downloads section) (http://www.subsim.com/radioroom/downloads.php?do=file&id=3975), and the after the white page, the download started as expected :hmmm:

If problem persists try contacting NealGot it:up: just had to wait for awhile...my connection aint the greatest...

gap
05-08-13, 10:35 AM
Got it:up: just had to wait for awhile...my connection aint the greatest...

good! :up:

Fifi
05-09-13, 01:21 AM
Very well done Fifi,

if you agree, when you finish your updates on them, I will include your version of the gale waves mod into DynEnv :up:


Gap, here is my best waves settings for DE Gale.
I can't do better for zero wind, without having sea stripes going to horizon, as you may know about.
To me it looks very nice as well as all different sea speed :up:
http://www.mediafire.com/?83aiko3tzfqv9h1

7thSeal
05-09-13, 07:22 AM
Gap, here is my best waves settings for DE Gale.
I can't do better for zero wind, without having sea stripes going to horizon, as you may know about.
To me it looks very nice as well as all different sea speed :up:
http://www.mediafire.com/?83aiko3tzfqv9h1


Thanks for the update on this Fifi, I'm certainly going to give this one a try. Zero wind looks great in the screenshots as do the others.

:salute:

gap
05-09-13, 01:24 PM
Gap, here is my best waves settings for DE Gale.
I can't do better for zero wind, without having sea stripes going to horizon, as you may know about.
To me it looks very nice as well as all different sea speed :up:
http://www.mediafire.com/?83aiko3tzfqv9h1

Thank you very much Fifi! I have made your mod JSGME ready and I have just updated post #1 with a link to it :sunny:

Fifi
05-09-13, 04:22 PM
That's cool of you, thanks! :sunny:
As soon as i get again zero wind in my career, i'll give you some new screens of the sea with latest settings.

Fifi
05-09-13, 08:11 PM
Ok, here latest and last zero wind :sunny::

http://img15.hostingpics.net/thumbs/mini_232973Zerowind1.jpg (http://www.hostingpics.net/viewer.php?id=232973Zerowind1.jpg)
http://img15.hostingpics.net/thumbs/mini_243135Zerowind2.jpg (http://www.hostingpics.net/viewer.php?id=243135Zerowind2.jpg)
http://img15.hostingpics.net/thumbs/mini_841092Zerowind3.jpg (http://www.hostingpics.net/viewer.php?id=841092Zerowind3.jpg)
http://img15.hostingpics.net/thumbs/mini_949503Zerowind4.jpg (http://www.hostingpics.net/viewer.php?id=949503Zerowind4.jpg)
http://img15.hostingpics.net/thumbs/mini_922681Zerowind5.jpg (http://www.hostingpics.net/viewer.php?id=922681Zerowind5.jpg)
http://img15.hostingpics.net/thumbs/mini_568216Zerowind6.jpg (http://www.hostingpics.net/viewer.php?id=568216Zerowind6.jpg)
http://img15.hostingpics.net/thumbs/mini_861435Zerowind7.jpg (http://www.hostingpics.net/viewer.php?id=861435Zerowind7.jpg)

On side note, DE associated with Sober DOF V6 is stunning! :yeah:
(you can update picture link of first post, if you want)

7thSeal
05-10-13, 09:30 AM
After I finally got around to trying out the new zero wind settings, I enjoy having them. Nice work on this Fifi. :)

http://imageshack.us/a/img842/8627/sh52013051009143438.jpg (http://imageshack.us/photo/my-images/842/sh52013051009143438.jpg/)

gap
05-10-13, 09:59 AM
Ok, here latest and last zero wind :sunny::

Just beautiful! Fifi, I am really amazed by the quality of your work :yep:

What would be cool now, is having a second version of SeaParameters.cfg with realistic wave appearence, lenght, speed, height, etc for the maxium wind speed allowed in game. Pictures and charts I have posted here a while ago could be a good reference. What do you think? :D

On side note, DE associated with Sober DOF V6 is stunning! :yeah:

Yes, DOF is another great mod :03:

(you can update picture link of first post, if you want)

Done :up:

volodya61
05-10-13, 10:30 AM
What would be cool now, is having a second version of SeaParameters.cfg with realistic wave appearence, lenght, speed, height, etc for the maxium wind speed allowed in game. Pictures and charts I have posted here a while ago could be a good reference.

I tried to edit seaparameters.cfg last week based on your pics and charts.. there is a devilish lot of work.. hundreds, maybe thousands tests.. I while gave up..


@ Fifi

Beautiful work! :yeah:
Just tried it.. nice, very nice.. keep up this good work :up:

gap
05-10-13, 10:35 AM
I tried to edit seaparameters.cfg last week based on your pics and charts.. there is a devilish lot of work.. hundreds, maybe thousands tests.. I while gave up..

Yes, I know :-?

By the way, have you tried editing settings "on the fly", as suggested by sober (start game in windowed mode, and close/reload mission after each change instead of closing/reloading the game)?

volodya61
05-10-13, 10:52 AM
Yes, I know :-?

By the way, have you tried editing settings "on the fly", as suggested by sober (start game in windowed mode, and close/reload mission after each change instead of closing/reloading the game)?

Yes, I know.. We can edit seaparameters.cfg and some other files without having to completely quit the game.. still a lot of tests :D

gap
05-10-13, 11:20 AM
Yes, I know.. We can edit seaparameters.cfg and some other files without having to completely quit the game.. still a lot of tests :D

We can do it!

http://3.bp.blogspot.com/-S2F-dKpBZPY/UEpPNO2ZoWI/AAAAAAAAB-Y/PMAvD8d371w/s1600/yes+we+can+kattomic+energy.jpg

volodya61
05-10-13, 11:23 AM
We can do it!



:har:

Silent Steel
05-10-13, 12:36 PM
Thanks for your hard work mate :salute:
This is epic

Fifi
05-10-13, 04:23 PM
Thanks guys :up:
Glad you're enjoying it :sunny:

What would be cool now, is having a second version of SeaParameters.cfg with realistic wave appearence, lenght, speed, height, etc for the maxium wind speed allowed in game. Pictures and charts I have posted here a while ago could be a good reference. What do you think?

Yes, i tried some new X,Y,Z waves settings to see what could be done, mainly to space waves between each other...it's not that easy, and first results were not satisfying :-?
It will take some time before i handle those XYZ values correctly...
On other hand, game is limiting wind to 30 knots. It's not very high...If we modelize waves accordingly to those 30 knots limit, we'll never see big waves coming to top conning tower you know :hmmm:
Actually, it's kind of game compromise, and the real wind values we see ingame can't be really taken in account for waves height:yep:

Fifi
05-10-13, 05:02 PM
Back to my fog adjustments, as i said some posts back, i've increased the fog distance parameters mainly for gameplay matters.
So now, boats begin to be viewable in medium fog around 2500/2300m...and in heavy fog around 1000m...and i like pretty much this rendering.
But problem is my AI officer (and watch crew) can still see them way further, and i can ask him to identify them even though i don't see them :down:

So what is the file i could adjust to decrease the AI officer and watch crew view distance? :06:...if there is any!...

volodya61
05-11-13, 04:34 AM
Back to my fog adjustments, as i said some posts back, i've increased the fog distance parameters mainly for gameplay matters.
So now, boats begin to be viewable in medium fog around 2500/2300m...and in heavy fog around 1000m...and i like pretty much this rendering.
But problem is my AI officer (and watch crew) can still see them way further, and i can ask him to identify them even though i don't see them :down:

So what is the file i could adjust to decrease the AI officer and watch crew view distance? :06:...if there is any!...

data/Cfg/sensors.cfg and sim.cfg.. one for your crew, other for AI-ships crews.. both in IRAI..

gap
05-11-13, 08:40 AM
Yes, i tried some new X,Y,Z waves settings to see what could be done, mainly to space waves between each other...it's not that easy, and first results were not satisfying :-?
It will take some time before i handle those XYZ values correctly...

Let me know if I can help with them. As I told you a while ago, I think they are expressed in game units (1 unit= 10 m). Recently, I have created a simple spreadsheet for previewing various wave lenght/heights on graph and comparing them to ship sizes. If you want, I can send it your way. :up:


On other hand, game is limiting wind to 30 knots. It's not very high...If we modelize waves accordingly to those 30 knots limit, we'll never see big waves coming to top conning tower you know :hmmm:
Actually, it's kind of game compromise, and the real wind values we see ingame can't be really taken in account for waves height:yep:

Wind speed limit is actually 15 m/s, not 30. Your lapsus led me to another idea though. Having to face force 9 waves while being reported a wind speed of 15 m/s doesn't look right to me; I wonder how difficult would be making NO's weather reports to display 2 x wind speeds: i.e. a wind speed of 5 m/s (game setting) would be reported as 10 m/s, 10 m/s as 20 m/s, and so on... I know it is a small detail, but imo it would add to the immersion. Unfortunately I don't know how to do it, if possible at all, but maybe TDW or DrJones can give us some clues.

Back to my fog adjustments, as i said some posts back, i've increased the fog distance parameters mainly for gameplay matters.
So now, boats begin to be viewable in medium fog around 2500/2300m...and in heavy fog around 1000m...and i like pretty much this rendering.
But problem is my AI officer (and watch crew) can still see them way further, and i can ask him to identify them even though i don't see them :down:

So what is the file i could adjust to decrease the AI officer and watch crew view distance? :06:...if there is any!...

For watch crew, you can adjust Visual fog factor in Sensors.cfg. As for ship identification abilities by the officer, you should ask TDW on it.

TheDarkWraith
05-11-13, 08:45 AM
Anything dealing with weather is hard-coded in the game (thus the weather report details). I know where in sh5 code the command for the weather report is processed and the string for it is built. Currently don't want to go down that road yet though as many more things are more important than the weather.

gap
05-11-13, 09:01 AM
Anything dealing with weather is hard-coded in the game (thus the weather report details). I know where in sh5 code the command for the weather report is processed and the string for it is built.

