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gap
02-25-13, 06:34 PM
https://i.imgur.com/rGuYNxz.png

 Description:
Dynamic Environment SH5 v 2.9

 Authors:
Subsim SH5 Modding Community

 About this mod:
The weather randomly generated by Silent Hunter 5, as it is out of the box, tends to be quite static. This mod addresses the problem, aiming to enhance the game experience. Not only it offers better looking and immersive environments that push game’s graphical engine to its limits, it also affects the general playability, by adding in SH5’s world several new climatic zones, each with its characteristic colors, seasons, and dynamic weather conditions. For doing so, real data on ocean’s main temperatures and turbidity, season’s alternations, weather variability, wind speeds, etc, were collected and combined, resulting in an highly variable environment. From now on, planning carefully your patrols based on seasons and locations will be a key factor for succeeding in the campaign, making the difference between the newbie and the experienced U-boot Kaleun!

 Main mod features:
added 9 new environment color zones, bringing the total to 12 (stock game features only 3 env_coloros configuration files), each with completely new colors, matching the real ones as close as possible according to footage and pictures available on internet and/or beta testers reports;

added 9 new climate zones for a total amount of 15 (stock game features only 6 climate zones), each representing realistic seasonal alternations for polar, sub polar, cold temperate, warm temperate, hot temperate, dry tropical and wet tropical climate (for both northern and southern hemisphere), plus equatorial climate (symmetrical);

added 84 new weather type configuration files for a total amount of 87 (stock game features only 3 climate zones), each with realistic weather variation intervals, and wind speed ranges changing based on climatic zones and seasons;

ClimateZones.tga completely reworked for representing as precisely as possible on the global map 183 different combinations of the featured color, climate and weather zones; no more “fixed” combinations are given, as it was in stock game.

replaced stock caustics with better HD ones;

many other graphical improvements, 3D textures and effects, etc.

 Optional mods features:

Low Resolution Patch: replaces main mod’s textures with smaller/more compressed ones.
NOTE: the enabling of this submod is highly recommended on average systems, as it might reduce the occurrence of random crashes caused by low available memory;

Enhanced Visibility: increases underwater transparence, decreases underwater impurity and fog density. Available in two versions (medium and high) for different degrees of visibility;

Camera Filters: affects colors dominance. It comes in two versions: Vivid Colors (increased saturation for blue component) and Realistic Colors (balanced saturation);

Ambient Settings: changes various environment color settings. Available in three versions: Darker Nights for reduced nocturnal ambient luminosity and darker night skies, No Murky Waters for setting back the grayish-greenish coastal waters featured in some areas by the Main Mod to a more classical blue color, Darker Nights-No Murky Waters for a merge of the previous versions;

Sleet for Winter Campaigns: changes rain into sleet-like precipitations;

Clear Water Surface: increases water surface transparency, making seafloor and underwater parts of SHIII/IV imported units visible from above water;

Wave Mechanics: improves waves at various wind speeds. It comes in three versions: Breeze, for improved low-height waves (recommended for low spec systems), Gale for increased wave height, and Hurricane for very high waves (only for high-end computers);

Seafloor: replaces stock seabed textures. Available in three versions: high resolution, medium resolution and low resolution.

Sea Plants: replaces stock sea plants and rock textures. It is available in 3 versions representing different undersea ecosystems (Atlantic Kelp Forests, Med Posidonia Meadows and Coral Reefs), each with 3 different resolutions (high, medium and low);

Sounds: it changes stock environment sounds (wind, wakes, thunders, etc.) with better ones;

Sobers Best Ever Tweaks: includes a selection of the best environmental mods by sober compatible with Dynamic Environment.

 Change log:

Dynamic Environment SH5 v 2.9:
- removed the distinction between realistic, normal and light main mod versions used until v 2.1. The realistic version is now the sole Main Mod, whereas normal and light versions were made into two optional sub-mods, called respectively Enhanced Visibility (medium) and Enhanced Visibility (high);
- Brighter nights optional mod removed;
- various optional mods featured in the previous versions of Dynamic Environment renamed with more intuitive names. The new names include numbers and letters corresponding with their suggested installation order;
- added low resolution textures to the Main Mod and to several optional mods, for users playing on low detail settings (SH5 graphical settings menu); further reduced/compressed textures introduced as optional mods;
- Sobers NO water drops v1 merged into Enhanced Visibility (high) optional mod.
- Dynamic Environment SH5 Shallow Waters V2.1 Patch merged into Clear Water Surface (old Shallow Waters) optional mod;
- Dynamic Environment SH5 v 2.1 - Winter Hotfix #1 merged into the main mod;
- Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters Hotfix # merged into the main mod;
- Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters-DarkerNights Hotfix #1 made into the Darker Nights optional mod;
- Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1 and Dynamic Environment SH5 v 2.1 - SkyColor-DarkerNights Hotfix #1 made respectively into the new No Murky Waters and Darker Nights-No Murky Waters optional mods;
- increased underwater diffraction FX for the main mod and, to a lesser extent, for Enhanced Visibility (medium) optional mod;
- Sobers Best Ever Tweaks, including DOF v4, Base Sky Mechanics v1, Better Terrain v3, Lights Cfg v5 and Waves Mod v9, introduced as optional mod.


Dynamic Environment SH5 v 2.1:
- fixed an error with incorrect wind speed ranges in some of the weather type zones .cfg files;
- fixed a small error with a missing average wind speed area in ClimateZones.tga map;
- decreased minimum wind speed value for calm wind areas from 1 to 0;
- added a new version of the optional mod Dynamic Environment SH5 – Undersea, to be used into the Mediterranean Sea.


Dynamic Environment SH5 v 2.0 (beta):
- increased the number of weather type zones .cfg files from 15 to 87, in order to reflect detailed information on real annual and seasonal wind speed averages measured in different areas of the planet;
- reworked ClimateZones.tga map, in order to include the new wind information; increased number of different combination of color, climate and weather types represented on it, from 36 to 183;
- included Dynamic Environment SH5 (realistic version) patch into realistic version of the main mod, in order to have more realistic visibility, fog distances and sky saturation;
- new water pixel shaders by TheDarkWraith included as optional mod.


Dynamic Environment SH5 (first release):
- main mod made in 3 versions with different underwater visibility, fog, filter, etc. settings;
- changed vanilla settings to have new environment colors zones for a total amount of 12;
- changed vanilla settings to have new climate zones for a total amount of 15;
- changed vanilla settings to have new weather type zones for a total amount of 15;
- replaced vanilla ClimateZones.tga with a new map featuring 36 different combinations of color, climate and weather types.
- replaced vanilla caustics effect.
- included other effects, textures, etc.
- optional mods included: Nights (2 versions), Colors (2 versions), Sleet for Winter Campaigns, Sounds, Waves (3 versions), Floor, Undersea (2 versions).

 Compatibility:

this mod is compatible with any version of Silent Hunter 5;
it is not compatible with any mod affecting the following files: ClimateZones.cfg, ClimateZones.tga, EnvColors_*.cfg, Weather_*.cfg (beware CTD’s).

 Known bugs and limitations:

low precipitations occurrence, excessive medium fog occurrence, presence of fog even during wind storms, stars visible during foggy and/or cloudy nights, weather resetting to foggy after loading a save game (whatever was the weather before saving), and Navigation Officer reporting the wrong weather after a save game reload, are known SH5 limitations that cannot be addressed with the present mod;

feel free to report any other issue that might be related with this mod in its dedicated thread (http://www.subsim.com/radioroom/showthread.php?p=2016079#post2016079).

 Installation:

install JoneSoft Generic Mod Enabler (http://www.subsim.com/radioroom/downloads.php?do=file&id=3951) if you have not done it yet, and configure it to the SH5 installation path (detailed instructions on how to configure it found here (http://www.subsim.com/radioroom/showthread.php?p=2060920#post2060920));

open the Dynamic Environment SH5 v 2.9 package using WinRAR (http://www.rarlab.com/download.htm) or 7-Zip (http://www.7-zip.org/download.html);

drop DynEnv v2.9 - 1. Main Mod into the <MODS> folder (inside the main SH5 directory);

enable the mod using JSGME;

follow the same steps for the optional mods you may want to use, taking care to enable them in the same order suggested by their progressive number. Sub-mods with the same number are alternative version of the same mod (enable only one of them).
NOTE: Sobers Best Ever Tweaks overwrites Enhanced Visibility, Camera Filters and Wave Mechanics optional mods.

 Acknowledgements:

main contributors: Ailantd, Captain America, Entheberge, gap, Paris_England, Pintea, sober, stoianm, Stormfly, TheDarkWraith, volodya61, W_clear, yano1966;

main beta testers: bart, misha1967, pedrobas, Silent Steel, tonschk;

other contributors: the authors of this mod wish to thank all the subsim members who have supported its development with their suggestions and with their encouragement. Among them, a special mention goes to Trevally for his help in uploading the mod to subsim download section.

 Disclaimer:

this package is not related to or supported by UBISOFT© nor it is intended for any commercial use;
the authors of this package take no responsibility for any damage occurred to the data in your computer due to its use;
feel free to redistribute this package for free as long as you do not alter it in any part, including this readme;
feel free to use this package -as a whole or in part- for your own freely distributed mod, as far as you get explicit consent by its authors (including the authors of mods that the present mod is based on) and you give them credits for their work. Any request can be addressed to stoianm (http://www.subsim.com/radioroom/member.php?u=271282) and/or to gap (http://www.subsim.com/radioroom/member.php?u=272959) via private message at subsim community forum.


https://i.imgur.com/0PY2mJw.png (http://www.subsim.com/radioroom/downloads.php?do=file&id=3975&act=down)

======================================
Dynamic Environment SH5 v 2.9 patches, fixes & updates
======================================

Legend:
blue title = optional update
orange title = critical update


Medium Fog Bug Workaround by archer9 (http://www.subsim.com/radioroom/showthread.php?p=2162055#post2162055) (date added: 12 Jan 2014)
This mod replaces medium fog settings with clear weather settings and light fog settings with medium fog, thus making medium fog to appear much more rarely in game. Undesired side effects: there is no light fog anymore, and transition from clear weather to heavy fog is very sudden.
Enable the DynEnv-compatible version of Medium Fog Bug Workaround on top DynEnv's main mod and, if used, after any version of DynEnv's Enhanced Visibility submod. No campaign restart required.


sobers waves mod V27 SH5 (http://www.subsim.com/radioroom//downloads.php?do=file&id=4266) (date updated: 8 Jan 2014)
This is the latest version of sobers waves mod. Waves look more natural now, and big waves will block te view of other vessels. If you plan to use the DynEnv v2.9 - Sobers Best Ever Tweaks submod, you might want to keep it updated by enabling sobers waves mod V27 SH5 on top of it. Screenie available at this link (http://www.subsim.com/radioroom/showpost.php?p=2157677&postcount=2933).


sobers best ever fog V25 SH5 (http://www.subsim.com/radioroom//downloads.php?do=file&id=4267) (date added: 8 Jan 2014)
This is the latest attempt by sober to rebalance SH5 fog levels. Medium fog visibility is much better now. Let this mod to overwrite DynEnv's main mod and Enhanced Visibility or Sobers Best Ever Tweaks submods if you are using them, and enjoy it!


Rubini's Moon light mod v1 (http://www.subsim.com/radioroom/showthread.php?p=2116335#post2116335) (date added: 3 Dec 2013)
This mod adds a real moon light into the game. The main feature of this mod is that now the night "main light" is aligned with the moon, what is much more immersive. Screenies here (http://www.subsim.com/radioroom/showpost.php?p=2145580&postcount=2744) and here (http://www.subsim.com/radioroom/showpost.php?p=2161252&postcount=2957).
Originally released for SHIII, but compatible with SH5. Better used together with any of the Dynamic Environment's Darker Nights submods and with Sobers Realistic contrast V8. A big thanks to sober for pointing us to this mod!


sobers realistic contrast V8 SH5 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4212) (date updated: 3 Dec 2013)
This is the latest version of the mod once known as 'sobers DOF', which enhances game contrast. If you plan using the DynEnv v2.9 - Sobers Best Ever Tweaks submod, you might want to keep it updated by enabling sobers Realistic contrast V7 SH5 on top of it.
Now updated for full compatibility with Rubini's Moon light mod.


sobers storm clouds v1 SH5 (http://www.subsim.com/radioroom//downloads.php?do=file&id=4239) (date added: 5 Nov 2013)
Makes clouds to look darker and lower, thus increasing the dramaticity of the skies. Screenies of the mod available in its thread (http://www.subsim.com/radioroom/showthread.php?p=2136851#post2136851).


sobers better terrain v4 SH5 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3538) (date added: 30 Oct 2013)
This mod enhances the resolution of detail maps rendered on the terrain. Enable it anytime either in port or on patrol.