:up:


Currently don't want to go down that road yet though as many more things are more important than the weather.

I don't know if Fifi and other players will agree with you on this point, but I would be happy enough if you put this and other (and more important) weather related issues at the last place of your todo list :salute:

volodya61
05-11-13, 10:26 AM
Another thought about Fifi's edition.. it's beautiful but.. how many days in a year can we see similar sea state like in [SeaType 0] in the Baltic? even if wind speed is 0m/sec the Baltic (and others Northern seas) doesn't looks like mirror.. I think would be much better to make several Sea mods.. for Northern waters, for Pacific waters, for Mediterranean.. like we already have several types of sea plants..

What do you think? community? :)

Fifi
05-11-13, 07:14 PM
Recently, I have created a simple spreadsheet for previewing various wave lenght/heights on graph and comparing them to ship sizes. If you want, I can send it your way. :up:


Sure, could be interesting :up:

Wind speed limit is actually 15 m/s, not 30.

15m/s = 30 knots :D
I prefer knots as reference, it's much more talking to me. When i navigate for RL, we all use knots instead of m/s :)

For watch crew, you can adjust Visual fog factor in Sensors.cfg. As for ship identification abilities by the officer, you should ask TDW on it.

Well, reading his answer on the question, i'm gonna leave this alone for the moment! :haha:

I don't know if Fifi and other players will agree with you on this point, but I would be happy enough if you put this and other (and more important) weather related issues at the last place of your todo list

:yep: :up:

Another thought about Fifi's edition.. it's beautiful but.. how many days in a year can we see similar sea state like in [SeaType 0] in the Baltic? even if wind speed is 0m/sec the Baltic (and others Northern seas) doesn't looks like mirror.. I think would be much better to make several Sea mods.. for Northern waters, for Pacific waters, for Mediterranean.. like we already have several types of sea plants..

Honestly, i think zero wind in Baltic, Arctic, Atlantic, Pacific etc...is the same zero wind rendering :yep:
Water is exactly the same, and without any wind = no waves at all = maximum water reflection in whatever earth place.
Only sea color may change, due to sea ground/depth combined to sky color and clouds overcast IMO.

Silent Steel
05-12-13, 03:37 AM
15m/s = 30 knots :D
I prefer knots as reference, it's much more talking to me. When i navigate for RL, we all use knots instead of m/s :)

:yep: :up:

volodya61
05-12-13, 09:10 AM
Honestly, i think zero wind in Baltic, Arctic, Atlantic, Pacific etc...is the same zero wind rendering :yep:
Water is exactly the same, and without any wind = no waves at all = maximum water reflection in whatever earth place.
Only sea color may change, due to sea ground/depth combined to sky color and clouds overcast IMO.

Sorry, Fifi.. I don't think so.. I've never seen 'mirror' sea in the Baltic.. but it's only my point of view.. better to ask people who lives there..

Silent Steel, are you here?

Silent Steel
05-12-13, 11:06 AM
Sorry, Fifi.. I don't think so.. I've never seen 'mirror' sea in the Baltic.. but it's only my point of view.. better to ask people who lives there..

Silent Steel, are you here?

Есть товариш Капитан, всегда :salute:
Ты полностью прав Володя! :yep:

Volodya is completely right here.
Living right in the middle of the Baltic and sailing from April-May to end of September all I can do is to agree with Volodya.
So far I've only seen a 'mirror' see very close to the coast (i.e. < 0.5 NMi)
Farther out at sea, even by flat calm - no 'mirror' sea.

volodya61
05-12-13, 11:31 AM
Есть товариш Капитан, всегда :salute:
Ты полностью прав Володя! :yep:

:salute:

Thanks for the reply, Silent :up:

It was discuss my previous post here - http://www.subsim.com/radioroom/showpost.php?p=2054925&postcount=374

I think 'mirror' state of the sea is more appropriate to the tropical and equatorial areas of the ocean, far of the coasts.. and isn't appropriate to the seas surrounded by land..

gap
05-12-13, 01:25 PM
Sorry guys, but Mediterranean is a closed sea as well, and the specular sea effect is quite common when the sun is low on the horizon, no matter how far from the shore. :yep:

Maybe it has to do with water depth, or water transparence :hmmm:

Anyway there is a better way to limit the specular effect than setting different sea parameters for each sea: IIRC, the effect is determined by "ExtraSpecColor" parameters in EnvColors cfg files, which are applied locally for each zone set on map (no need to enable a new cfg file each time we change location). Set them to a darker color and extra water reflections will be gone. Moreover, we will be able to set the desired degree of reflection for different weathers and sun angles. The only downside is that I would be forced to edit that damn tga map once again, and we are also running short of map colors available for setting new zones :hmm2:

volodya61
05-12-13, 01:41 PM
Anyway there is a better way to limit the specular effect than setting different sea parameters for each sea: IIRC, the effect is determined by "ExtraSpecColor" parameters in EnvColors cfg files, which are applied locally for each zone set on map (no need to enable a new cfg file each time we change location). Set them to a darker color and extra water reflections will be gone. Moreover, we will be able to set the desired degree of reflection for different weathers and sun angles. The only downside is that I would be forced to edit that damn tga map once again, and we are also running short of map colors available for setting new zones :hmm2:

I meant not only specular effect.. in the Northern seas I've never seen smooth surface.. even if wind speed was 0.. there is always a slight disturbance of the sea..

vlad29
05-12-13, 02:32 PM
I meant not only specular effect.. in the Northern seas I've never seen smooth surface.. even if wind speed was 0.. there is always a slight disturbance of the sea..

It could be smooth but vary rear, near the shore or in harbors/bays:salute:

volodya61
05-12-13, 03:03 PM
It could be smooth but vary rear, near the shore or in harbors/bays:salute:

That's exactly what I'm talking about.. last time went to Scapa and the wind was 0m/s during five days.. the North Sea was like a mirror five days.. it's a nonsense.. :)

Fifi
05-12-13, 03:34 PM
So if no mirror sea up that Northern, maybe just delete 0m/s wind or better, back up original Gale xyz values for zero wind :up:
...but still don't understand how you can get waves with real zero wind up there, as it's only wind wich raise waves on water surface :hmmm: (assuming zero wind has to be effective for quite some time, for the sea to calm down - it's not instantaneous)

vlad29
05-12-13, 03:50 PM
So if no mirror sea up that Northern, maybe just delete 0m/s wind or better, back up original Gale xyz values for zero wind :up:
...but still don't understand how you can get waves with real zero wind up there, as it's only wind wich raise waves on water surface :hmmm: (assuming zero wind has to be effective for quite some time, for the sea to calm down - it's not instantaneous)

You're right re. wind, but waves in the open sea could migrate up to 5000 miles from the epicentre they appear.

volodya61
05-12-13, 03:51 PM
So if no mirror sea up that Northern, maybe just delete 0m/s wind or better, back up original Gale xyz values for zero wind :up:

Fifi, once again.. I'm not saying that your edition is bad or wrong.. just read again my first post on this issue - http://www.subsim.com/radioroom/showpost.php?p=2054925&postcount=374
My opinion - we needs several waves/sea conditions mods like we already have several mods for underwater plants.. all seas and waters are different..

...but still don't understand how you can get waves with real zero wind up there, as it's only wind wich raise waves on water surface :hmmm: (assuming zero wind has to be effective for quite some time, for the sea to calm down - it's not instantaneous)

There are too many factors affecting the condition of the sea surface and on the wave.. not only the wind.. currents, tides, air and water temperature, etc..

Fifi
05-12-13, 04:13 PM
There are too many factors affecting the condition of the sea surface and on the wave.. not only the wind.. currents, tides, air and water temperature, etc..

Yes, you're right!
Currents, certainly. Don't know about the currents states up there...
Tides, only close to coasts imo, and where sea ground is getting less deep when raising up.
Air and water temperature i don't think so directly...but indirectly it's a factor for the wind to raise, hence waves to build up :D

Silent Steel
05-13-13, 01:03 AM
Tides, only close to coasts imo, and where sea ground is getting less deep when raising up.
Air and water temperature i don't think so directly...but indirectly it's a factor for the wind to raise, hence waves to build up :D

Whatever the actual reasons for no 'mirror' sea might be, even at flat calm, I can't tell.
Still, if my sense of sight hasn't been and isn't tricking me, there is no such 'mirror' sea.

Tidal effects around the Baltic Sea only occur in the Danish Straits (not in the Baltic Sea) the narrow passage between the southernmost part of Sweden and Denmark which by definition isn't the Baltic Sea.

The Baltic Sea/ Hydrography (http://en.wikipedia.org/wiki/Baltic_Sea) :smug:

gap
05-13-13, 09:52 AM
Okay guys, going by your statements, which no one not living in your areas can reasonably question, we are left with no other option that the one initially suggested by Volodya: 2 different wave mods, one for open waters in general, and one for coastal waters (where the low bathymetry brings underwater currents on the surface), the Baltic and (as I seem to understand from Volodya's location) the Black Sea.

As noted by Fifi, creating two sets of settings shouldn't be too difficult, as we would need to edit only the settings for zero wind :up:

volodya61
05-13-13, 10:11 AM
Okay guys, going by your statements, which no one not living in your areas can reasonably question, we are left with no other option that the one initially suggested by Volodya: 2 different wave mods, one for open waters in general, and one for coastal waters (where the low bathymetry brings underwater currents on the surface), the Baltic and (as I seem to understand from Volodya's location) the Black Sea.