DynEnv v2.9 - Brighter Nights (http://www.mediafire.com/?zlhcpix0x4d5ydz) (date added: 19 Jul 2013)
This submod reduces the problem of nights being excessively dark for some users. Available in two alternative versions: Brighter Nights (normal version) and Brighter Nights-No Murky Waters (merge of the two submods).


DynEnv v2.9 - No Glaring Sunlight (http://www.mediafire.com/download/fp6y7qqdfd6ax66/DynEnv_v2.9_-_No_Glaring_Sunlight.rar) (date added: 19 Jul 2013)
This submod is an attempt to reduce the excessively bright sun reported by some users, and it is a combination of the lights.cfg settings suggested by Venus (http://www.subsim.com/radioroom/showpost.php?p=2059253&postcount=400) with stock hdr_exterior.cfg, as suggested by robbierob2005 (http://www.subsim.com/radioroom/showpost.php?p=2072223&postcount=452). There is still space for some finetuning probably, but you should notice a substantial improvement anyway.


DynEnv v2.9 - Wave Mechanics - Gale (Improved) (http://www.mediafire.com/?cgnmx9hv5gfbl6y) (date added: 9 May 2013)
This is a big improvement over the Wave Mechanics - Gale optional mod featured in DynEnv v2.9, which now contains Fifi's tweaks (thank you again mate!). JSGME ready. Enable it any time in place of any other wave mechanics mod. Compatible with DynEnv v2.9 - Sobers Best Ever Tweaks (enabled DynEnv v2.9 - Wave Mechanics - Gale (Improved) and let JSGME to overwrite the conflicting file).

Screenies: wind speed 0 m/s (http://www.subsim.com/radioroom/showpost.php?p=2054096&postcount=359), wind speed 14 m/s (http://www.subsim.com/radioroom/showpost.php?p=2050452&postcount=337)


DynEnv v2.9 - No U-Mark (http://www.mediafire.com/?vmvn9vhtijwq1tl) (date added: 20 Mar 2013)
Removes the orange marker denoting U-boat's position in external view.


DynEnv v2.9 - Sobers Best Ever Tweaks - Wakes Fix (http://www.mediafire.com/?b9vzoufh3v9f85t) (date added: 6 Mar 2013)
With some gfx cards, the tweak contained in DynEnv v2.9 - Sobers Best Ever Tweaks corrupt U-boat's wake. This quick fix corrects the issue by restoring stock settings. Enable it after the aforementioned submod, if you are experiencing the described problem. Not required if the Sobers Best Ever Tweaks is not enabled.


DynEnv v2.9 - No Underwater Impurity Patch (http://www.mediafire.com/?b06zvkb9z71kugz) (date added: 5 Mar 2013)
Removes underwater impurity particles. Enable it after the Main Mod and either of the Enhanced Visibility optional mods, if used.
NOTE: required by the Enhanced Visibility submod high version, to fix a bug which makes impurity to be rendered as solid white squares.


DynEnv v2.9 - No Underwater FX Patch (http://www.mediafire.com/download.php?i6faqbij7spzcm9) (date added: 3 Mar 2013)
Removes underwater diffraction effects. Enable it after the Main Mod and the Enhanced Visibility (medium) optional mod, if used.
You don't need it if you are using the Enhanced Visibility (high) submod.

gap
02-25-13, 06:35 PM
Hi there,
in this post I will try to explain as clear as I can with my modest english what any SH5 player wanting to use Dynamic Environment should know before enabling it. It is important that you read these explainations carefully, in order to be aware of what you can expect from the mod and to report any issue or malfunctioning. In the first part I will try to explain how SH5 climate/weather settings do work. Skilled modders or experienced players who know better than me this part of the game can jump directly to the second paragraph where I describe the weather system introduced in Dynamic Environment and the process followed for achieving it.

I apologize in advance if in some parts this text will result tedious, obscure, or incomplete, and indeed I wellcome any constructive criticism about our mod and my explainations on it.

here we go:

HOW IT WORKS
All the editable files for SH5 wether generation are located in this path: <Silent Hunter 5/data/Env>. This folder contains several files. The ones whose function I'm going to explain belong to 4 categories:

1) ClimateZones.tga file, representing the global map in Mercator projection. In stock game the map looks like this:

https://i.imgur.com/Q5vZ5yK.jpg

As you can see, sea is represented there by different shades of red. During weather generation, the game engine is compairing our current position with the corresponding red value on the map, and reading it according to 3 different color indices. Incidentally, CTD's caused by some environmental mods were due to colors in the wrong format accidentally introduced in the map, or to colors in correct format but not listed in these indices.

2) ClimateZones.cfg: together with the .tga map, it is the core part of the weather genereting system in SH5. the firts part of the file contains the above mentioned indices, matching any of the red values found on the .tga map with 3 sets of parameters, namely (from their headers):
- Climate Zones settings
- Climate Weather Types settings
- Climate Environment Colors settings

Example from stock SH5:

[Climate Zones]
DefaultClimateZone=0
Color00=PolarClimateNorthern
Color40=TemperateClimateNorthern
Color80=TropicalClimateNorthern
Color120=TropicalClimateSouthern
Color160=TemperateClimateSouthern
Color200=PolarClimateSouthern

[Climate Weather Types]
Color00=Weather_Polar.cfg
Color40=Weather_Temperate.cfg
Color80=Weather_Tropical.cfg
Color120=Weather_Tropical.cfg
Color160=Weather_Temperate.cfg
Color200=Weather_Polar.cfg

[Climate Environment Colors]
Color00=EnvColors_Polar.cfg
Color40=EnvColors_Temperate.cfg
Color80=EnvColors_Tropical.cfg
Color120=EnvColors_Tropical.cfg
Color160=EnvColors_Temperate.cfg
Color200=EnvColors_Polar.cfg

Climate Zones settings are contained in the second half of the same file. They define seasons for any given area, with their starting and ending dates (numeric format: month/day of the month). These dates are compared with the current in game date, for generating weather conditions based on the resulting season. AFAIK we can have a maximum of 4 seasons (the obvious minumum should be one season). There's no limit to their durations as far as they cover the whole year.
Here is an example taken from stock game ClimateZones.cfg file, belonging to northern temperate area settings:

[TemperateClimateNorthern]
[TemperateClimateNorthern.Season0]
SeasonName=winter
StartDate=1201
EndDate=0231

[TemperateClimateNorthern.Season1]
SeasonName=spring
StartDate=0301
EndDate=0531

[TemperateClimateNorthern.Season2]
SeasonName=summer
StartDate=0601
EndDate=0831

[TemperateClimateNorthern.Season3]
SeasonName=autumn
StartDate=0901
EndDate=1131
It features 4 seasons equally distributed, but we could remove any season at our wish and/or modify seasons extent over the period of one year.

Another example from stock settings, related to southern polar area:

[PolarClimateSouthern]
[PolarClimateSouthern.Season0] ; one season for polar zones
SeasonName=winter
StartDate=0101
EndDate=1231
It features just one season (winter) extending for the whole year. Again, we can change this season with any other, or even add other seasons as far as we ensure that their cumulative durations do cover the extent of one year.

I did not carry tests with overlapping seasons, inverted seasons order (for instance summer => spring => winter) or seasons appearing more that once during one year, though, even if possible, I doubt that this kind of settings would help us to render a more realistic seasonal pattern!

It seems logical to me that the occurrence of rain, clouds and fog is generated by game engine pseudorandomly, on the base of current season (defined by in game date and location and ClimateZones.cfg settings). The probability of these occurrences for any given season could be hardcoded. So, unless I'm very much mistaken, the only way to change their chance in game is to play with the presence/absence and relative duration of different seasons, as defined in the .cfg file discussed in this paragraph.

3) Climate Weather Types settings are contained in a set of .cfg files (one file for any weather type we want in game, 3 in vanilla SH5). They define different weather change intervals (min and max values, in hours) and wind speed ranges (again: min and max values) related to the current season. Due to this reference to seasons, it is important to match weather settings with the corresponding ClimateZones area settings. For instance, if we wanted to create/edit a weather type .cfg file corresponding to a climate zone featuring two seasons, we would ensure that it contains entries for the very same seasons.

For example, stock SH5 settings for temperate weather (shared by both northern and southern temperate climate zones) are:

[Season 0]
SeasonName=winter
MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change
MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change
MinWindSpeed=1 ;
MaxWindSpeed=15 ;

[Season 1]
SeasonName=spring
MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change
MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change
MinWindSpeed=1 ;
MaxWindSpeed=15 ;

[Season 2]
SeasonName=summer
MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change
MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change
MinWindSpeed=1 ;
MaxWindSpeed=15 ;

[Season 3]
SeasonName=autumn
MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change
MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change
MinWindSpeed=1 ;
MaxWindSpeed=15 ;


Stock settings for polar weather (only one season, for northern and southern polar climate zones):

[Season 0]
SeasonName=winter
MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change
MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change
MinWindSpeed=1 ;
MaxWindSpeed=15 ;

4) Climate Environment Colors settings are contained in another set of .cfg files (one file for any weather type we want in game, 3 in vanilla SH5). They contain color parameters (in hex color values) for several environmental items (sea, sky, clouds, sun, etc.). In any of these .cfg files, parameters are divided into 3 different sections, respectively for (more or less) sunny, medium overcast and stormy weather. Any section is divided on its turn into several subsections, for different day/night times. Wether/how these colors are merged for intermediate times/weather conditions, or during the transition from a climatic area in the map to the next one (during oceanic passages) is something out of my knowledge. I invite my industrious ;-) friend stoianm to provide us with some clarification on this topic, as this is his undisputed kingdom!

Well, I guess you got enough basics to understand what follows. Time for sticking to the changes introduced with Dynamic Environment:

WHAT WE DID
In stock game we got 3 weather type/environment color zones (Polar, Temperate and Tropical) and 6 climate zone (the former zones x 2, for both northern and southern emispheres). You can spot these zones at first glance by looking at the .tga map posted above.

The first step was adding some new climate/environment colors zones to the map. For doing so, we didn't stick to latitude as main factor for climate change across the globe. As SH5 is a game about people going through the sea, we took oceanic average temperatures as the main factor representing global climate. We are aware that for this arbitrary assuption we are not going to win the Nobel Prize, but after all climatology is a complex science, and we had to simplificate it a lot in order to put it in our game! :woot:

This is one of the many maps about global oceanic temperatures we've found on the net:

https://i.imgur.com/y9Wxddj.jpg

and this is how ClimateZones.tga map looked like after our first rework:

https://i.imgur.com/JVSTsGe.jpg

Red color shades were replaced with custom colors for easing our work. This is the legend:

Black: polar zone;
Blue: subpolar Zone;
Cyan: cold temperate zone;
Green: warm temperate zone;
Yellow: hot temperate zone;
Red: tropical and equatorial zone.

Each of these areas got its own environment color settings.

Next step was adding intermediate areas within the main zones. We could have done it by introducing new color in the map and defining new climate/weather/environment colors zones in .cfg files, but as there's a limit to the zones that could be defined in the .tga map (0 to 255 are the red channel values in RGB color format) and we wanted to have some free space for adding other features, we decided to represent these "in-between" areas by dithering pixel by pixel color values relative to contiguous yet existing zones:

https://i.imgur.com/E3JOBDu.jpg

in this image you cannot spot the dithering, as the image itself is a compressed and resized sample. Side effect of this dithering method is that every time you move on your u-boat into intermediate areas, going from pixel to pixel (in game it is equal to a square with side of 40 km), most probably weather will change, providing an higher dynamism during passages and patrols in those areas.