I'm afraid you got me wrong :).. Black Sea is a warm sea and I often have seen it in 'mirror' state.. I think, my suggestions are more for the cold seas.. like Baltic, North, Barents, Norwegian etc..

gap
05-13-13, 10:21 AM
I'm afraid you got me wrong :).. Black Sea is a warm sea and I often have seen it in 'mirror' state.. I think, my suggestions are more for the cold seas.. like Baltic, North, Barents, Norwegian etc..

Okay, hopefully your point don't change the essence of our plan: two alternative wave mods, one for "flat" zero wind sea, and one for more "swelled" zero wind sea :up:

volodya61
05-13-13, 10:31 AM
Okay, hopefully your point don't change the essence of our plan..

by no means.. simply clarified.. :03:

Fifi
05-13-13, 05:43 PM
For watch crew, you can adjust Visual fog factor in Sensors.cfg. As for ship identification abilities by the officer, you should ask TDW on it.

Back again with fog :D
That's awesome! Thanks to Volodya and Gap :up:

I adjusted this visual fog factor in sensor.cfg of IRAI, and now my crew can ONLY get a visual contact when boat is getting slowly out of fog layer :yeah:
No need to adjust something else for the locking target issue, as it's very tied to what my crew is visually detecting!
Meaning no visual contact of watch crew, no target locking possible...

At first, i thought i had to decrease TDW value, but no! It gave me the inverse. I was able to get visual contact (hence lock targets) kilometers away in fog :o
So i increased this value up to 1.10, and all seems fine. Though i still have to fine tune it...and see what's going on with other fog types, and no fog at all of course.
Stay tuned :D

Fifi
05-13-13, 07:55 PM
:Kaleun_Party::Kaleun_Salivating:

Perfect!!
I keep new 1.10 value in visual fog factor of IRAI/sensor.cfg :up:
It match perfectly my fog values i tweaked the other day.
Now, i get those values:
- Light fog: 6000m to be able to lock/boat at the edge of fog layer
- Medium fog: 2800m to be able to lock/boat at the edge of fog layer
- Heavy fog: 1100m to be able to lock/boat at the edge of fog layer
- No fog: 15000m to get a visual contact (hence to be able to lock)

Better with pictures :D
Light fog unable to lock at 6100m:
http://img15.hostingpics.net/thumbs/mini_844909LightFognolock6100m.jpg (http://www.hostingpics.net/viewer.php?id=844909LightFognolock6100m.jpg)
Light fog able to lock at 6000m:
http://img15.hostingpics.net/thumbs/mini_988805LightFoglock6000m.jpg (http://www.hostingpics.net/viewer.php?id=988805LightFoglock6000m.jpg)
Medium fog unable to lock at 2900m:
http://img15.hostingpics.net/thumbs/mini_974636MediumFognolock2900m.jpg (http://www.hostingpics.net/viewer.php?id=974636MediumFognolock2900m.jpg)
Medium fog able to lock at 2800m:
http://img15.hostingpics.net/thumbs/mini_435944MediumFoglock2800m.jpg (http://www.hostingpics.net/viewer.php?id=435944MediumFoglock2800m.jpg)
Heavy fog unable to lock at 1200m:
http://img15.hostingpics.net/thumbs/mini_294854HeavyFognolock1200m.jpg (http://www.hostingpics.net/viewer.php?id=294854HeavyFognolock1200m.jpg)
Heavy fog able to lock at 1100m:
http://img15.hostingpics.net/thumbs/mini_185441HeavyFoglock1100m.jpg (http://www.hostingpics.net/viewer.php?id=185441HeavyFoglock1100m.jpg)

Game is getting better and better! :yeah:

gap
05-13-13, 08:28 PM
Back again with fog :D
That's awesome! Thanks to Volodya and Gap :up:

:salute:


I adjusted this visual fog factor in sensor.cfg of IRAI, and now my crew can ONLY get a visual contact when boat is getting slowly out of fog layer :yeah:
No need to adjust something else for the locking target issue, as it's very tied to what my crew is visually detecting!
Meaning no visual contact of watch crew, no target locking possible...

:yeah:


At first, i thought i had to decrease TDW value, but no! It gave me the inverse.

yes indeed it is the fog visual (hindrance) factor, so the bigger the value the lesser you crew can see through fog.


I was able to get visual contact (hence lock targets) kilometers away in fog :o
So i increased this value up to 1.10, and all seems fine. Though i still have to fine tune it...and see what's going on with other fog types, and no fog at all of course.
Stay tuned :D

I alway thought that this factor was in the range 0 (no visual hindrance) - 1 (maximum hindrance). Good to know that values higher that 1 are also accepted :up:

:Kaleun_Party::Kaleun_Salivating:

Perfect!!
I keep new 1.10 value in visual fog factor of IRAI/sensor.cfg :up:
It match perfectly my fog values i tweaked the other day.
Now, i get those values:
- Light fog: 6000m to be able to lock/boat at the edge of fog layer
- Medium fog: 2800m to be able to lock/boat at the edge of fog layer
- Heavy fog: 1100m to be able to lock/boat at the edge of fog layer
- No fog: 15000m to get a visual contact (hence to be able to lock)

Better with pictures :D

Haven't you overdone a bit? I mean, at 6,100, 2,900, and 1,200 m, ship silhouettes are already clearly visible as shown by your screenies, but your crew won't spot them anyway. :hmm2:

Fifi
05-13-13, 09:15 PM
Haven't you overdone a bit? I mean, at 6,100, 2,900, and 1,200 m, ship silhouettes are already clearly visible as shown by your screenies, but your crew won't spot them anyway. :hmm2:

Visible yes, but not neat...
Well i could try reducing to 1.0 value instead of 1.10...of course.
Thought it was good to simulate reaction time mainly for the officer to identify them :D
I'll try it right away! :)

Fifi
05-13-13, 10:58 PM
So new results with 1.0 value:
http://img15.hostingpics.net/thumbs/mini_386427Lockingwith10value.jpg (http://www.hostingpics.net/viewer.php?id=386427Lockingwith10value.jpg)
As you see, i was able to lock when very first boat pixel was appearing on my screen...it's a little too much for me (not neat enough to identify)

I decrease the 1.10 for 1.05, and i like it better.
Can't lock yet:
http://img15.hostingpics.net/thumbs/mini_602940Mediumfogcantlockyet.jpg (http://www.hostingpics.net/viewer.php?id=602940Mediumfogcantlockyet.jpg)
Can lock:
http://img15.hostingpics.net/thumbs/mini_695622Mediumfogicanlocknow.jpg (http://www.hostingpics.net/viewer.php?id=695622Mediumfogicanlocknow.jpg)
It's good enough for me, and simulate few seconds/minute to scroll and look in the manual!

gap
05-14-13, 06:23 PM
Recently, I have created a simple spreadsheet for previewing various wave lenght/heights on graph and comparing them to ship sizes. If you want, I can send it your way. :up:

Sure, could be interesting :up:

Sorry Fifi, I had overlooked answering this post by you. If you are still interested into my spreadsheet, my offer is still valid :up:


15m/s = 30 knots :D
I prefer knots as reference, it's much more talking to me. When i navigate for RL, we all use knots instead of m/s :)

Sorry again: I didn't notice the unit :doh: :D

gap
05-19-13, 09:45 AM
Answering a question posted by Venus in the old [WIP] thread:

I have a question. I have these installed:

DnyEnv Main mod,
DnyEnv Vivid skies,
DnyEnv Sound
DnyEnv Sea plants, waves & no murky waters.

Problem is the sun is soo bright and massive in the sky. Realistically
it should be about same size as the moon (that's how eclipses occur lol).

So I want to adjust the script SkyPS_SH5.fx but I'm not sure
which to change. The problem for me is the sky is so bright
and everything gets washed out in it.

I understand what you are doing here, trying to create a glare
to obscure things. But truth is, a sailor would just put his
hand over his eyes, or lower his cap to block it lol.

Could you tell me what to change to lower brightness and
make the sun smaller please? Same as moon would be nice.

In fact be a great option, to allow a different sun.

Thanks

Venus

You might want to:


1 - try one or both of the following mods, and see if they make things better:

sobers DOF
sobers Light Cfg

2 - play with one or more of the following parameters:

data/Filters/ColorCorrection/hdr_exterior.cfg

Gamma (reduce it)
Brightness (reduce it)
Contrast (reduce it)
LevelsInputMidtone (increase it)
LevelsInputWhite (increase it)


data/Cfg/Lights.cfg

[HDR Exterior]
SunMultiplier (decrease it)
EyeAdaptationTime (decrease it)
GaussBloomMultiplier (decrease it)
LightShaftsStrength (decrese it)
LightShaftsDensity (decrease it)
LightShaftsWeight (decrease it)

My understanding is tha most of the above parameters are in the range 0-1. Unfortunately, it is not easy finding an optimal set of settings, as their effect depends on a number of "external" factors sush as your gfx card, you monitor, etc.

Let us know if you find some settings that work for you :up:

...if not, I am afraid that you are left with one last option:

3 - buy a good pair of sunglasses :sunny: :D

NeonsStyle
05-19-13, 03:06 PM
Answering a question posted by Venus in the old [WIP] thread:



You might want to:


1 - try one or both of the following mods, and see if they make things better:

sobers DOF
sobers Light Cfg

2 - play with one or more of the following parameters:

data/Filters/ColorCorrection/hdr_exterior.cfg

Gamma (reduce it)
Brightness (reduce it)
Contrast (reduce it)
LevelsInputMidtone (increase it)
LevelsInputWhite (increase it)


data/Cfg/Lights.cfg

[HDR Exterior]
SunMultiplier (decrease it)
EyeAdaptationTime (decrease it)
GaussBloomMultiplier (decrease it)
LightShaftsStrength (decrese it)
LightShaftsDensity (decrease it)
LightShaftsWeight (decrease it)

My understanding is tha most of the above parameters are in the range 0-1. Unfortunately, it is not easy finding an optimal set of settings, as their effect depends on a number of "external" factors sush as your gfx card, you monitor, etc.

Let us know if you find some settings that work for you :up:

...if not, I am afraid that you are left with one last option:

3 - buy a good pair of sunglasses :sunny: :D

Thanks, appreciate the effort. I'll try some of those things
and see if they make it nicer. If I find something I like, I'll post it :)

[EDIT] Ok installed Sobers DOF & Light cfg, helped a little.
So I tweaked the data/cfg/lights.cfg and got a much
more satisfactory and realistic result :)

Here's the changes:

LightShaftStength = 0.015 was 0.055
LightShaftDensity = 0.2 was 0.7
LightShaftWeight = 0.4 was 0.8

This makes a much nicer view into Sun without all the nasty
and unrealistic glare. Also added Sobers DOF & Sobers Light cfg in
Subsims Download section.

Thanks heaps Gap, solved it perfectly :)

gap
05-20-13, 04:30 PM
Ok installed Sobers DOF & Light cfg, helped a little.
So I tweaked the data/cfg/lights.cfg and got a much
more satisfactory and realistic result :)

Here's the changes:

LightShaftStength = 0.015 was 0.055
LightShaftDensity = 0.2 was 0.7
LightShaftWeight = 0.4 was 0.8

This makes a much nicer view into Sun without all the nasty
and unrealistic glare. Also added Sobers DOF & Sobers Light cfg in
Subsims Download section.

Thanks heaps Gap, solved it perfectly :)

Thak you too for your time and patience, Venus. I am glad you have sorted out your problem! :yeah:

If someone else tests your settings, and find them useful on his system too, I could make them into a new optional mod. In this respect I hope that Trevally is reading this post as, if memory serves me well, he had the same problem as you more or less :03:

THE_MASK
05-20-13, 04:45 PM
On a medium fog night you should not be able to see the bow of your submarine . IE: Cannot quite see it . Adjust the ingame or monitor gamma to achieve this . Nights should be dark not light . You shouldnt be able to tell what flags a ship is running in medium fog at night unless really close .

gap
05-20-13, 05:43 PM
On a medium fog night you should not be able to see the bow of your submarine . IE: Cannot quite see it . Adjust the ingame or monitor gamma to achieve this . Nights should be dark not light . You shouldnt be able to tell what flags a ship is running in medium fog at night unless really close .

I like your concept, sober, I think you are one of the most hardcore subsimmers, but to be fair we should also sabotage a bit the visual sensors of our enemies :arrgh!:

THE_MASK
05-20-13, 05:45 PM
I like your concept, sober, I think you are one of the most hardcore subsimmers, but to be fair we should also sabotage a bit the visual sensors of our enemies :arrgh!:I have been decks awash and stopped (7.5mts) at night with no moon and no fog and within a few hundred meters of cargo ships without them spotting me . Actually the same in scapa flow with the torpedo boats , i can get very close as long as i am not betwwen the moon and the ship .

Fifi
05-20-13, 07:48 PM
On a medium fog night you should not be able to see the bow of your submarine

Well that's your point of view, and all depending what we call medium fog in reality :D

Not seeing the submarine bow (even at night), to me, it should be called heavy fog :yep: (+-25m visi)
Not seeing your watching crew mate standing 80cm far of you should be callled very heavy fog :haha:...and we don't have very heavy fog ingame.
To me ideally medium fog, and what i could imagine of, would be +- 500m visi. But for gameplay matters, and in regard of SH5 fog randomizing ingame, i setted it up to 2000m.
Just can't stand playing half of my SH5 time with <500m visi...unrealistic even for Northern seas imo.
So all this is very subjective :03:

THE_MASK
05-20-13, 08:52 PM
Well that's your point of view, and all depending what we call medium fog in reality :D

Not seeing the submarine bow (even at night), to me, it should be called heavy fog :yep: (+-25m visi)
Not seeing your watching crew mate standing 80cm far of you should be callled very heavy fog :haha:...and we don't have very heavy fog ingame.
To me ideally medium fog, and what i could imagine of, would be +- 500m visi. But for gameplay matters, and in regard of SH5 fog randomizing ingame, i setted it up to 2000m.
Just can't stand playing half of my SH5 time with <500m visi...unrealistic even for Northern seas imo.
So all this is very subjective :03:Its called night time .

gap
05-21-13, 04:39 AM
Its called night time .

:haha:

THE_MASK
05-21-13, 06:10 AM
:haha:Play however you like but i like it realistic , like my trees .

volodya61
05-28-13, 09:20 AM
By the way, almost forgot to say.. I'm using now Breakwater piers patch and No Murky waters add-on.. in my opinion it's better than Murky Waters itself.. with Breakwater piers I can see murky waters only in the ports area and not everywhere in the open sea near the coasts..

gap
05-28-13, 10:30 AM
By the way, almost forgot to say.. I'm using now Breakwater piers patch and No Murky waters add-on.. in my opinion it's better than Murky Waters itself.. with Breakwater piers I can see murky waters only in the ports area and not everywhere in the open sea near the coasts..

I hope you disabled it while using the testing patch I have posted yesterday in Hist Guns Specs thread. I forgot to mention it, but Breakwater piers would override its changes, no matter enabling order :yep:

Talking more in general about 'murky waters' vs. 'breakwater piers', they simulate different phenomenons, though with similar effects. I like North Sea's murky waters. From pictures of this area I have seen on the web, sea water looked too blue before I and stoianm decided to make the a bit "dirtier" :D

Trevally and SSteel should be able to tell us how realistically we have rendered North/Baltic sea in game :03:

volodya61
05-28-13, 10:37 AM
I hope you disabled it while using the testing patch I have posted yesterday in Hist Guns Specs thread. I forgot to mention it, but Breakwater piers would override its changes, no matter enabling order :yep:

:o
No.. I just enable the fix last in my list and thought it's enough http://s19.postimg.org/qbw15hmgv/facepalm.gif

Okay, I'll retest soon :-?

EDIT: though on the other hand, mission area is far from the Breakwater patch working area..

gap
05-28-13, 10:41 AM
:o
No.. I just enable the fix last in my list and thought it's enough http://s19.postimg.org/qbw15hmgv/facepalm.gif

Okay, I'll retest soon :-?

:dead:

There was so little feed-back since the release of this DynEnv submod, that I thought no one recollected it anymore :O: :D

Sorry for the inconvenience :salute:

volodya61
05-28-13, 10:56 AM
:dead:

There was so little feed-back since the release of this DynEnv submod, that I thought no one recollected it anymore :O: :D

Sorry for the inconvenience :salute:

I was testing it :)
have you read EDIT in my previous post?

gap
05-28-13, 11:03 AM
I was testing it :)
have you read EDIT in my previous post?

no :doh:


EDIT: though on the other hand, mission area is far from the Breakwater patch working area..

Ah okay, if it was further than 56 km off Kiel, then it is not worth testing it again :yep:

volodya61
05-28-13, 11:15 AM
Ah okay, if it was further than 56 km off Kiel, then it is not worth testing it again :yep:

56 km :hmmm:
Further, but not much.. I'll retest it to make sure.. anyway my tests of NewUIs 7.5.0 were stopped..

gap
05-28-13, 11:36 AM
56 km :hmmm:

The diagonal of a 40 x 40 km square, i.e. the extent covered by a pixel in the climate zones tga map :yep:

Trevally.
05-28-13, 12:42 PM
Trevally and SSteel should be able to tell us how realistically we have rendered North/Baltic sea in game :03:

http://www.subsim.com/radioroom/showpost.php?p=2063779&postcount=3392:O:

Delta Wolf
05-31-13, 10:43 AM
Hey Guys,

Quick question, is it possible to have DynEnv v2.9 - 3.b Enhanced Visibility (high) but "WITH" water drips and streaks on the periscope/camera?

I really like the high Visibility above and below water but would like the drips and streaks on the periscope lens and external camera also.

Just thought i would ask :salute:

Thanks all

gap
05-31-13, 11:46 AM
Hey Guys,

Quick question, is it possible to have DynEnv v2.9 - 3.b Enhanced Visibility (high) but "WITH" water drips and streaks on the periscope/camera?

I really like the high Visibility above and below water but would like the drips and streaks on the periscope lens and external camera also.

Just thought i would ask :salute:

Thanks all

Easy: remove the following files from the mod:

WaterDroplets.dds
WaterDroplets_NM.dds
WaterStreaks.tga

They are located in the Misc folder :up:

Delta Wolf
05-31-13, 12:01 PM
Easy: remove the following files from the mod:

WaterDroplets.dds
WaterDroplets_NM.dds
WaterStreaks.tga

They are located in the Misc folder :up:


Awesome :yeah:

Thanks gap

Random Nonsense
06-01-13, 03:35 AM
This seems to be a recurring theme for me, but when downloaded the .7z file has over 100 errors, although the exact number changes each time I download! (had this with a couple of other mods downloaded from subsim rather than external sites)

Anyone else having this problem? And can anyone point me in a direction of another download for dynenv 2.9?

I am using 7zip rather than winzip or winrar.

volodya61
06-01-13, 05:16 AM
This seems to be a recurring theme for me, but when downloaded the .7z file has over 100 errors, although the exact number changes each time I download! (had this with a couple of other mods downloaded from subsim rather than external sites)

Anyone else having this problem? And can anyone point me in a direction of another download for dynenv 2.9?

I am using 7zip rather than winzip or winrar.

Download last version of 7zip (http://www.7-zip.org/)
Make sure you're using version for your system specs (x86 or x64)
Right click on the archive file and in the pop-up menu 7zip → Test archive
If everything fine (no errors during test) right click 7zip → Extract Here
Enjoy..