The next step was implementing the intertropical climatic system into our mod:

http://upload.wikimedia.org/wikipedia/commons/thumb/d/d7/ITCZ_january-july.png/800px-ITCZ_january-july.png

the two red and blue bands in this image represent the so called Intertropical Covergency Zones with two alternate (wet/dry) seasons. Wet seasons correspond to hotter months: around July for the red band and January for the blue one. The central area between the bands is the equatorial zone, were precipitations are equally distributed during most of the year. Again: we semplified a lot things.
After adding some shadowing effects to our map for representing ITCZ zones, equatorial zone and for distiguishing northern and southern climates, we obtained this:

https://i.imgur.com/K6DgYHu.jpg

Notice that I took the area of Indian Ocean between Horn of Africa, Southern Arabic Peninsula and North Western India out of Northern ITCZ and equatorial bands, because the climate of this region tends to be drier than surrounding areas and it is influenced by winds originating in the southern hemisphere.

Now, according to colors in map*, we can define our ClimateZones settings in ClimateZone.cfg file as follows:

Greyed areas outside ITCZ and equatorial bands:
black: polar northern climate
blue: subpolar northern climate
cyan: cold temperate northern climate
green: warm temperate northern climate
yellow: hot temperate northern climate
red: dry tropical northern climate

Areas within ITCZ bands:
Upper ITCZ band (black shadowed area): wet tropical northern climate
Mild band (grey shadowed area): equatorial climate
Bottom ITCZ band (white shadowed area): wet tropical southern climate

Non greyed areas outside ITCZ and equatorial bands:
red: dry tropical southern climate
yellow: hot temperate southern climate
green: warm temperate southern climate
cyan: cold temperate southern climate
blue: subpolar southern climate
black: polar southern climate

* Intermediate colors (orange, lime green, light blue, etc.) don't need to be defined because -as aforesaid- if you could look at them closely you would see that they were actually obtained by dithering two of the main colors.

Our seasons settings for all of these climate zones are resumed in the following chart:

https://i.imgur.com/slgiIqd.jpg

Notice that:
-polar zones got only one season (winter)
-subpolar zones got 3 seasons (winter [6 months], spring [3] and autum [3])
-dry tropical zones got 4 season with long summer (6 months) and short autumn, winter and spring (each 2 months long)
-wet tropical zones got 2 seasons (each 6 months long), inverted compared to real climate (this is for simulating the rainy season that in these regions is corresponding to the hottest months)
-equatorial climate got only one season (spring, for keeping some chance of rain during the whole year without renouncing to sunny days :sunny:).

Another aspect that we wanted to simulate in game was the presence of regions where oceanic waters look murky green, as seen in the movie Das Boot. It is something that was discussed extensively on this forum by both detractors, asserting the inconsistency of using a movie as reference for realism, and advocates who experienced this particular sea color outside the cinema! Well, I think stoianm discussed in this thread the existence of a phenomenon called upwelling and happening close to continental platforms when cold waters from the seafloor, rich in minerals and nutrients, reach the surface feeding algal blooms. While in real sea you most probably will never dive in sea waters as green as a swamp (and as seen in Das Boot...), clorophyll content is a well studied parameter in ocenography and marine biology. Here's a map taken from internet:

https://i.imgur.com/Bz5nUEO.gif

the areas in red are the ones with the highest contents in clorophyll, hence the murkiest and greeniest in Neptune's realm. The following map represents our designed murky areas. painted on SH5 ClimatZones.tga map:

https://i.imgur.com/6MI029V.jpg
upwelling zones are represented as plain brown areas

and here's the map with all the other colors:

https://i.imgur.com/cu3lVwC.jpg
upwelling zones are represented as brownish shadowings on top of other colors

Including the upwelling, by now all of the environment color zones featured in Dynamic Environment are represented in the map. Hence we have:

black color (no brown shadowing): polar environment colors - blue sea
black color (brown shadowing): polar environment colors - murky green sea

blue color (no brown shadowing): subpolar environment colors - blue sea
blue color (brown shadowing): subpolar environment colors - murky green sea

cyan color (no brown shadowing): cold temperate environment colors - blue sea
cyan color (brown shadowing): cold temperate environment colors - murky green sea

green color (no brown shadowing): warm temperate environment colors - blue sea
green color (brown shadowing): warm temperate environment colors - murky green sea

yellow color (no brown shadowing): hot temperate environment colors - blue sea
yellow color (brown shadowing): hot temperate environment colors - murky green sea

red color (no brown shadowing): tropical and equatorial environment colors - blue sea
red color (brown shadowing): tropical and equatorial environment colors - murky green sea

Notice that despite upwelling and algal blooms are mostly seasonal phenomenes, it is not possible in SH5 to make environment colors dependent on seasons. Hence, green sea waters will show during the whole year in the designed zones.

Finally, the last, most challenging and probably most important part of my tasks for Dynamic Environment was implementing realistic wind patterns. This feature can influence greatly the game play, because during stormy weather can be very difficult to hunt enemy ships.

Once again, internet helped us. Here's a map showing global average wind speeds, used as base for wind datas fetured in our mod:

https://upload.wikimedia.org/wikipedia/commons/6/60/Global_Annual_10m_Average_Wind_Speed.png

and this is its simplified version rendered in ClmateZones.tga:

http://img21.imageshack.us/img21/1235/climatezones.jpg (http://imageshack.us/photo/my-images/21/climatezones.jpg/)
EDIT: missing picture

Legend (wind spees in m/s):

light blue: 4
green: 5
yellow: 6
ocre: 7
pink: 8.25
red: 10.5
grey-purple: 12.5

merging wind speeds information with the remaining colors we obtained this:

https://i.imgur.com/nJq9A0q.jpg

and this is our final .tga map after reconverting the rainbowl-like colors in red color values read by the game engine (and after several hours of hard work, while stoianm on the background was singing some old fashioned italian songs with the purpose to enhance my concentration :$ ):

https://i.imgur.com/8s4imEr.jpg

our final task was to create realistic seasonal wind ranges, as the information provided by the first map was relative to annual average speeds, calculated over a period of severale years.
Information on wind speeds seasonal variation was provided by 3 other maps:

http://img21.imageshack.us/img21/9968/climatezonesu.jpg (http://imageshack.us/photo/my-images/21/climatezonesu.jpg/)
EDIT: missing chart

https://i.imgur.com/kpaIVs7.png

https://i.imgur.com/AHJ6FKL.png

The first map from top is representing wind speeds standard deviations (the deviation from the averages), whereas the other two maps show average wind speeds respectively for the months of January and July.

As you can see, major deviations from average wind speeds are recorded especially at the southernmost and (in an even bigger measure) northermost latitudes. These deviations are reflected by differences in seasonal averages.

By combining this information we were able to set realistic wind speed ranges for winter and summer seasons, while the ranges for spring and autumn were calculated by equating the annual averages for each zone to the values reported in the legend of our simplified wind speeds map. The resulting equations were solved by taking in consideration the duration of each season, as previously defined in the corresponding climate zone settings, and by assuming arbitrarily that autumn and spring averages must be equal. Believe me, saying it was harder than doing it.

Anyway, for all practical purposes, my suggestion is to save the previous maps somewere on your HD and to study them carefully every time you are planning a new patrol. By doing so, remember to compare the annual average for the designed patrol area with the maps showing seasonal averages. Also, take in mind that:

1. Given average wind speeds are... averages :know:: patroling a calm wind area doesn't mean that you will not encounter occasional windy days, but on average the chance of wind storms will be higher for areas having an higher average wind speed.

2. There are chances of high discrepancy between annual and seasonal averages.

3. In general the highest wind speeds are occurring during winter (around January in northern amisphere and July in souther emisphere)

4. In general, the higher the latitude, the higher the difference between seasonal average wind speeds.

5. In general, the higher the annual average wind speed, the higher the difference between it and the seasonal averages.

That's all! Now we rely on your feed-back in order to know wether we have achieved our purposes or not. Again, any bug report, suggestion, technical advise, etc. is very wellcomed!

gap
02-25-13, 06:36 PM
RESERVED


https://i.imgur.com/ZQs3xSH.png

gap
02-25-13, 06:37 PM
RESERVED

https://i.imgur.com/ZQs3xSH.png

GT182
02-25-13, 06:39 PM
Wow, you guys have been busy. :yeah:

After see the charts one question. Where safety lines modded in so the crews won't be blown overboard?

:hmmm: I'd try it out when you get a link posted but I'd have to start all over again with my campaign. Not going to happen for a while I'm afraid, but I will download it and have it in a safe place for later on. :03: :)

gap
02-25-13, 06:42 PM
Wow, you guys have been busy. :yeah:

:hmmm: I'd try it out but I'd have to start all over again with my campaign. Not going to happen for a while I'm afraid, but I will download it and have it in a safe place for later on. :03: :)

Hi Gary,

If you were using Dynamic Environment v 2.1, you can enabled the new version any time :up:

volodya61
02-25-13, 06:54 PM
Congratulations my friend! :sunny:

:woot: :Kaleun_Party:

It was really Global work!

User guide is similar to the user manual for launching ballistic missiles :D
I'm afraid I'll need more than a day to read it all :03:

Thank you Gabriele!

PS: why v2.9?

gap
02-25-13, 07:22 PM
Congratulations my friend! :sunny:

:woot: :Kaleun_Party:

It was really Global work!

User guide is similar to the user manual for launching ballistic missiles :D
I'm afraid I'll need more than a day to read it all :03:

Thank you Gabriele!

PS: why v2.9?

Thank you Volodya for your encoragement and your contributions to this mod! :salute:

This new version doesn't contain substantial new features (thus the number version 2.9), but it is aimed to consolidate Dynamic Environment with several improvement which had been released as separate patches since its last "official" release, and to make it more accessible to any player in therms of easy dowload and installation, compatibility with other mods, and good performance on any computer.

Imo, the most important feature is that I and stoianm agreed in making Dynamic Environment into a "community mod" (as stated is 'Authors' section of the readme, we don't consider it anymore as "our" mod), thus making it even more open than before to anyone's contribution. I strongly hope that our modders will accept our invitation :up:

Unfortunately, my convolute English didn't help me in making the user guide as easy as, as I hope, is the rest :D :O:

volodya61
02-25-13, 07:34 PM
I see new vegetation does not yet implemented in this version?

PS: my contributions? a drop in the ocean :03:

finchOU
02-25-13, 07:38 PM
Gap,

What's the weather change factor? As in ...does the weather change at some random interval....or does it change after X number of hours? Does the Medium Fog reload bug follow the same weather change factor?

gap
02-25-13, 08:17 PM
What's the weather change factor? As in ...does the weather change at some random interval....or does it change after X number of hours?

Any given type of weather can last a random number of hours within the range defined by the set Minimum and Maximum intervals. There is a Minimum and a Maximum weather change setting for each season of each "weather zone". When the weather change interval elapses, a new random weather is generated. If you are unlucky, 2 or more foggy weather types can happen in a row. There is no way to change weather type probabilities, other than by setting different seasons.

Dynamic Environment added 84 new weather zones, over a number of 3 set in stock game. This implies that the more the player will move far from the poles, the shorter the winter season, the lower the chance of fog.
Moreover, in order to make the game to shuffle more the weather, autumn, winter and spring weather change intervals were made shorter than in stock game for most weather zones (i.e: 3 to 12 hours).

Does the Medium Fog reload bug follow the same weather change factor?

I think so. For some reason, medium fog seems to be the standard weather when a savegame is reloaded. If you are lucky, this weather will change within 3-12 hours (DynEnv settings). If you are unlucky, the next generated weather will be equally foggy :-?

The secret? Always save your games while in mid-patrol, or after having dealed with an enemy convoy. Never save before planning an attack :yep:

gap
02-25-13, 08:24 PM
I see new vegetation does not yet implemented in this version?

No, not yet, but it is still in my todo list.

Implementing this feature implies a lot of graphical work on the raw map used for setting the different ecoregions, and on the textures to be rendered in game (not only tree textures: seabed, terrain and rock textures can be customized as well for each region :sunny:).

It means a lot of work. I will consecrate to it once we finish with our other project, which I hope to work on full time, now :03: :woot:

PS: my contributions? a drop in the ocean :03:

drops is exaclty what oceans are made of. Many drops. Any singular drop may appear insignificant, but it is not :know: :up:

volodya61
02-25-13, 08:37 PM
I think so. For some reason, medium fog seems to be the standard weather when a savegame is reloaded. If you are lucky, this weather will change within 3-12 hours (DynEnv settings). If you are unlucky, the next generated weather will be equally foggy :-?

The secret? Always save your games while in mid-patrol, or after having dealed with an enemy convoy. Never save before planning an attack :yep:

I know one more remedy.. always save the game near the ports and after reload you will get the same weather as before..

It means a lot of work. I will consecrate to it once we finish with our other project, which I hope to work on full time, now :03: :woot:

I see :yep:
One more question - are the Wave Mechanics mods the same as in v2.1 or new ones?

finchOU
02-25-13, 08:42 PM
The secret? Always save your games while in mid-patrol, or after having dealed with an enemy convoy. Never save before planning an attack :yep:

Yeah...been bit by this a couple of times in the past. Thanks for the hard work and update to this great mod.

gap
02-25-13, 08:59 PM
Yeah...been bite by this a couple of times in the past. Thanks for the hard work and update to this great mod.

Thank you too finchOU. Stay tuned :up:

I know one more remedy.. always save the game near the ports and after reload you will get the same weather as before..

Good one. I will take note of it, though I can hardly understand how port proximity would affect weather :hmm2:

More likely than the suggestion by Trevally of wearing a bicorne hat anyway :haha:

One more question - are the Wave Mechanics mods the same as in v2.1 or new ones?

Exactly the same, but the submod Sobers Best Ever Tweaks contains Waves Mod v9 which wasn't featured in the previous version.

THE_MASK
02-25-13, 09:10 PM
downloading now :up:

Fifi
02-25-13, 09:13 PM
An other colossal work again! :yeah:

Was always a big fan of your DE from day one i modded SH5.
Navigating for real (well in Pacific, not Atlantic though), your waves mechanics are really really well done! Combinated with Stoianm pitch and roll normal, it's just so close to reality :up:
Nevertheless, i'll stick with 2.1 version untill you will release the vegetation mod...

Thanks for this update!

gap
02-25-13, 09:14 PM
downloading now :up:

You are probably the first one: I was going to make a new post for advertising the new link :up:

At the time being, the subsim download will redirect you to mediafire, but I hope that a proper subsim upload will be done as soon as possible :03:

Let me know if you find any bug with the reduced textures :up:

7thSeal
02-25-13, 09:32 PM
Thanks for the work on this, great mod gets even better. DL just finished and I'll give it a try shortly. :)

gap
02-25-13, 09:37 PM
An other colossal work again! :yeah:

Well, not that colossal: I could have released it two weeks ago, if it wasn't for my laziness. :D

As I said before, this update was focused above all in making the mod more compact and more user friendly than before. Nonetheless, I reward the addition of the "reduced" textures as a big step forward for our computers overburdened by huge mod lists. Icing on the cake: the added sober's mods :sunny:

Was always a big fan of your DE from day one i modded SH5.

read the authors information and the aknowledgements: "ours", not "yours" :03:


Nevertheless, i'll stick with 2.1 version untill you will release the vegetation mod...

Thanks for this update!

the vegetation update will take a bit longer. I plan to make it into a separate pack (this is what the "reserved" posts after the first one are for). All in all, I suggest you to update your mod list with this v 2.9, while you are waiting for future updates :salute:

volodya61
02-25-13, 09:45 PM
Good one. I will take note of it, though I can hardly understand how port proximity would affect weather :hmm2:

I don't know why but it works :yep:.. not each time but very very often.. first time I noticed it in the Med campaigns.. there are many ports and I noticed this during the regular refit, after that I tried near the friendly port, there it works also..

EDIT: if this doesn't work after the first reload I just reload the game again

More likely than the suggestion by Trevally of wearing a bicorne hat anyway :haha:

and face to North :har:

..but the submod Sobers Best Ever Tweaks contains Waves Mod v9 which wasn't featured in the previous version.

For some reasons I don't like it.. I will use my own revision..

gap
02-25-13, 09:46 PM
Thanks for the work on this, great mod gets even better. DL just finished and I'll give it a try shortly. :)

Thank you too 7thSeal. :salute:

Keep me informed on any bug I might have introduced with the recent changes. This mod contains so many files that the error is always around the corner :D

gap
02-25-13, 09:54 PM
I don't know why but it works :yep:.. not each time but very very often.. first time I noticed it in the Med campaigns.. there are many ports and I noticed this during the regular refit, after that I tried near the friendly port, there it works also..

Interesting... :hmm2:

how close to ports? Only near friendly ports? Have you tried saving everywhere near land?


and face to North :har:

:doh:
probably he learned it from the aliens :haha:

For some reasons I don't like it.. I will use my own revision..

forgot to add your waves edit as optional mod, along with the other versions. I'll do it with the next release, if you agree :D

volodya61
02-25-13, 10:06 PM
Interesting... :hmm2:

how close to ports? Only near friendly ports? Have you tried saving everywhere near land?

Close.. I think 0.5-3 km.. friendly I meant neutral.. near the German and neutral ports..
near the land? no.. :oops:

EDIT: :hmmm: maybe near the British ports this works too because I've saved the game several times in Scapa and never seen fog after reload..

:doh:
probably he learned it from the aliens :haha:

:o maybe he is... alien?

forgot to add your waves edit as optional mod, along with the other versions. I'll do it with the next release, if you agree :D

I'm still working on it :D
I could send you last version before new release :up:

Silent Steel
02-26-13, 12:48 AM
Rocket scientists and meteorologists are for sure even more amazed than we are... :03:
We're already like pampered brats used to this kind of world class, fine tuned masterwork.

Perfect structure of the mod - intuitive and logical.

Thanks again Gap :salute:

dem
02-26-13, 02:28 AM
help:ping:

The file you attempted to download is an archive that is damaged or possibly encrypted. MediaFire does not support unlimited downloads of broken or encrypted archives and the limit for this file has been reached. This file may only be distributed from a premium account.

We have informed the owner that sharing of this file has been limited and how they can resolve this issue.

Still have questions, or think we've made a mistake? Please contact support for further assistance.

simast
02-26-13, 02:28 AM
Can't download.. archive download blocked error on mediafire..

Echolot
02-26-13, 03:46 AM
Can't download.. archive download blocked error on mediafire..

Same here :timeout:

Silent Steel
02-26-13, 03:49 AM
Works fine here :hmmm:

Echolot
02-26-13, 03:59 AM
Archive Download Blocked

The file you attempted to download is an archive that is damaged or possibly encrypted. MediaFire does not support unlimited downloads of broken or encrypted archives and the limit for this file has been reached. This file may only be distributed from a premium account.

We have informed the owner that sharing of this file has been limited and how they can resolve this issue.
Still have questions, or think we've made a mistake? Please contact support for further assistance.





:Kaleun_Binocular:

Silent Steel
02-26-13, 04:07 AM
Do you mean this one in post #1
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6392

I have no problems with it.

What browser are you using?
I run Firefox

And - check this; http://everythinginoneplaze.blogspot.se/2012/01/how-to-fix-mediafire-download-problem.html

Echolot
02-26-13, 04:12 AM
Yes SilentSteel, post 1. Running Firefox. I will try later, no problem. Thank you.

:up:

Trevally.
02-26-13, 04:24 AM
Great work Gap:sunny:

I am late to the party and there is no cake left:wah:
Can't download.. archive download blocked error on mediafire..

I just love post 2
:Kaleun_Salivating::Kaleun_Salivating:
looking forward to post 3&4:D


probably he learned it from the aliens :haha:
I have learnt all I can from those pesky mutons.
I am now back in 16th century Japan with a very sharp sword:D
Getting ready for :-

http://soe-assets-live.s3.amazonaws.com/totalwar.com/web_assets/images/themes/rome2/rome-2-pack-us.png (http://www.totalwar.com/en_us/rome2)

dem
02-26-13, 05:09 AM
Do you mean this one in post #1
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6392

I have no problems with it.

What browser are you using?
I run Firefox

And - check this; http://everythinginoneplaze.blogspot.se/2012/01/how-to-fix-mediafire-download-problem.html

Done all the above still no go:nope:

Olzeen
02-26-13, 05:18 AM
same thing...i can`t download.. :hmph:

Silent Steel
02-26-13, 05:21 AM
Could be some restriction rules playing games with us here :nope:
Try this; HotSpot Shield (http://hotspot-shield.en.softonic.com/)

Trevally.
02-26-13, 05:22 AM
SSteel - did you try to download the file again or just click on the subsim link that will take you to mediefire?

Silent Steel
02-26-13, 05:32 AM
I just clicked the button in post #1
Did it again 1 min ago - everything works just fine :up:

Trevally.
02-26-13, 05:51 AM
I just clicked the button in post #1
Did it again 1 min ago - everything works just fine :up:

This takes you to subsim download.

Then click download mod and it will take you to mediafire.

Then on the mediafire page - try to download the mod:hmmm:

THE_MASK
02-26-13, 05:53 AM
I downloaded it earlier when first put up but now i cannot download . Need a premium account or something .

Trevally.
02-26-13, 06:18 AM
Need a premium account or something .

OMG:eek:
Gap - are you charging us for the mod:O::D

robbo180265
02-26-13, 06:33 AM
I'm having problems with this download too.

http://i.imgur.com/n3jghXi.jpg

robbo180265
02-26-13, 06:40 AM
Nah it's me. I'm such an idiot , I've already downloaded the mod as part of Sober's mega package (without realising) - I'm assuming it gives you one crack at it.

*goes away to read page properly*

gap
02-26-13, 09:25 AM
Rocket scientists and meteorologists are for sure even more amazed than we are... :03:
We're already like pampered brats used to this kind of world class, fine tuned masterwork.

Perfect structure of the mod - intuitive and logical.

Thanks again Gap :salute:

Thank you mate. I am glad you like the new mod structure.

The only thing I wish we could do, is hacking the weather generation probabilities concealed within the game code, similar to what h.sie has done for SHIII :hmm2:

Great work Gap:sunny:

I am late to the party and there is no cake left:wah:

:haha:
you got a PM ;)


I just love post 2
:Kaleun_Salivating::Kaleun_Salivating:
looking forward to post 3&4:D

Hehe, that's a copy/paste of an old post in the first DynEnv thread that very few had noticed. As it reveals the "secrets" of this mod, I thought it deserved better attenction. ;)

The next big thing will be more varied landscapes... among them the white cliffs of dover :up:

gap
02-26-13, 09:47 AM
http://img545.imageshack.us/img545/4881/workinprogress.png

Sorry for the inconvenience guys.

I have removed the dowload link from the first page of this thread and edited the subsim download page not to redirect you to the (broken) mediafire link.

The mod will be uploaded directly on subsim as soon as possible. Thanks for your patience. :salute:

volodya61
02-26-13, 10:24 AM
Seems like mediafire is started a strange policy also, as gamefront before :hmm2:

Lenam
02-26-13, 10:41 AM
Great work Gap.

Bothersome
02-26-13, 12:48 PM
Why do you not just use dropbox?

Absolutely the easiest way to make files public that I have found so far.

For instance, to make this readme file available from my dropbox, I just post a link here and anyone can download it...

https://dl.dropbox.com/u/54171727/How%20to%20use%20the%20Public%20folder.txt

Just go to dropbox and get you a free account.

http://db.tt/Sc3Gf3Hf

If you use that link, I can add more space to mine.

gap
02-26-13, 02:27 PM
Seems like mediafire is started a strange policy also, as gamefront before :hmm2:

unfortunately, yes :-?

Why do you not just use dropbox?

because so far mediafire seemed to work well :yep:

gap
02-26-13, 02:39 PM
After a second thought, I think I know what is the problem with mediafire; it probably doesn't like .7z files compression:

TDW's mods whose mediafire links stopped working recently have this extensionn.
So far I have always used the rar format for my files uploaded on mediafire (including the previous version of DynEnv, which incidentally had a bigger filesize than the current one), and had no problems with them.