Random Nonsense
06-01-13, 06:09 AM
As I said.

Im using 7zip

volodya61
06-01-13, 07:23 AM
As I said.

Im using 7zip

In any case it's an end user issue.. your antivirus, your firewall, your browser or something else.. because everything fine with this archive.. just re-downloaded and checked..

gap
06-01-13, 07:31 AM
This seems to be a recurring theme for me, but when downloaded the .7z file has over 100 errors, although the exact number changes each time I download! (had this with a couple of other mods downloaded from subsim rather than external sites)...

As I understand it, you got a problem with subsim downloads. Try one ore more of the following:

- if you use a download accelerator and or a firewall, disable them;
- clean the cache of your internet browser;
- try changing internet browser; chrome and firefox work flawlessy, MS internet explorer definitely not; :03:
- if problem persists, try downloading from another pc, and/or from another location. The faster more reliable the internet connection, the better.

Random Nonsense
06-01-13, 08:19 AM
will give it a try! cheers

Silent Steel
06-06-13, 02:15 AM
Trevally and SSteel should be able to tell us how realistically we have rendered North/Baltic sea in game :03:

Hi again Gap, Trevally and all mates around here :salute:

Sorry about this late reply.
Just made port late last night after too few days at sea RL sailing :D
No subs sighted to report. :nope:

I haven't had very much time to check this yet but will report back as soon as possible

Silent Steel
06-06-13, 03:44 AM
As I understand it, you got a problem with subsim downloads. Try one ore more of the following:

- if you use a download accelerator and or a firewall, disable them;
- clean the cache of your internet browser;
- try changing internet browser; chrome and firefox work flawlessy, MS internet explorer definitely not; :03:
- if problem persists, try downloading from another pc, and/or from another location. The faster more reliable the internet connection, the better.

As for Firefox it can be tricky depending on what add-ons you're using. If you run into issues like this I suggest you disable add-ons like; 'FastestFox', 'SkipScreen' and "Ghostery' as they might mess downloads up.
And - disable the 'Hardware Acceleration' in; Settings > Advanced

gap
06-06-13, 04:45 AM
Hi again Gap, Trevally and all mates around here :salute:

Sorry about this late reply.
Just made port late last night after too few days at sea RL sailing :D
No subs sighted to report. :nope:

I haven't had very much time to check this yet but will report back as soon as possible



Welcome back mate. Hope you enjoy your shore leave :salute:

Silent Steel
06-06-13, 06:02 AM
Welcome back mate. Hope you enjoy your shore leave :salute:

Thanks Gap,
Well, weather and winds are sooo nice so I'm already longing back to sea.
Stocking up now and hope to set sail on Sunday. :D

Trevally.
06-06-13, 07:36 AM
Thanks Gap,
Well, weather and winds are sooo nice so I'm already longing back to sea.
Stocking up now and hope to set sail on Sunday. :D

No fog here in Orkney either:O:

:D

Silent Steel
06-06-13, 09:28 AM
No fog here in Orkney either:O::D

You really expect me to believe that? :rotfl2:

Trevally.
06-06-13, 12:05 PM
You really expect me to believe that? :rotfl2:


http://www.stromnessorkney.com/slideshows/images/home1.jpg (http://www.stromnessorkney.com/)

took this on my way home from work today:O:

:D

Silent Steel
06-07-13, 12:26 AM
took this on my way home from work today:O:
:D

Give me a break! You should know by now that I recognize a fake pic.

BTW - what work? Do you actually mean that you can find time for some RL 'work'?
Aaah, now I see - that's why all questions on OHII pop up - you're neglecting your obligations to support our mates :O:

Scümbagfuhrer
06-07-13, 05:40 AM
Hello, I have a question here, what causes this mod to fogging? I mean it's happen everytime and I dont know why

Trevally.
06-07-13, 07:14 AM
Sorry about the fog jokes gap:oops::D

@Scümbagfuhrer - the fog issue in SH5 is a stock bug that this mods fixes by the clever use of weather rotation:yep:
I am sure someday is anyone can find a fog cure it will be Gap (or TDW:D)

:up:

gap
06-07-13, 07:28 AM
Sorry about the fog jokes gap:oops::D

This is the coin I had to pay back for my jokes on your threads. :D
I would have happily taken part in the funny discussion between you and SSteel, if I wasn't too busy with the plane that I am currently working on :up:

I am sure someday is anyone can find a fog cure it will be Gap (or TDW:D)

The latter between brackets :03:

Scümbagfuhrer
06-07-13, 07:26 PM
We rely on you frontier people of modding! :salute:

tonschk
06-08-13, 12:56 PM
We rely on you frontier people of modding! :salute:


:sunny::up::yeah::sunny:

THE_MASK
06-16-13, 02:54 PM
Lose the sobers see thru wake fix , it doesnt work with nividia cards .
Try something like a GTX670 with 64bit os and 16 gig ram .

Captain73
06-16-13, 03:37 PM
I loved the color of the water in this screenshot!
How to achieve this? :hmmm:

http://i5.pixs.ru/thumbs/7/1/9/1272223586_8993561_8225719.jpg (http://pixs.ru/showimage/1272223586_8993561_8225719.jpg)

http://i5.pixs.ru/thumbs/7/5/4/realwaterj_7298490_8225754.jpg (http://pixs.ru/showimage/realwaterj_7298490_8225754.jpg)

And how to make a dark water in bad weather?

http://i.pixs.ru/thumbs/7/6/2/SH5Img2010_4200091_8225762.jpg (http://pixs.ru/showimage/SH5Img2010_4200091_8225762.jpg)

gap
06-17-13, 04:14 AM
I loved the color of the water in this screenshot!
How to achieve this? :hmmm:

If you get the answer pls tell me because i've been looking for some good waves/water mod and i dont find anything like this :C

The screenies posted by you were clearly taken with DynEnv enabled. Using the base mod but with no 'No Murky Waters' nor 'Darker Nights-No Murky Waters' submods enabled, you will get the same effect in the areas marked as brown in the below map:

http://imageshack.us/a/img713/1235/climatezones.jpg

Moreover, you can obtain the same water color in German harbours by enabling the 'Breakwater Piers (http://www.subsim.com/radioroom/showpost.php?p=2026790&postcount=168)' submod on top of the base mod. :03:

Quick question: is the best ever tweeks the see thru wake mod?

Not exactly

does it does something else?

The 'best ever tweaks' submod is a collection of environmental tweaks by sober, including his 'see thru wake fix'. Have a look into the first post (http://www.subsim.com/radioroom/showpost.php?p=2016079&postcount=1) of this thread for a complete list of mods included in it and for links to updated versions of some of them. Nvidia card owners can still use 'sobers best ever tweaks', but they should enable the 'Sobers Best Ever Tweaks - Wakes Fix (http://www.mediafire.com/download/b9vzoufh3v9f85t/DynEnv+v2.9+-+Sobers+Best+Ever+Tweaks+-+Wakes+Fix.rar)' on top of it :yep:

tonschk
06-17-13, 06:10 AM
The water looks very nice :up:, the stock SH5 shadows settings have an error, which shift the shadows 20 centimeters to the right

http://s21.postimg.org/vuj3gimuv/realwaterj_7298490_8225754.jpg (http://postimage.org/)

robbierob2005
06-17-13, 06:47 AM
Hi

Could it be possible that the Dynamic Enviroment 2.9 isn't compatible with nvidia cards? Especially my GTX 660?

With this mod I'm experiancing very bright sun. So bright that eveything is almost white.

One year ago I installed SH5 with the sobers Mod list of that time and it looked fine. I had an ati card in my pc.
I've upgraded my pc with new ram, faster harddrive and a new grapiccard. the Nvidia GTX 660.

I'm experiancing a very bright almost white sun. Also parts of my boat where the sun shines light up in white. Like an over exposed picture. This problem occurs only on Sunny days.

Also when standing on the bridge there is a curve in the upper left and upper right of the screen.

If I remove the mod using JSGME, everything looks ok. (like it was in stock) so somehow this mod doesn't like my configuration.

Could there be a solution for this? I hope I can keep playing with my new graphic card using mods for all the eye candy.

This is my mod list. Imported in the same order.

Accurate German Flags
sobers game loading tips V5 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_21_ByTheDarkWraith
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith 27.05.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
SkyBaron's Leigh Light for SH5 1.0
RPM Hydrophone merchants 2.1 -for OHII full v2.2-
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version MOD
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5

gap
06-17-13, 07:40 AM
Could it be possible that the Dynamic Enviroment 2.9 isn't compatible with nvidia cards? Especially my GTX 660?

Yes, what you are saying i true to some extent. DynEnv has been mostly developped/tested over ATI powered systems. Though being satisfactorily used by many NVidia card owners, othe users have reported issues similar to the ones described by you, and their computer were mostly equipped with NVidia cards.ì :yep:


With this mod I'm experiancing very bright sun. So bright that eveything is almost white.