This is the first time I use the .7z format and the download gets broken after few downloads :hmmm:

volodya61
02-26-13, 02:59 PM
After a second thought, I think I know what is the problem with mediafire; it probably doesn't like .7z files compression..

I don't think so.. almost all files on my mediafire page are in 7z..
Also the TDW's mods were available long time before this happened..
I think there is some other reason.. IMO..

PS: but some 7z files mediafire can't identify, and they are under question mark.. :hmm2:

gap
02-26-13, 03:28 PM
I don't think so.. almost all files on my mediafire page are in 7z..
Also the TDW's mods were available long time before this happened..
I think there is some other reason.. IMO..

PS: but some 7z files mediafire can't identify, and they are under question mark.. :hmm2:

Probably the problem doesn't rely on the format, but on some compression setting wich is not recognized by mediafire.

garren
02-26-13, 06:54 PM
Bad link to download. Can this file be uploaded somewhere else? uTorrent?

gap
02-26-13, 07:06 PM
It's been a long haul but we've finally managed to fix the download link in the first page :doh:

Thank you guys for you patience, and Trevally for your tireless support! :salute:

volodya61
02-26-13, 07:20 PM
:har:

While I tried figured what's wrong with d/l link..

Sorry! You have exceeded your daily allowed download amount.Congratulations anyway! Thank you and Trevally!

Silent Steel
02-27-13, 01:37 AM
Hi all again

I think I found a reasonable explanation why I didn't have any problems with the download link.
In Firefox I use this extension;

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6397

binzy62
02-27-13, 03:00 AM
Great work as usual Gap :up:

arnahud2
02-27-13, 04:17 AM
Thanks to have improved this must-have mod, Gap. :up:

gap
02-27-13, 10:32 AM
:har:

While I tried figured what's wrong with d/l link..

Sorry! You have exceeded your daily allowed download amount.

Congratulations anyway! Thank you and Trevally!

I don't understand why version 2.1 of the mod, also (re-)uploaded on mediafire, didn't cause so many problems:

file size: 176 Mb (more than 2 times bigger than v 2.9)
upload date: 15-11-2012
number of downloads: 625
average daily downloads: about 6 (ca. 1 Gb per day)

Maybe more distributed downloads? :hmm2:

Hi all again

I think I found a reasonable explanation why I didn't have any problems with the download link.
In Firefox I use this extension;

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6397

interesting plugin :up:

if someone wants to try, I can post again the mediafire link :hmmm:

Great work as usual Gap :up:

Thanks to have improved this must-have mod, Gap. :up:

Thank you too for your nice comments, guys :)

Dogfish40
02-27-13, 10:34 AM
Ahoy all.
I have just D/L'd the 2.9 version of Dyn'Env (I really love this mod), however, I noticed some time ago that I was getting very little rain in the game. Once in a great while I would get some with lighting and all and I loved it. But lately, never.
I was wondering if anyone else had this effect?! Most people usually complain about too much rain overall in Env'Mods. I'm also wondering if upgrading the Mod will help, as if this has been worked on at all. I know there have been lots of improvements and I can't wait until this evening to load this up, but I need more storms. Too much moderate weather with my currant set.
I use these folders: Version 2.1
1. Base mod folder
2. Vivid Colors folder
3. Shallow waters folder
4. Atlantic Floor folder
5. Waves (realistic)
6. Undersea (temperate and polar)
7. Sounds
I will add the Dyn Sleet folder when applicable near the end of the list.

Is there anything in the file set-up that might interrupt the rain cycle?
Thanx for taking a look.
D40

Echolot
02-27-13, 10:52 AM
Thank you for the new version, gap and SH5 modding community.

:Kaleun_Applaud:

gap
02-27-13, 10:54 AM
Hi guys,

in the past months I received a couple of reports by Trevally about a fastidious glaring light effect happening in sunny days. Here's an excerpt from a recent conversation on this topic:




The glaring light issue was just that - when out is sunny day, the glare looked like a nuke had gone off:O::D
I will check out the new version with some addons in the mix (glad you added a clear underwater patch) and let you know

Okay, keep me informed on this and other issues about the new release.

The weird thing is that no one has ever reported this 'glaring light' problem. When does it happen? What is your gfx card? Hopefully a screenshot and some more detail will help us tracking down the problem. :salute:

Sure will.

It happened on any full sun day.
If you look at some of tonschk pics - he suffered from the same thing
I will find one and attach it here...

http://img714.imageshack.us/img714/8757/2011082400003u.jpg

http://i194.photobucket.com/albums/z58/tonschk/SH5Img2010-10-01_193908-1.jpg

http://i194.photobucket.com/albums/z58/tonschk/SH5Img2011-10-25_194129.jpg

http://i194.photobucket.com/albums/z58/tonschk/SH5Img2012-03-20_074653.jpg

He was in bad need of some smoothed edges:D
But the brightness is the same as I get
The boat itself is so white in the bright days that I stay inside:D

These were with v2.1 and my graphics are 2x460 nvidea sli

:up:

Unfortunately I overlooked to address the issue with v 2.9 of the mod, but doing it through hdr_exterior.cfg settings should be relatively easy.

Let me know if you are experiencing the same problem and, in the affermative, with which DynEnv submods or other environmantal mods enabled :)

gap
02-27-13, 11:31 AM
Ahoy all.
I have just D/L'd the 2.9 version of Dyn'Env (I really love this mod), however, I noticed some time ago that I was getting very little rain in the game. Once in a great while I would get some with lighting and all and I loved it. But lately, never.
I was wondering if anyone else had this effect?! Most people usually complain about too much rain overall in Env'Mods. I'm also wondering if upgrading the Mod will help, as if this has been worked on at all. I know there have been lots of improvements and I can't wait until this evening to load this up, but I need more storms. Too much moderate weather with my currant set.

Hi DogFish, thank you for your report.

I am also curious to know is someone can confirm the problem pointed by you and putting it in relation with DynEnv.

As I stated in a previous post, the only factor which affects the probability of different weathers (including rain, fog and cloud coverage), is current season.

Stock game features only 5 weather zones: 2 polar bands, north and south (with only 1 winter season), 2 temperate bands (with 4 seasons of equal duration) and 1 tropical band (summer). Having introduced many new weather zones, DynEnv adds more variety to the game, and makes seasonal patterns at different latitudes closer to what one would expect in real life.

The one thing which may affect precipitation's duration (but not their probability, as far as I can understand) is that for most weather zones and seasons, min and max weather change intervals have been sensibly shortened. If SH5 rain had a cycle and required a minum rainy weather duration for rain to actually happen, DynEnv might interfere with this cycle, and reduce indirectly rain probability.

This is only a supposition, but if you want I can prepare a longer weather change intervals patch, for you to check if it will affect positively rain chance :up:

volodya61
02-27-13, 11:47 AM
Sorry! You have exceeded your daily allowed download amount.
I don't understand why version 2.1 of the mod, also (re-)uploaded on mediafire, didn't cause so many problems:
....
Maybe more distributed downloads? :hmm2:

:D it was not a mediafire message.. it was subsim message :)

..interesting plugin :up:

if someone wants to try, I can post again the mediafire link :hmmm:

I use this plugin and yesterday I couldn't download mod.. :yep:

Mikemike47
02-27-13, 12:54 PM
Hi all again

I think I found a reasonable explanation why I didn't have any problems with the download link.
In Firefox I use this extension;

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6397
I love all the customized addons for Firefox. I will try this one now.
I am starting to see what others are talking about for rapidshare and mediafire while testing links for others, too. Never had seen issues like this before until the last 3-4 days. Thanks.

Bothersome
02-27-13, 01:37 PM
Installed last night and so far having very good results from it.

This is the mods and order I've installed and have had no problems yet other than one stationary boat at kiel doing flips and rolls (with no visible damage).

FX_Update_0_0_21_ByTheDarkWraith
Remove Electric Torpedo Wakes
sobers see thru wake fix
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
TDW_Ship_Inertia_1_1_0
OPEN HORIZONS II_full v2
NewUIs_TDC_7_1_0_ByTheDarkWraith
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights


I wasn't sure if I should install other optional mods because they seem to overwrite some of the options already installed. So I suppose we're not supposed to install everything. We're supposed to pick and chose based on where we're planning on being?

Also, you guys might check your contrast settings in the options screen to make sure you don't have it turned up too high. I've noticed a white-out saturation coming out of the sub bunker too... but the program self adjusts a few seconds after so I thought it was normal. I have most of my other settings to max.

gap
02-27-13, 02:16 PM
I wasn't sure if I should install other optional mods because they seem to overwrite some of the options already installed. So I suppose we're not supposed to install everything. We're supposed to pick and chose based on where we're planning on being?

Your mod order looks okay to me, but if you want to make sure that everything is in its place, just enable optional mods in numerical order (higher numbers last). :03:


Also, you guys might check your contrast settings in the options screen to make sure you don't have it turned up too high. I've noticed a white-out saturation coming out of the sub bunker too... but the program self adjusts a few seconds after so I thought it was normal. I have most of my other settings to max.

Thank you for sharing Bothersome. :up:
Any other opinion on the luminosity topic, guys?

Dogfish40
02-27-13, 04:04 PM
Hi DogFish, thank you for your report.

I am also curious to know is someone can confirm the problem pointed by you and putting it in relation with DynEnv.

As I stated in a previous post, the only factor which affects the probability of different weathers (including rain, fog and cloud coverage), is current season.

Stock game features only 5 weather zones: 2 polar bands, north and south (with only 1 winter season), 2 temperate bands (with 4 seasons of equal duration) and 1 tropical band (summer). Having introduced many new weather zones, DynEnv adds more variety to the game, and makes seasonal patterns at different latitudes closer to what one would expect in real life.

The one thing which may affect precipitation's duration (but not their probability, as far as I can understand) is that for most weather zones and seasons, min and max weather change intervals have been sensibly shortened. If SH5 rain had a cycle and required a minum rainy weather duration for rain to actually happen, DynEnv might interfere with this cycle, and reduce indirectly rain probability.

This is only a supposition, but if you want I can prepare a longer weather change intervals patch, for you to check if it will affect positively rain chance :up:

Wow, that would be very cool. Like I mentioned, I still need to install the new version this afternoon (Pac'time). Maybe I should give it a few days test first and see if things change. If they don't, then I'll take you up on your offer and test the patch. Or, you might want to go ahead with the patch and I'll test it regardless. I would love to see if I could increase the amount of rain and /or even storms. I don't think it's feaseble to have 3 months at sea with no rain...lol.
I'll chime in tomorrow anyway with my comments on the upgrade as well. :up:
Thanks Mucho
D40

THE_MASK
02-27-13, 05:28 PM
From the EnvSim act file .
The upcoming weather. If different from CurrentWeather, a transition between the two weather types is made��enum{ClearSky,Overcast,Rain}����ChangeToWeat her�The current weather�CurrentWeather��Wind direction and speed����Wind����Clouds altitude�Altitude����Clouds Render Controller.��

S3D Scene dat Sky/Clouds/Clouds/Clouds/Wind
Should the clouds transition be used from clear sky to rain , not from overcast to overcast . I dunno . Does SH5 even use half the stuff in the Scene Dat ?

Silent Steel
02-28-13, 04:08 AM
I love all the customized addons for Firefox. I will try this one now.
I am starting to see what others are talking about for rapidshare and mediafire while testing links for others, too. Never had seen issues like this before until the last 3-4 days. Thanks.

Works like a charm :up:

gap
02-28-13, 10:53 AM
Wow, that would be very cool. Like I mentioned, I still need to install the new version this afternoon (Pac'time). Maybe I should give it a few days test first and see if things change. If they don't, then I'll take you up on your offer and test the patch. Or, you might want to go ahead with the patch and I'll test it regardless. I would love to see if I could increase the amount of rain and /or even storms. I don't think it's feaseble to have 3 months at sea with no rain...lol.
I'll chime in tomorrow anyway with my comments on the upgrade as well. :up:
Thanks Mucho
D40

I didn't change anything in v 2.9 that could even remotely affect rain probability relative to v 2.1. Nonetheless, before we embark ourselves in testing different settings (whose effect on rain chance is anyway dubious), it would be wise to keep on the current weather change intervals for a while, taking note of rainy days over a given period. This would be better done during winter months :yep:

We should stick in mind that, even in stock game, rain chances are quite low. On the other hand, messing with weather change intervals wouldn't be immune from side effects, making weather (and fog) more static.

From the EnvSim act file .
The upcoming weather. If different from CurrentWeather, a transition between the two weather types is made��enum{ClearSky,Overcast,Rain}����ChangeToWeat her�The current weather�CurrentWeather��Wind direction and speed����Wind����Clouds altitude�Altitude����Clouds Render Controller.��

S3D Scene dat Sky/Clouds/Clouds/Clouds/Wind
Should the clouds transition be used from clear sky to rain , not from overcast to overcast . I dunno . Does SH5 even use half the stuff in the Scene Dat ?

Good remark sober :up:

I haven't ever messed with Scene.dat, as most of its setting are still obscure to me; incidentally, the copy of Scene.dat featured in DynEnv was edited by stoianm, I think.

Have you tested the cloud transition settings you are suggesting? If not, I can release a test patch, for allowing people to do it :salute:

volodya61
02-28-13, 11:07 AM
Is Clear Water Surface the same as Dynamic Environment Shallow Waters from the previous version?

Dogfish40
02-28-13, 11:27 AM
[QUOTE=gap;2017377]I didn't change anything in v 2.9 that could even remotely affect rain probability relative to v 2.1. Nonetheless, before we embark ourselves in testing different settings (whose effect on rain chance is anyway dubious), it would be wise to keep on the current weather change intervals for a while, taking note of rainy days over a given period. This would be better done during winter months :yep:

We should stick in mind that, even in stock game, rain chances are quite low. On the other hand, messing with weather change intervals wouldn't be immune from side effects, making weather (and fog) more static.


Hi Gap,
I installed the upgrade last night but I'm going to have to work with it. I think I put too much in too soon. I am really used to the 2.1 version (the way the folders work) so I'm going to have to go one at a time. One thing I did have a problem with is the Boat wake. There is a static graphic following the boat. I'm sure it's coming from one of the add-on folders because I have never seen before. It's a big white wake that follows the boat but doesn't move. It looks like a picture of a boat wake following the boat, in other words. Have you seen this?
Anyway, I'll track it down and tell you where it's coming from if I can, maybe its just not rendering correctly.
Otherwise, great job. I have to get used to the file structure so I can tweek it in better, I can already tell that it has more potential in terms of high def.
Back Soon.
D40 :salute:

gap
02-28-13, 11:32 AM
Is Clear Water Surface the same as Dynamic Environment Shallow Waters from the previous version?

yes, Shallow Waters + Shallow Waters patch :up:


Hi Gap,
I installed the upgrade last night but I'm going to have to work with it. I think I put too much in too soon. I am really used to the 2.1 version (the way the folders work) so I'm going to have to go one at a time. One thing I did have a problem with is the Boat wake. There is a static graphic following the boat. I'm sure it's coming from one of the add-on folders because I have never seen before. It's a big white wake that follows the boat but doesn't move. It looks like a picture of a boat wake following the boat, in other words. Have you seen this?
Anyway, I'll track it down and tell you where it's coming from if I can, maybe its just not rendering correctly.
Otherwise, great job. I have to get used to the file structure so I can tweek it in better, I can already tell that it has more potential in terms of high def.
Back Soon.
D40 :salute:

which DynEnv submods have you enabled? From your description, looks like I have added sobers see thru wake fix to one of them by mistake :hmmm:

Bothersome
02-28-13, 11:43 AM
Dogfish, I had seen that once about a month ago playing around with mods. Check to see if you flags are still waving. My flags weren't waving either once when I saw that.

With the mods that I have listed above, everything seems to be working ok now.

Last night I did manage to see a lot of rain. I was in April 1941 around the gulf south of spain. Looked quite like a hurricane to me. Waves were very tall. Boat was completely submerging into a wave and almost coming complete out of the valley. It did look a bit silly to see a tug boat getting more air time than a dirt bike. Wind speeds were 15 starting out, with thunderstorms and heavy rain. Then later it slowed to 13. But the rain and wind lasted till I got back to home base. My TC is usually at most 128 but last night I put up to 512 trying to get past the bad weather. That didn't help much, only slowed the wind down to 13.

I do notice the waves look a lot more real now for some reason. Good job Gap.

Dogfish40
02-28-13, 12:52 PM
which DynEnv submods have you enabled? From your description, looks like I have added sobers see thru wake fix to one of them by mistake :hmmm:[/QUOTE]

That's gotta' be it. I specifically use most of those mods of Sober's listed anyway, so I plopped that folder in for sure. That wake mod might not be working correctly or one of my other mods might be killing it. If you could take that one out if it's not needed, maybe that's the problem. Also, since I'm writing, I noticed that the water surface (on booting up) was almost lake like. Almost no foam. Is that the Clear Water folder doing that? I like the sea to look very foamy, almost messy like. That's one thing I was going to try to tweek in (or out). I really loved the definition though, this has changed the atmosphere of the boat, sea and sky. I can see that it's going to be very cool once I can get it arranged. :salute:


Dogfish, I had seen that once about a month ago playing around with mods. Check to see if you flags are still waving. My flags weren't waving either once when I saw that.
With the mods that I have listed above, everything seems to be working ok now.

Hi Bothersome,
Very Good. between Gap's message and yours I can breathe easier. I know it's gonna' go away.


Last night I did manage to see a lot of rain. I was in April 1941 around the gulf south of spain. Looked quite like a hurricane to me. Waves were very tall. Boat was completely submerging into a wave and almost coming complete out of the valley. It did look a bit silly to see a tug boat getting more air time than a dirt bike. Wind speeds were 15 starting out, with thunderstorms and heavy rain. Then later it slowed to 13. But the rain and wind lasted till I got back to home base. My TC is usually at most 128 but last night I put up to 512 trying to get past the bad weather. That didn't help much, only slowed the wind down to 13.

I do notice the waves look a lot more real now for some reason. Good job Gap.

Yeahhhh!! Gimmee dat rain. I do hope I see some more. It's just not right being on the ocean so long and there's no rain or storms. The Storms in the game are quite good too! I love seeing the lightning coming from all directions...
:up:

gap
02-28-13, 02:14 PM
Last night I did manage to see a lot of rain. I was in April 1941 around the gulf south of spain. Looked quite like a hurricane to me. Waves were very tall. Boat was completely submerging into a wave and almost coming complete out of the valley. It did look a bit silly to see a tug boat getting more air time than a dirt bike. Wind speeds were 15 starting out, with thunderstorms and heavy rain. Then later it slowed to 13. But the rain and wind lasted till I got back to home base. My TC is usually at most 128 but last night I put up to 512 trying to get past the bad weather. That didn't help much, only slowed the wind down to 13.

Thank you for your nice report, Bothersome, it felt like being there, in the middle of the storm! :doh:


I do notice the waves look a lot more real now for some reason. Good job Gap.

Don't congratulate with me. I cannot stress enough that this is a community mod; personally, I haven't ever touched wave paramenters :yep: :D


Yeahhhh!! Gimmee dat rain. I do hope I see some more. It's just not right being on the ocean so long and there's no rain or storms. The Storms in the game are quite good too! I love seeing the lightning coming from all directions...
:up:

Anyone else wanting to give his opinion on the DynEnv/rain probability topic started by Dogfish?
Has anyone of you noticed a decrease of rain occurrence after having installed this mod :hmmm:


That's gotta' be it.

Okay, I have found the problem.
As I was supposing, the culprit is Sobers Best Ever Tweaks submod. Easy to get rid of the glitch:

disable the mod, delete the data/Shaders/Wakes folder, and enable the mod again :up:

Sorry for the inconvenience guys. I knew I was going to mess something up :oops:

Dogfish40
02-28-13, 03:47 PM
Okay, I have found the problem.
As I was supposing, the culprit is Sobers Best Ever Tweaks submod. Easy to get rid of the glitch:

disable the mod, delete the data/Shaders/Wakes folder, and enable the mod again :up:

Sorry for the inconvenience guys. I knew I was going to mess something up :oops:

Apologies not needed my friend, you are doing what I wish I could. My best attempt at a mod is called "no farts", that's not going to make me famous:haha:
You didn't mess anything up and there is no inconvenience. Seriously, you can't see everything, we're just helping you test it out.
:up::up:
D40

gap
02-28-13, 03:52 PM
Apologies not needed my friend, you are doing what I wish I could. My best attempt at a mod is called "no farts", that's not going to make me famous:haha:

:har: :up:

Bothersome
02-28-13, 10:36 PM
Just out of curiosity, would it be an easy thing to remove the underwater waving of the image? Blurry vision is a little more believable, but the images waving back and forth is kind of out of some cartoon you might see on TV. Just because it's water, doesn't make the image wave when you are under water. Only when you are looking into water from a wavy surface would the image wave about.

Blurring is even a bit a stretch, unless you are looking through eyes not made for water viewing, like human eyes. But assuming the camara is tuned for water (when underwater) it should fade out from fog but not blur. And waving about is definately science fiction.

Just trying to make it better. Not complaining just offering a little constructive advice.

By the way, if you have to insert a spy, you might need to save and reload to get the launch boat pop-up to happen. It might be part of OHII though.

volodya61
03-01-13, 02:21 AM
By the way, if you have to insert a spy, you might need to save and reload to get the launch boat pop-up to happen. It might be part of OHII though.

Offtopic:
Not always.. sometimes.. but you're right, it's wrong place to mention this..

gap
03-01-13, 12:10 PM
Just out of curiosity, would it be an easy thing to remove the underwater waving of the image?

yes, you can enable the Enhanced Visibility (high) optional mod or, if you don't want fog distances and other parameters to be affected, you can create a simple no uderwater fx patch.

The file you need to edit is data/Filters/Underwater.pfx. Open it with notepad, and set the 'Intensity' parameter to 0.000 :up:

Dogfish40
03-02-13, 11:37 AM
Found a little thing with the attack scope. I'm using the following folders in order;

1.Main
4.bCamera Filters-Vivid
10II Seafloor
11.a.II Sea plants
3.b Enhanced Visibility
8.b Wave Mech-Gale
I've got the sound folder installed later.
The problem- When I raise the attack scope, before the scope breaks the surface of the water, the screen is bright white with intermittent graphic lines like the picture is trying to show something but most of the screen is just bright white.
As soon as the scope clears the water, the picture becomes fine.
The Observation scope does not do this.
Just wanted to know if you can repeat this or not. It might be my card, but it's worked so well so far.
Everything else with this set seems to work and look fine.
Thanks
D40:up:

gap
03-02-13, 12:34 PM
Found a little thing with the attack scope.

Try disabling the Enhanced Visibility and/or the Wave submod, and see if anything changes please.

I also recommend you to enable DynEnv's submods in the same order suggested by their progressive numbers :03:

Dogfish40
03-02-13, 01:23 PM
Try disabling the Enhanced Visibility and/or the Wave submod, and see if anything changes please.

I also recommend you to enable DynEnv's submods in the same order suggested by their progressive numbers :03:

Hi Gap,
Now there's something I didn't know. So, it's better if I place these mod folders in numerical order?! I always tried to guess the best way they would overwrite each other.
OK! One other thing, was the Sober file fixed (the wake) yet? I'll go ahead and Re-Download if it is.
Everything otherwise is excellent my friend. The basemod folder has all the seafoam, the underwater effects are just great. I am wondering if I can use The atlantic kelpbeds and coral reefs at the same time.
Danke mein Freund :up:

gap
03-02-13, 01:45 PM
Hi Gap,
Now there's something I didn't know. So, it's better if I place these mod folders in numerical order?! I always tried to guess the best way they would overwrite each other.

In most cases submods order won't matter, in some other cases, yes. If you want to be sure not make mistakes, just follow the numerical order. :03:


OK! One other thing, was the Sober file fixed (the wake) yet? I'll go ahead and Re-Download if it is.