Could there be a solution for this? I hope I can keep playing with my new graphic card using mods for all the eye candy.

yes, for a start read posts from #399 (http://www.subsim.com/radioroom/showthread.php?p=2059114#post2059114) to 401, and let me know if the settings suggested by Venus are of any help for you. If not, we will find another solution :up:

Captain73
06-17-13, 12:47 PM
Moreover, you can obtain the same water color in German harbours by enabling the 'Breakwater Piers (http://www.subsim.com/radioroom/showpost.php?p=2026790&postcount=168)' submod on top of the base mod. :03:


My color of water in the coastal waters. :hmmm:

http://i5.pixs.ru/thumbs/4/2/7/SH5Img2013_2117990_8232427.jpg (http://pixs.ru/showimage/SH5Img2013_2117990_8232427.jpg)

http://i5.pixs.ru/thumbs/4/3/2/SH5Img2013_3506742_8232432.jpg (http://pixs.ru/showimage/SH5Img2013_3506742_8232432.jpg)

http://i5.pixs.ru/thumbs/4/3/6/SH5Img2013_9095904_8232436.jpg (http://pixs.ru/showimage/SH5Img2013_9095904_8232436.jpg)

My list of mods:
RemoveLogoIntroTheDarkWraith
Loading Screens Mod puma1x
NDB,NDH OM#1 - No Dialog Indicator
Parts Magui V 3.01 by DrJones(edited)
Parts Magui v3.01 RUS Localization Patch
Optional Binocular 2
Conus' Graphic Mod(edited)
U-Boat Interior Mod(light)&(edited)
silentmichal's interior mod 1.2.1
ImprovedWaves_Improved Pitch&Roll
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Sound Das Boot(edited)
FX_Update_0_0_21_ByTheDarkWraith(edited)
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
DynEnv v2.9 - No U-Mark
New Wake Torp
MarineQuadratKarte
IO_MapCourseLine_normal pencil_mod
Gisement
TDW_No_Contact_Colors_1_1_0
SH5 Longer Repairs v.1
Critical hits 1.1 Torpedos
Cerberus62 Corrected Depth Charge Projector 1.0
AI_sub_crew_1_0_2_TheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith-Patch
IRAI_0_0_39_Inertia_Damage
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
OPEN HORIZONS II_full v2.2(edited)
RUS v 7.0 for OPEN HORIZONS-II v 2.2
IO_StrategicMap_4_3_for_Parts Magui V 3.0 by DrJones
ShapeTextures_NO
Fonts_patch
SH5Lifeboat_Wooden ver. 0.2
smaller flags for Warships 1_0b
Wave_Mechanics2
Uniforms U-96
AMMO_v1.0_SH5_by_Raven_2012
sobers bad weather deck gun V1 SH5
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible

Choum
06-17-13, 04:07 PM
Is there's a way to have brighter night.
My wo can see some ship I can't due to the dark night.

robbierob2005
06-18-13, 02:47 AM
Yes, what you are saying i true to some extent. DynEnv has been mostly developped/tested over ATI powered systems. Though being satisfactorily used by many NVidia card owners, othe users have reported issues similar to the ones described by you, and their computer were mostly equipped with NVidia cards.ì :yep:



yes, for a start read posts from #399 (http://www.subsim.com/radioroom/showthread.php?p=2059114#post2059114) to 401, and let me know if the settings suggested by Venus are of any help for you. If not, we will find another solution :up:

Thanks!!:up:

I changed the values acscording posts 399 to 401 and the effect was not very improving.
I then replaced the hdr_exterior.cfg with the stock one. Looks better now. No white sun and curves is the upper corners.
I'll try to tweak some more see if I get any improvement also to see which values are causing this.

Fifi
06-18-13, 03:01 AM
Thanks!!:up:

I changed the values acscording posts 399 to 401 and the effect was not very improving.
I then replaced the hdr_exterior.cfg with the stock one. Looks better now. No white sun and curves is the upper corners.
I'll try to tweak some more see if I get any improvement also to see which values are causing this.

I see you're using Sober DOF V6, and it has great impact on sun lightning, giving sometimes white reflection on crew faces for instance, and sun glare very white.
Have you tried without?

robbierob2005
06-18-13, 07:03 AM
I haven't yet.
I'll try that. :)

gap
06-18-13, 05:44 PM
Is there's a way to have brighter night.
My wo can see some ship I can't due to the dark night.

yes and no: the previous version of DynEnv included a sub-mod called "brighter nights" which was doing exactly what you are looking for. If you want, you can still enable it on top of DynEnv v2.9 basemod, but you will loose the benefits of the skycolor hotfix which was merged with it. The better solution is creating a merge of the two mods, thus retaining the benefits of both. If you are interested into the latter option, I will give you directions on how to do it :up:

Oh! gee thanks i'll set sail to those waters to take like 93847593845 screenshots, i dont like the no murky waters, i think that whoever uses this mod should get all the enviromental areas, but hey, there's no accounting for taste xD thanks again i'm enjoying this mod with the sobers waves + gales improved wave mechanics and looks amazing! -maybe the naighs underwater mod screws a little the brighty effect but looks awesomely realistic underwater!- danke danke her kaleun gap!

Thanks for the nice words, bandongogogo. :salute:

I am glad you are enjoying the mod, but don't forget that this is a community mod, and that it wouldn't hab been be possible without the contributions of modders and beta testers mentioned in the first page. :yep:

My color of water in the coastal waters. :hmmm:

Pd: My water -shallow waters and murky waters (i think) look exactly like the posted by Captain73 (http://www.subsim.com/radioroom/member.php?u=291008) on the post #449, is that the intended color or is my underwater mod causing that?

Three main factors are affecting water colour in SH5: location, sun angle, weather. Moreover other "accessory" factors as lights.cfg, colour filters, wave settings and current wind, etc. may affect the final result. Given the complexity ot this system it is difficult for me, if possible at all, to judge at first sight which mod combination fits a given screenshot.

I suspect that the ones posted by Captain73 were taken with 'Clear Water Surface' enabled. This submod would make underwater colour to shine through the water surface, thus modifying slightly surface's tint, but it is also possible that the screenshots were taken at a particular hour of the day. Anyway, I am almost sure the kind of blue/green colour visible in them, is coming from DynEnv's murky water settings, as I don't know of any other mod that got it. The only way to be 100% sure, would be asking the original poster of the aforementioned screenies though :yep:

Thanks!!:up:

I changed the values acscording posts 399 to 401 and the effect was not very improving.
I then replaced the hdr_exterior.cfg with the stock one. Looks better now. No white sun and curves is the upper corners.
I'll try to tweak some more see if I get any improvement also to see which values are causing this.

I see you're using Sober DOF V6, and it has great impact on sun lightning, giving sometimes white reflection on crew faces for instance, and sun glare very white.
Have you tried without?

Sorry robbie, I had overlooked DOF in your mod loadout :doh:
As suggested by Fifi, try removing it from your JSGME list and let us know :up:

Fifi
06-20-13, 05:59 AM
I really don't know why in scene.dat, the fog change speed isn't working :-?
I tried many settings, and so far no result...but still trying...

The day TDW will brake this code will be blessed by god :yep:
Fed up with so many days of medium fog.

robbierob2005
06-20-13, 12:09 PM
I tried the mod list without the Sobers DOF.
Now colours are faint. Like there aint enough contrast.

Fifi
06-20-13, 04:01 PM
I tried the mod list without the Sobers DOF.
Now colours are faint. Like there aint enough contrast.

I agree :yep:
You can open it, and try to adjust values to your liking too...well, just the hdr exterior if your issue is external view...

robbierob2005
06-21-13, 10:46 AM
Also, the sky looks 16bit. It's sometimes in layers. Like you have 16 bit colours.

Fifi
07-03-13, 04:08 PM
Gap, a little question:

- i'm quite sure you have cirrostratus or altostratus cloud layer in your mod, but i never see them...is it normal?
Always cumulus, mainly black/grey and almost never white :06:

gap
07-04-13, 01:14 PM
- i'm quite sure you have cirrostratus or altostratus cloud layer in your mod, but i never see them...is it normal?

I am glad you are so sure about it , because I am not. :D

Always cumulus, mainly black/grey and almost never white :06:

To be honest I have never paid too much attenction to cloud settings in SH5, but judging from stock and DynEnv textures I have seen, all clouds in game are of the cumulus type. Seeing other cloud types would be nice though. I will investigate further and see if adding them is going to be feasible. :hmm2:

Fifi
07-04-13, 03:51 PM
I am glad you are so sure about it , because I am not. :D


:o :haha:

Seeing other cloud types would be nice though.

So i won't be sure of things anymore :D but i remember seeing stratus layer on top of cumulus layer in stock game environment (desabling DE is fast to check).
The effect was quite nice.
Am i dreaming again? :hmmm:

gap
07-05-13, 09:11 AM
:
So i won't be sure of things anymore :D but i remember seeing stratus layer on top of cumulus layer in stock game environment (desabling DE is fast to check).
The effect was quite nice.
Am i dreaming again? :hmmm:

Just for reference:

Cirrostratus:
http://www.semperinsimaonlus.it/wp-content/uploads/cirrostratus.jpg

Altostratus:
http://www.arcticphoto.co.uk/Pix/NP/01/NP.0082-03_P.JPG

Cumulus:
http://citadel.sjfc.edu/students/vlr05166/e-port/cumulus.jpg

Stock CloudsPack.dds:
http://img189.imageshack.us/img189/9436/q9d2.png

DynEnv's (= RealEnv = AilClouds) CloudsPack.dds:
http://img689.imageshack.us/img689/8760/w8o.png

Some of DynEnv's cloud textures might remember stratus clouds, but the game might combine various textures in a way that is out of our control. :hmm2:

As for cloud colours, we can very them throug EnvColor settings, making them to depend on climate zone, weather type and sun angle. :yep:

vanjast
07-07-13, 12:14 PM
Hi, which 7zip version compression method is used for this mod.

I've twice got a compression errors from 2 separate downloads using 7-Zip V4.57 ?

Thanks
van

gap
07-07-13, 12:31 PM
Hi, which 7zip version compression method is used for this mod.

I've twice got a compression errors from 2 separate downloads using 7-Zip V4.57 ?

Thanks
van

Hi van,

answering your question after about 5 months from the release date is a bit difficult. I used 7-Zip's archiving functions for the first time with DynEnv 1.9 (previous versions were packed by stoianm), and I didn't take note of my compression settings. Anyway you are the first user reporting such an error. :hmmm:

volodya61
07-07-13, 12:43 PM
..I've twice got a compression errors from 2 separate downloads using 7-Zip V4.57 ?..