No, it is not. You can fix yourself the problem by following the method suggested by me a few posts back (just delete the data/Shaders/Wakes folder in DynEnv v2.9 - 9. Sobers Best Ever Tweaks, before you enable it :up:


Everything otherwise is excellent my friend. The basemod folder has all the seafoam, the underwater effects are just great. I am wondering if I can use The atlantic kelpbeds and coral reefs at the same time.
Danke mein Freund :up:



No, unfortunately not; submods with the same progressive number are alternative (they are overwriting each other): unlike trees, terrain etc, there's no way to set different seaplant textures to work at the same time for different climatic zones. Nonetheless, you can switch among them any time, even in mid patrol :salute:

Bothersome
03-03-13, 01:59 AM
yes, you can enable the Enhanced Visibility (high) optional mod or, if you don't want fog distances and other parameters to be affected, you can create a simple no uderwater fx patch.

The file you need to edit is data/Filters/Underwater.pfx. Open it with notepad, and set the 'Intensity' parameter to 0.000 :up:

Unfortunately, this didn't work too well. Adding that option mod in causes the graphics to get really screwed when camera goes under water. Like big blocks of vision with everything else grey. Blocks were about 1cm squared each. Removing the option puts things back OK.

Had one crash to DT when a airplane was sighted.

But on another note, is it normal to have 15m/s winds with very high waves 90% of the time with medium fog 90% of the time?

That seems to be what I'm getting most all the time now. Time of year is May and June... Area is atlantic mostly west of Gibralter. In the Gulf of Gadiz and north and south of there.

gap
03-03-13, 04:47 AM
Unfortunately, this didn't work too well. Adding that option mod in causes the graphics to get really screwed when camera goes under water. Like big blocks of vision with everything else grey. Blocks were about 1cm squared each. Removing the option puts things back OK.

I hope you are talking about the custom patch I suggested you to create, and not about the Enhanced Visibility (high) optional mod contained in DynEnv v 2.9 pack. :o

If so, change the 'Intensity' parameter of your self-made patch to 0.001 for very faint underwater FX (remember to disable it before you make your changes :03:), or enable the following patch after DynEnv Main Mod and Enhanced Visibility (medium), if you are using it: :up:

DynEnv v2.9 - No Underwater FX Patch (http://www.mediafire.com/download.php?i6faqbij7spzcm9)


Had one crash to DT when a airplane was sighted.

Probably not related to Dynamic Environment :yep:


But on another note, is it normal to have 15m/s winds with very high waves 90% of the time with medium fog 90% of the time?

That seems to be what I'm getting most all the time now. Time of year is May and June... Area is atlantic mostly west of Gibralter. In the Gulf of Gadiz and north and south of there.

No, this is not normal. Can you please draw your approximate position on the following map?

http://imageshack.us/a/img21/1235/climatezones.jpg

gap
03-03-13, 05:18 AM
On the topic of rain probability, started by Dogfish40, it just occurred to me that wind speed might be a factor affecting precipitations occurrence.

It that was true, the limited wind speed ranges introduced by DynEnv could reduce or zero their chance for some areas/seasons.

I will investigate :hmmm:

garren
03-03-13, 01:09 PM
I'm using Sobers mega mod so I'm not using all of the submods in this currently. My problem is that when I use the external cam sea weed and kelp are stretched like 50 meters tall. I think this is a vanilla issue if I recall. Also, when I go put my sub on the seafloor it looks like it's still 10 meters off the bottom. I remember when I used The Dark Wraiths custom patcher I selected something that would let me bottom my uboat. Doesn't seem to be working. I hover 10 meters or so above the sea floor and my uboat takes damage even just sitting a 0 knots...

Bothersome
03-03-13, 02:12 PM
OK I downloaded your NO underwater FX patch and will apply it and try it in a few minutes.

My locations were in the gulf south of Spain. It's in the yellow area. I made a trip to Freetown and Dakar which travel some orange areas. Medium Fog with high winds the whole way.

I can go to a port and the weather gets better but after I travel back into my hunting grounds in the gulf south of Spain, the fog and high waves and wind come back usually by the time I get into the shipping lanes.

Edit...

OK I applied your patch and it works like a charm. I must have screwed something up when I tried.

here is my mod list as applied at the moment in case anyone wants to know.
FX_Update_0_0_21_ByTheDarkWraith
Remove Electric Torpedo Wakes
sobers see thru wake fix
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
TDW_Ship_Inertia_1_1_0
OPEN HORIZONS II_full v2
NewUIs_TDC_7_1_0_ByTheDarkWraith
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No Underwater FX Patch

Fifi
03-04-13, 06:36 AM
Something i've been thinking of, because i noticed when medium fog night times we can still see stars as if no fog, would be nice to get blurred stars as like sun in day time with medium fog...:hmmm:

Is it possible? :D

volodya61
03-04-13, 07:50 AM
Something i've been thinking of, because i noticed when medium fog night times we can still see stars as if no fog, would be nice to get blurred stars as like sun in day time with medium fog...:hmmm:

Is it possible? :D

cut of the post #1


 Known bugs and limitations:

low precipitations occurrence, excessive medium fog occurrence, presence of fog even during wind storms, stars visible during foggy and/or cloudy nights, weather resetting to foggy after loading a save game (whatever was the weather before saving), and Navigation Officer reporting the wrong weather after a save game reload, are known SH5 limitations that cannot be addressed with the present mod;

gap
03-04-13, 09:00 AM
My problem is that when I use the external cam sea weed and kelp are stretched like 50 meters tall. I think this is a vanilla issue if I recall.

Yes, I retained stock sizes because it is known that some species of kelp can grow up to 50 m long, but scaling them down (with the same method used by echolot for trees) is possible. Good idea for one of the next releases :up:

Also, when I go put my sub on the seafloor it looks like it's still 10 meters off the bottom. I remember when I used The Dark Wraiths custom patcher I selected something that would let me bottom my uboat. Doesn't seem to be working. I hover 10 meters or so above the sea floor and my uboat takes damage even just sitting a 0 knots...

I don't think it to be related with DynEnv in any way; I suggest you to check the correct working of the sub on bottom patch with DynEnv disabled. If nothing changes, you might want to report the problem on TDW's patches thread.

OK I downloaded your NO underwater FX patch and will apply it and try it in a few minutes.

Edit...

OK I applied your patch and it works like a charm. I must have screwed something up when I tried.

Thank you for testing Bothersome. I am going to add the patch to the forst page :up:


My locations were in the gulf south of Spain. It's in the yellow area. I made a trip to Freetown and Dakar which travel some orange areas. Medium Fog with high winds the whole way.

I can go to a port and the weather gets better but after I travel back into my hunting grounds in the gulf south of Spain, the fog and high waves and wind come back usually by the time I get into the shipping lanes.

here is my mod list as applied at the moment in case anyone wants to know.

Wind speed range for your current date/patrol area (yellow band SW of Spain) should be 1-7 kph; season: summer; weather change interval: 5-48 h. I have just checked DynEn settings for it, and everything seems okay. Looks like something is wrong with your game, or at least with your DynEnv installation.
By any chance, have you started using this mod (any version) in mid patrol?

If so, you should try disabling Main Mod and Ambient Settings - Darker Nights optional mod, and reenable them the next time you are in bunker;
if it doesn't work, disable them again, and reenable them once more at the start of a new campaign;
if it still doesn't work, try restarting a new career.

If you were using v 2.1 whe you started your current career, switching to v 2.9 shouldn't cause any problem though :hmm2:

Something i've been thinking of, because i noticed when medium fog night times we can still see stars as if no fog, would be nice to get blurred stars as like sun in day time with medium fog...:hmmm:

Is it possible? :D

cut of the post #1

Thank you for the reminder, Volodya :salute:

I don't exclude that some of the known limitations won't be fixed sometime in the future, but I cannot make guarantee on it, because either they are hardcoded, or we don't know the settings controlling them :-?

Dogfish40
03-04-13, 12:21 PM
In most cases submods order won't matter, in some other cases, yes. If you want to be sure not make mistakes, just follow the numerical order. :03:





No, it is not. You can fix yourself the problem by following the method suggested by me a few posts back (just delete the data/Shaders/Wakes folder in DynEnv v2.9 - 9. Sobers Best Ever Tweaks, before you enable it :up:

:03:Got it!

No, unfortunately not; submods with the same progressive number are alternative (they are overwriting each other): unlike trees, terrain etc, there's no way to set different seaplant textures to work at the same time for different climatic zones. Nonetheless, you can switch among them any time, even in mid patrol :salute:

:up: Again, Thanks my friend.
Gute Jagd

gap
03-04-13, 12:23 PM
:up: Again, Thanks my friend.
Gute Jagd

My pleasure :salute:

Fifi
03-04-13, 03:19 PM
Thanks for your answers Volodya and Gap.
Ok, missed those lines in the first post...there is always so much to read and learn everywhere in this forum! :haha:

I'm no modder expert in any case, but seeing sun being blurred with fog in day time, i don't see why it can't be done with stars in night time...
Both are above clouds and fog :D
Well, maybe one day you'll discover the soluce!

gap
03-04-13, 03:30 PM
Well, maybe one day you'll discover the soluce!

I hope so :)

Bothersome
03-04-13, 04:47 PM
Thank you for testing Bothersome. I am going to add the patch to the forst page :up:

Wind speed range for your current date/patrol area (yellow band SW of Spain) should be 1-7 kph; season: summer; weather change interval: 5-48 h. I have just checked DynEn settings for it, and everything seems okay. Looks like something is wrong with your game, or at least with your DynEnv installation.
By any chance, have you started using this mod (any version) in mid patrol?

If so, you should try disabling Main Mod and Ambient Settings - Darker Nights optional mod, and reenable them the next time you are in bunker;
if it doesn't work, disable them again, and reenable them once more at the start of a new campaign;
if it still doesn't work, try restarting a new career.

If you were using v 2.1 whe you started your current career, switching to v 2.9 shouldn't cause any problem though :hmm2:

No this game was started as a new Campaign with OHII V2.0 and DynEnv 2.9. I'll try removing the Darker Nights mod next time I'm in a bunker and see if that has an effect on waves... but now I'm in July 29 and going northeast to take out the British supplies. So far the waves seem pretty normal. Fog has been ok too for most part. Ran into a patch of heavy rain once too. But it didn't seem to last but about 12 hours or so.

One thing I've noticed is the radio guy will not give me a radar contact on my nav map or any verbal notice. Yet the radar is picking up contact blips from as far as 8000 meters or there abouts. Granted this is the first version of the radar that has the antenna panels on the conning tower. Only a 60 degree coverage both sides I believe. But much testing reveals the guy doesn't even know what a rader unit is. I don't know if this is DynEnv causing this or something else. Seems like a bug in the executable of radar detection notification.

gap
03-04-13, 05:25 PM
No this game was started as a new Campaign with OHII V2.0 and DynEnv 2.9. I'll try removing the Darker Nights mod next time I'm in a bunker and see if that has an effect on waves... but now I'm in July 29 and going northeast to take out the British supplies. So far the waves seem pretty normal. Fog has been ok too for most part. Ran into a patch of heavy rain once too. But it didn't seem to last but about 12 hours or so.

Okay, weather around England seems regular for your current season, but what happened W of Gibraltar is not normal. Let me know in case you bump again into unusual weather. Disabling the Darker Nights submod alone would be pointless: it only affects environment colors. :up:


One thing I've noticed is the radio guy will not give me a radar contact on my nav map or any verbal notice. Yet the radar is picking up contact blips from as far as 8000 meters or there abouts. Granted this is the first version of the radar that has the antenna panels on the conning tower. Only a 60 degree coverage both sides I believe. But much testing reveals the guy doesn't even know what a rader unit is. I don't know if this is DynEnv causing this or something else. Seems like a bug in the executable of radar detection notification.

Very little is known about radars in SH5. No one seemed to care much about them. Despite this lack of information, I can give you as fact that DynEnv cannot affect radar contact reports. If there's a problem with them, it must come from stock game :03: :yep:

GT182
03-04-13, 07:21 PM
Gap, I really appreciate your hard work with this but...

Now if I upgrade Dynamic Environment to 2.9, I've gotta start my campaign all over again. I'm gonna :wah:. ;) I will save it tho for when Dead Is Dead happens to my crew.