Where you dig up this version?. :o

The actual version at the moment is 9.20.. for about three years..
7zip (http://www.7-zip.org/)

vanjast
07-07-13, 12:50 PM
Funny... I'll have to check what I downloaded !! Thanks

gap
07-07-13, 01:05 PM
Where you dig up this version?. :o

The actual version at the moment is 9.20.. for about three years..
7zip (http://www.7-zip.org/)

well spotted :up:

Silent Steel
07-08-13, 04:34 AM
Hi, which 7zip version compression method is used for this mod.

I've twice got a compression errors from 2 separate downloads using 7-Zip V4.57 ?

Thanks
van

The 7-ZIP version 9.20 (http://www.7-zip.org/) works fine for me :yep:

gap
07-18-13, 06:24 PM
By popular request I have finally merged the Brighter Nights (credits to stoianm) with the improved sky color settings featured by v2.9 of the mod.

Moreover, the new submod No Glaring Sunlight was added to the pool of DynEnv's optional mods (credits to Venus and robbierob2005).

See post #1 for details and download links. :up:

Stoli151
07-26-13, 11:43 PM
Could someone tell me how to get the water drops back, besides disabling the whole thing? I know it's stupid but I liked them.

Edit:Never mind, I found the files and removed them. Hope I didn't break something else.

gap
07-27-13, 07:01 PM
Could someone tell me how to get the water drops back, besides disabling the whole thing? I know it's stupid but I liked them.

Edit:Never mind, I found the files and removed them. Hope I didn't break something else.

I am sorry for delaying my answer that long, and glad the you managed to get water drops and water streaks back. IIRC, the base mod only reduces their size, so I assume you enabled the high transparency version of the mod.

Removing blank textures from the mod won't have any side effect by the way. :up:

Stoli151
07-27-13, 09:52 PM
I am sorry for delaying my answer that long, and glad the you managed to get water drops and water streaks back. IIRC, the base mod only reduces their size, so I assume you enabled the high transparency version of the mod.

Removing blank textures from the mod won't have any side effect by the way. :up:

I did realize that they were there the whole time, just not as noticeable. I had the full mod enabled and it's good to know that I haven't fouled anything up by removing those files. Now I have my desired full effect back. Thanks for the info gap!

gap
07-27-13, 09:56 PM
I did realize that they were there the whole time, just not as noticeable. I had the full mod enabled and it's good to know that I haven't fouled anything up by removing those files. Now I have my desired full effect back. Thanks for the info gap!

My pleasure :salute:

Captain73
08-31-13, 08:32 AM
Hi Gap :salute:
I think the color of the water in good weather too bright for the North Atlantic?

http://s018.radikal.ru/i524/1308/5f/68785164a05dt.jpg (http://radikal.ru/fp/0a931204467f45118b56808654a1c03c)http://i016.radikal.ru/1308/8a/7bb5d74e0cect.jpg (http://radikal.ru/fp/fe090dfe40184de9aeb3469d8ca38db9)

http://s017.radikal.ru/i413/1308/6d/b60b970e361ft.jpg (http://radikal.ru/fp/4057517ec59d4be88c43beff352b37ec)http://s008.radikal.ru/i305/1308/2c/26ccffbc695ct.jpg (http://radikal.ru/fp/318adf10ea7f49f593554b3e04830330)

http://s014.radikal.ru/i329/1308/7e/69d3f657f146t.jpg (http://radikal.ru/fp/abb07bd6c92c4e77bb73a27146428e95)http://i016.radikal.ru/1308/08/648a0e7e3cd2t.jpg (http://radikal.ru/fp/b9eb5194a42243ef9b1814a37e7eb8c2)

You can do a little bit darker?

volodya61
08-31-13, 10:12 AM
Gabriele! A-hoi!

Are you with us? can't send you PM.. your mailbox is full and needs to be cleaned..

gap
08-31-13, 10:43 AM
Gabriele! A-hoi!

Are you with us?

Yes, sorry. Lately I have been so engrossed by my recently acquired 3d modelling skills that I hardly checked the forum for news. :D

Be prepared to the release of some candies in the next days :03:

can't send you PM.. your mailbox is full and needs to be cleaned..

I will make some space :up:

Hi Gap :salute:
I think the color of the water in good weather too bright for the North Atlantic?

You can do a little bit darker?

Doable, but in this mod North Atlantic is split in many environment color zones. Can you give me your exact location, for me to determine which envcolor settings need to be edited?

...and before I start messing again with colors, do everyone agrees with captain73's remark? I will do it only if there is enough consensus about the suggested changes :)

Trevally.
08-31-13, 10:57 AM
Be prepared to the release of some candies in the next days :03:

:Kaleun_Party:

gap
08-31-13, 11:06 AM
Trevally, you turned up at the right time :D

http://img850.imageshack.us/img850/1686/kbk3.jpg

volodya61
08-31-13, 11:31 AM
Yes, sorry. Lately I have been so engrossed by my recently acquired 3d modelling skills that I hardly checked the forum for news. :D

Be prepared to the release of some candies in the next days :03:

http://img850.imageshack.us/img850/1686/kbk3.jpg

Wonderful :yeah:

I will make some space :up:

OK, I'll PM you a bit later :salute:

Captain73
08-31-13, 01:24 PM
Can you give me your exact location, for me to determine which envcolor settings need to be edited?
Per favore!:)
http://s019.radikal.ru/i619/1308/42/52db23b76be3t.jpg (http://radikal.ru/fp/242d2489a8574073a4bbbd1882c1f56e)

P.S. Photos of the North Atlantic....

http://s020.radikal.ru/i718/1308/36/edcbffc85a7ct.jpg (http://radikal.ru/fp/8fde4e9cb4484b4e85668aa8116c0f0b)
http://s004.radikal.ru/i206/1308/d7/0588287c620bt.jpg (http://radikal.ru/fp/547bbbe20e374821bfbbf2ac1bba58bf)

Trevally.
08-31-13, 01:31 PM
Trevally, you turned up at the right time :D



Ah - very nice :Kaleun_Salivating:

tonschk
08-31-13, 06:16 PM
See post #1 for details and download links. :up:

Thank you Gap :salute::up::up::yeah::D:sunny::yeah::rock:

tonschk
08-31-13, 06:23 PM
...and before I start messing again with colors, do everyone agrees with captain73's remark? I will do it only if there is enough consensus about the suggested changes :)


I think this ocean/sea color is perfect, very very nice

http://s24.postimg.org/xc4x6uix1/7bb5d74e0cec.jpg (http://postimage.org/)

tonschk
08-31-13, 06:39 PM
P.S. Photos of the North Atlantic....


http://s004.radikal.ru/i206/1308/d7/0588287c620bt.jpg (http://radikal.ru/fp/547bbbe20e374821bfbbf2ac1bba58bf)

Yes, closer to the shore/beach the water is shallow and more likely to be green, in the middle of the atlantic ocean the water is very deep and less likely to be green if is a sunshine bright day with a nice blue sky

gap
09-01-13, 03:56 AM
Ah - very nice :Kaleun_Salivating:

answering in the OH thread, to which the new balloons will belong if you like the idea :)

gap
09-01-13, 06:12 AM
Thank you Gap :salute::up::up::yeah::D:sunny::yeah::rock:

Glad you liked that optional mod. Hadn't you noticed it yet? :huh:

gap
09-01-13, 06:24 AM
I think this ocean/sea color is perfect, very very nice

Per favore!:)
http://s019.radikal.ru/i619/1308/42/52db23b76be3t.jpg (http://radikal.ru/fp/242d2489a8574073a4bbbd1882c1f56e)



P.S. Photos of the North Atlantic....

http://s020.radikal.ru/i718/1308/36/edcbffc85a7ct.jpg (http://radikal.ru/fp/8fde4e9cb4484b4e85668aa8116c0f0b)
http://s004.radikal.ru/i206/1308/d7/0588287c620bt.jpg (http://radikal.ru/fp/547bbbe20e374821bfbbf2ac1bba58bf)

Yes, closer to the shore/beach the water is shallow and more likely to be green, in the middle of the atlantic ocean the water is very deep and less likely to be green if is a sunshine bright day with a nice blue sky

@ Captain73: thank you man :)

@ tonschk: so in other words you vote against any change to the water colour :hmm2:

Anyone else wanting to express his opinion? Preferably people knowing North Atlantic better than me. I have a direct experience only of the Mediterranenan Sea and, partly, of the Indian Ocean, but I only know North Atlantic from books and photographs :doh:

tonschk
09-01-13, 06:53 AM
Apparently in shallow water near the shore the color have a tendency to be some sort of green, in the deeper areas the color have a tendency to be blue if the sky is blue
http://s15.postimg.org/822awp92v/image.jpg (http://postimg.org/image/822awp92v/)

gap
09-01-13, 12:22 PM
Apparently in shallow water near the shore the color have a tendency to be some sort of green, in the deeper areas the color have a tendency to be blue if the sky is blue


The picture you have posted below is obviously relative to a tropical atoll, not to North Atlantic :03: but what you are saying is generally true: below a certain depth, the seabottom is visible through the water surface, and seabottom's colour will alter the perceived sea color :yep:

You can have more or less the same effect in game, by using the Clear Water Surface optional mod of Dyn Env :up:

SixthFall
12-23-13, 05:08 AM
Well, i decided to give the huricane wave settings a go, so where better to test it than the FAAARRR North, like further than iceland!

http://i1307.photobucket.com/albums/s596/RKirz/SilentHunterregBattleoftheAtlanticGoldEdition2013-12-23-2-42-58_zps568d5b08.jpg

http://i1307.photobucket.com/albums/s596/RKirz/SilentHunterregBattleoftheAtlanticGoldEdition2013-12-23-2-43-14_zps779ed64d.jpg

http://i1307.photobucket.com/albums/s596/RKirz/SilentHunterregBattleoftheAtlanticGoldEdition2013-12-23-2-41-51_zps36ea6e10.jpg

Overall, pretty darn rough, but i think im putting it back to gale, its just too much!:)

gap
12-23-13, 05:39 AM
Well, i decided to give the huricane wave settings a go, so where better to test it than the FAAARRR North, like further than iceland!

...

Overall, pretty darn rough, but i think im putting it back to gale, its just too much!:)

:haha:

Thank you for reporting, SixthFall. By the way, have you noticed any performance hit while using the hurricane settings?

SixthFall
12-23-13, 05:48 AM
:haha:

Thank you for reporting, SixthFall. By the way, have you noticed any performance hit while using the hurricane settings?

Not really, its pretty minor, only a few fps here and there. But it makes you feel like you should be in a doomed fishing boat with George Clooney rather than in a submarine! Does anyone here use sobers best ever fog? I was wondering if it is worth using and what it does, cant seem to find much info on it.

THE_MASK
12-28-13, 06:06 PM
Medium fog sunset with the new sobers best ever fog V24 SH5 . Medium fog is more like light fog .
http://i40.tinypic.com/veyavn.jpg

THE_MASK
12-28-13, 06:09 PM
I seem to have a lot more premature detonations with my new waves mod .
sobers waves mod V25 SH5

gap
12-29-13, 05:24 PM
Medium fog sunset with the new sobers best ever fog V24 SH5 . Medium fog is more like light fog .

I seem to have a lot more premature detonations with my new waves mod .
sobers waves mod V25 SH5

Well done sober :up:

I want to update the first page with info and dowload links of your mods, but I can't find a valid link to sobers waves mod V25 SH5 :hmm2:

THE_MASK
12-29-13, 05:42 PM
Well done sober :up:

I want to update the first page with info and dowload links of your mods, but I can't find a valid link to sobers waves mod V25 SH5 :hmm2:That's because its V27 now . I promise that is the last one for this year :yep:

Raven_2012
01-06-14, 11:19 PM
I got a simple question, I am going to migrate from 2.1 to 2.8.7, which wave mechanic do I need if I was using Dynamic Environment SH5 Waves (normal version) V2.1?

Captain73
01-08-14, 08:49 AM
Hello! All Happy New Year! :woot:
I loved the waves in the SHO! Ships disappear from sight on the horizon! And it creates a sense that you're on a small boat in the open ocean!
You can create this in SH5? :hmmm:

Video of the SHO....

http://www.youtube.com/watch?v=V4BBuS6qI-s

Silent Steel
01-08-14, 09:12 AM
Hello! All Happy New Year! :woot:
I loved the waves in the SHO! Ships disappear from sight on the horizon! And it creates a sense that you're on a small boat in the open ocean!
You can create this in SH5? :hmmm:

Video of the SHO....

http://www.youtube.com/watch?v=V4BBuS6qI-s



Hi Captain

Have a look att post #2933/ the Sobers Mega Mod thread

Might be what you're looking for.

http://www.subsim.com/radioroom/showthread.php?t=192374&page=196

gap
01-08-14, 12:51 PM
I got a simple question, I am going to migrate from 2.1 to 2.8.7, which wave mechanic do I need if I was using Dynamic Environment SH5 Waves (normal version) V2.1?

I guess you meant v 2.9; DynEnv 2.8.7 doesn't exist :hmm2:

As for your question, you have various alternatives:

- leaving stock wave settings unaltered.
- enabling one of the three 'Wave Mechanics' submods included with Dynamic Environment 2.9; they have not changed since v 2.1, but if you plan to use the 'Gale' version, I suggest you enabling instead the 'Gale (Improved)' version by Fifi, whose download link is available at the bottom of post #1.
- using 'sobers waves mod V27'

The 'Sobers Best Ever Tweaks' submod of DynEnv 2.9 also contains wave settings, but they are based on an older version of sobers wave mod.

None of the above mods alters DynEnv's core files, so you are pretty free to choose the wave mod which fits your needs better. Moreover, you can switch them any time, in bunker or while on patrol. Let us know which one you prefer :salute:

Hello! All Happy New Year! :woot:
I loved the waves in the SHO! Ships disappear from sight on the horizon! And it creates a sense that you're on a small boat in the open ocean!
You can create this in SH5? :hmmm:

Video of the SHO....

http://www.youtube.com/watch?v=V4BBuS6qI-s

Hi Captain

Have a look att post #2933/ the Sobers Mega Mod thread

Might be what you're looking for.

http://www.subsim.com/radioroom/showthread.php?t=192374&page=196

sobers waves mod V27:
(post #1 updated with link to it, by the way)

http://i43.tinypic.com/2eybdis.jpg

Nice improvement indeed. Those are the high, long waves one would expect in high seas. :yeah:
DynEnv's hurricane waves look totally unrealistic in comparison: :yep:

http://i1307.photobucket.com/albums/s596/RKirz/SilentHunterregBattleoftheAtlanticGoldEdition2013-12-23-2-41-51_zps36ea6e10.jpg


My one complaint about sober's wave mods in general is that imo his waves look too smooth, i.e. they lack the wavelets rippling the sea surface even on calm winds. This factor (sobers realistic contrast might also contribute though) leads to an undesired 'plastic wrap effect' especially noticeable at certaing angles and with sunny weather, which I haven't ever seen in reality. Here is a visual example of what I mean (sorry for the picture heavy reply, guys):

http://i39.tinypic.com/2jbw6ky.jpg

Compare the screenie above (by sober) with the next one by Fifi (DynEnv's Gale improved with zero wind speed):

http://img15.hostingpics.net/pics/861435Zerowind7.jpg

Captain73
01-08-14, 01:33 PM
My one complaint about sober's wave mods in general is that imo his waves look too smooth, i.e. they lack the wavelets rippling the sea surface even on calm winds. This factor (sobers realistic contrast might also contribute though) leads to an undesired 'plastic wrap effect' especially noticeable at certaing angles and with sunny weather, which I haven't ever seen in reality. Here is a visual example of what I mean (sorry for the picture heavy reply, guys):


P.S. In SHO I saw more realistic motion (mechanics) waves .... other foam .... submarine descends from the waves, and then rises! :up:
Very realistic! :yeah:
It is a pity that such waves we do not see in SH5! :wah:

I fully agree with the GAP!

Raven_2012
01-08-14, 02:48 PM
So is the Gale version the old normal version? I am trying to swap out from old to new the comparable ones.

Because I don't remember the name of the three wave version from 2.1. So I don't know if Normal was the low end one and there were two more after that or Normal was the midrange one.

And yes I meant 2.9

I guess you meant v 2.9; DynEnv 2.8.7 doesn't exist :hmm2:

As for your question, you have various alternatives:

- leaving stock wave settings unaltered.
- enabling one of the three 'Wave Mechanics' submods included with Dynamic Environment 2.9; they have not changed since v 2.1, but if you plan to use the 'Gale' version, I suggest you enabling instead the 'Gale (Improved)' version by Fifi, whose download link is available at the bottom of post #1.
- using 'sobers waves mod V27'

The 'Sobers Best Ever Tweaks' submod of DynEnv 2.9 also contains wave settings, but they are based on an older version of sobers wave mod.

None of the above mods alters DynEnv's core files, so you are pretty free to choose the wave mod which fits your needs better. Moreover, you can switch them any time, in bunker or while on patrol. Let us know which one you prefer :salute:





sobers waves mod V27:
(post #1 updated with link to it, by the way)

http://i43.tinypic.com/2eybdis.jpg

Nice improvement indeed. Those are the high, long waves one would expect in high seas. :yeah:
DynEnv's hurricane waves look totally unrealistic in comparison: :yep:

http://i1307.photobucket.com/albums/s596/RKirz/SilentHunterregBattleoftheAtlanticGoldEdition2013-12-23-2-41-51_zps36ea6e10.jpg


My one complaint about sober's wave mods in general is that imo his waves look too smooth, i.e. they lack the wavelets rippling the sea surface even on calm winds. This factor (sobers realistic contrast might also contribute though) leads to an undesired 'plastic wrap effect' especially noticeable at certaing angles and with sunny weather, which I haven't ever seen in reality. Here is a visual example of what I mean (sorry for the picture heavy reply, guys):

http://i39.tinypic.com/2jbw6ky.jpg

Compare the screenie above (by sober) with the next one by Fifi (DynEnv's Gale improved with zero wind speed):

http://img15.hostingpics.net/pics/861435Zerowind7.jpg

gap
01-08-14, 02:51 PM
P.S. In SHO I saw more realistic motion (mechanics) waves .... other foam .... submarine descends from the waves, and then rises! :up:
Very realistic! :yeah:

Don't forget that SHO's physics model is likely much more simplified compared to SH5. Wave motion and vessels' pitch and roll are probably no more than pre-set visual effects in SHO (smoother and nicer, but lesser real), whereas, in SH5, they must be calculated frame by frame and they affect units' performances.

It is a pity that such waves we do not see in SH5! :wah:

Well, there are some limitations connected with SH5 waves (small units taking damage or getting submerged by big waves, wind speed limited to a maximum of 15 m/s, AI guns still too accuarate in rough seas, etc.), but I also think that there is a lot of space for improvement achievable by us modders :up:

For a start, there are some physical constants regarding wave propagation and bodie's motion in a fluid that we should study before we can model realistic waves :know:

So is the Gale version the old normal version? I am trying to swap out from old to new the comparable ones.

The old 'normal version' is now called 'breeze', the medium version is now 'gale' and hurricane is... hurricane :)