Keep up the good work. :up:

gap
03-04-13, 07:42 PM
Gap, I really appreciate your hard work with this but...

Now if I upgrade Dynamic Environment to 2.9, I've gotta start my campaign all over again. I'm gonna :wah:. ;) I will save it tho for when Dead Is Dead happens to my crew.

Keep up the good work. :up:

If you had started your current campaign with DynEnv 2.1 enabled, you don't need to start a new one :up:

GT182
03-04-13, 07:46 PM
Do I unintall 2.1 then install 2.9 and all is Ok. Or just install 2.9 and overwrite 2.1?

gap
03-04-13, 07:53 PM
Do I unintall 2.1 then install 2.9 and all is Ok. Or just install 2.9 and overwrite 2.1?

unintall 2.1 then install 2.9 :salute:

Wetton
03-04-13, 08:35 PM
Gap,your dynamic enviroment mod is awesome!!!I have used v2.1 for a long time and i decided to switch to 2.9 in an existing career.I deactivate 2.1 and activate 2.9 while i'm in the bunker.I kept my mod soup exactly the same.Unfortunately i face ctd everytime i approach the eastern english coast.Ctd happens when i am at the strategic map screen only!has this happened to anyone else?:hmmm:
My Mod List

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 12. Sounds
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
FX_Update_0_0_21_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys DBSM SH5 v1.3 optional scary creaks
RemoveLogoIntroTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_AltAdvSpeedGraphics_by_naights
Better Torpedo Graphics v2
SH5_7A_Conning_Fix
Manos Scopes-patch for 16x9
gap - HD 1 deg Scope Bearing v 1.0
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith-Patch
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
TDW_No_Contact_Colors_1_1_0
TDW_No_Contact_Tails_1_1_0
Accurate German Flags
GHG test missions
Fuel Gauge WoGaDi_SteelViking's Interior
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
Reworked Morale and Abilities v.1.1
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
EUF_UBoat_FX_v0_0_3_ byTheBeast
Sub_Exhaust_1_0_5_byTheDarkWraith
smaller flags for Warships 1_0b
EQuaTool 01.01 by AvM - Large Style
stoianm pitch&roll for SH5 V1 (normal)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Trevally Tutorial - All v0.2(for OHIIv1.3)
Updated_Depth_Scales_by_gap_for_v7_1_0
Patrol Routine Scripts v. 01.03 by AvM
Krauters Automated Scripts (v5_0_0 compatible)
AOB slide ruller for TDW UIs and MO by stoianm (german)
Church's Compass Dials Mod v2.2 - Option Two
gap - Sonar Sound Collection v 1.0 for SH5 - Booming
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
Bearing only visual contacts_NewUI7_1
Dark_Interiors_V1
MadMaxs_SH5_Subdiesel (mono) v2
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
IO_StrategicMap_4_7_for_TDWv710
IO_MapCourseLine_normal pencil_mod
OH II Minefield map
TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_Test
Ferocious Fire SFX
German U-Boat Hydrophone SFX
TDW_gui_aob_reset_fix
Fix SteelViking-HotSoup-WaterDrips
SC_Music_DasBoot
Old Style Explosions V1.1
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Torpedo Splash
U-Boat Sounds SFX
stoianm wwii color(gray)
TDW_GenericPatcher_v_1_0_74_0

Soviet_Warlord
03-04-13, 09:31 PM
When I enable the Enhanced visibility (high) submod, I get green squares all over the place underwater. It isn't an issue with the (medium) version. I wonder if it has to do with the inclusion of Sober's no water drops?

Silent Steel
03-05-13, 07:37 AM
Do I unintall 2.1 then install 2.9 and all is Ok. Or just install 2.9 and overwrite 2.1?

Pleeeease GT :nope:
Check your e-mail

Wetton
03-05-13, 12:21 PM
After testing,it turns out that my ctd has nothing to do with this great mod.
Btw your waves Gap,are the most realistic i've ever seen in this game!:up:
Excellent work!

gap
03-05-13, 01:45 PM
Gap,your dynamic enviroment mod is awesome!!!I have used v2.1 for a long time and i decided to switch to 2.9 in an existing career.I deactivate 2.1 and activate 2.9 while i'm in the bunker.I kept my mod soup exactly the same.Unfortunately i face ctd everytime i approach the eastern english coast.Ctd happens when i am at the strategic map screen only!has this happened to anyone else?:hmmm:
My Mod List

After testing,it turns out that my ctd has nothing to do with this great mod.


Glad you have tracked the problem down, Wetton; I was going to tell you to restore your old mod list and to follow the same route. By the way, what was causing your ctd's?

P.S: Nevermind, I have just noticed your help request in another thread :doh:

Btw your waves Gap,are the most realistic i've ever seen in this game!:up:
Excellent work!

They are not my work, but thank you anyway! :D

When I enable the Enhanced visibility (high) submod, I get green squares all over the place underwater. It isn't an issue with the (medium) version. I wonder if it has to do with the inclusion of Sober's no water drops?

I don't think so; it is most probably a mistake by me. :03:
I am going to re-check the submod right away :up:

Pleeeease GT :nope:
Check your e-mail

Did I say anything wrong? :huh:

Gungho
03-05-13, 03:51 PM
Out of curiosity, with DynEn enabled, I was getting that glare issue people discussed earlier, but I also had totally dark nights (without the 'darker nights' plugin enabled).

The nights were so dark that it was pitch black and unplayable...I thought it might simply have been a one-off, but I checked it for a month of game-time, and it was continual.

Any suggestions or fixes to correct both issues?

Fifi
03-05-13, 04:03 PM
Using V2.1 (but new version might be the same), i choosed the basemod NORMAL version because fog settings are more accurate imo, but nights looks less darker too...
+ if using NewUIs, clic HUD button below torpedo selection, and select the more green optical :yep:
It helps a lot!

Gungho
03-05-13, 04:12 PM
Thanks Fifi, I was using just the base model, which I thought was a bit odd as to the darkness.

I disabled TDW's UI as it kind of cluttered my smallish screen and I was a numpty with the real navigation :hmmm:

gap
03-05-13, 05:38 PM
When I enable the Enhanced visibility (high) submod, I get green squares all over the place underwater. It isn't an issue with the (medium) version. I wonder if it has to do with the inclusion of Sober's no water drops?


I don't think so; it is most probably a mistake by me. :03:
I am going to re-check the submod right away :up:

Sure enough, it was my mistake. Here's the fix:

http://www.mediafire.com/?b06zvkb9z71kugz

enable it after the Enhanced visibility (high) submod. As its name suggests, it can be used as well as no impurity patch, in conjunction with the Enhanced visibility (low) submod, or with the sole Main Mod :up:

gap
03-05-13, 05:54 PM
Out of curiosity, with DynEn enabled, I was getting that glare issue people discussed earlier, but I also had totally dark nights (without the 'darker nights' plugin enabled).

The nights were so dark that it was pitch black and unplayable...I thought it might simply have been a one-off, but I checked it for a month of game-time, and it was continual.

Any suggestions or fixes to correct both issues?

Adjusting DynEnv's brightness output is feasible, but before doing it I wish to know how many people got the same problem as you and Trevally (who, on turn, didn't report any issue with too dark nights :doh:).

Unfortunately, game brigthness/contrast can be affected by a lot of parameters, including gfx card installed, screen setting, screen type, game gfx settings and even ambient luminosity of the room where you are playing the game. Making everyone happy is almost impossible.
Have you at least tried adjusting the brightness/contrast of your screen, and game's gamma settings?

On a side note, v 2.1 featured a submod called brighter nights. It has not been included in the last version of DynEnv, because it would conflict with some new sky settings, but it can be made compatible with them. If there is enough interest, I can merge its settings into the new cfg files, or I can give you instructions on how to do it :03:

gap
03-05-13, 06:28 PM
first page updated with links to the patches released so far :salute:

gap
03-06-13, 01:14 PM
added more updates to the first page:

DynEnv v2.9 - Sobers Best Ever Tweaks - Wakes Fix and sobers waves mod V11 05032013 :salute:

Silent Steel
03-07-13, 01:26 PM
Grazie mille, Gap :up:

Soviet_Warlord
03-08-13, 03:29 AM
Sure enough, it was my mistake. Here's the fix:

http://www.mediafire.com/?b06zvkb9z71kugz

enable it after the Enhanced visibility (high) submod. As its name suggests, it can be used as well as no impurity patch, in conjunction with the Enhanced visibility (low) submod, or with the sole Main Mod :up:

Thanks :up:

gap
03-08-13, 10:20 AM
Grazie mille, Gap :up:

Thanks :up:

Thank you too guys, let me know if everything is fine now :)

Silent Steel
03-08-13, 11:29 AM
Thank you too guys, let me know if everything is fine now :)

So far, after sailing 4 hrs, all seems to be just fine :up:

Bothersome
03-08-13, 02:55 PM
I'd like to report that most everything is working as expected for me.

But I'd also like to report a few quirks that don't seem to be related to a mods but more the program from Ubisoft not loading in all the parts at a game load.

For instance, this is my current mod layout...
FX_Update_0_0_21_ByTheDarkWraith
Remove Electric Torpedo Wakes
sobers see thru wake fix
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
OPEN HORIZONS II_full v2
NewUIs_TDC_7_1_0_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
TDW_Ship_Inertia_1_1_0
IRAI_0_0_39_ByTheDarkWraith (with patch)
IRAI_0_0_39_Inertia_Damage
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 3.b No Underwater Impurity Patch
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
R.E.M. - hydrophone mute for player fix (TDW compatible)


One time I loaded the game (continue campaign) and my flags were not waving and some ships didn't have a texture paint on them. Another time I loaded the saved game and the sounds for spoken words was silent. And everytime you leave the bunker from starting a new patrol, the sub paint/coatings don't get loaded so a save at sea and reload the save gets that back going again. Also I've noticed that when you go into SH5 and if you go to continue campaign too quickly, the sound will not work when the game gets loaded in and running. But waiting about 5 seconds fixes that. To get my flags waving again, simply go back to the main menu and load the game again, giving the computer time to settle a bit first (like 5 seconds or so). Then things tend to be working as expected most times.

The point being, that sometimes we see errors in our games and blame them on the mods. When it seems to me, that sometimes, the mods are not at fault but more shoddy developement rearing it's ugly head from Ubisoft.

gap
03-09-13, 12:50 PM
So far, after sailing 4 hrs, all seems to be just fine :up:

I'd like to report that most everything is working as expected for me.

Thank you friends for you reports :)

despite your nice words, I am getting convinced that DynEnv is unduly reducing rain occurrence, and I also think I know from where this issue could come from. Since the release of the new version, we had two contrasting reports on this topic: one, by Dogfish, who is compaining scarce precipitations, and one by Bothersome who, on the contrary, experienced abnormal storms.

Now, I think this issue deserves better attenction, but in order address it I need for your help.

From now on, can you please guys report here every time you occur in a rain storm during your campaigns?

Current wind speed, date and location (either as lat/long coordinates or, even better, as MQK (http://www.subsim.com/radioroom//downloads.php?do=file&id=3925) grid) are required informations. Rough information on the game days elapsed from the last rain and on patrol routes followed in the meanwhile, highly appreciated.

The more information we collect, the more likely we will discover if something is wrong, and hot to solve the issue. Thank you for your cooperation! :salute:

Bothersome
03-09-13, 08:46 PM
OK I have something to report.

Just crashed again and I think it's from the weather. In the OHII thread I said I had a crash from an airplane but I think it was the weather that was/is causing it. Because it just happened again but with no plane...

Almost to the Horn of Africa about 200-300 km out on the west side. When I saw the airplane on the first crash, the crash happened about 1 second after I closed the map. I had noticed that the weather was Overcast on the message box but when I was on topside, I noticed the sound of thunder but no rain.

This time I noticed heavy rain and 15 m/s winds so I was going to record the location and time for you. The time was March 25, 1943 about 6am. I was going to write down the exact location but by the time I grabbed my notebook, the game crashed out to desktop. I was on topside with the map closed just as before. Overcast with thunder and this time plenty of rain falling. Didn't last but about 2 or 3 seconds before dumping me out.

I had been on patrol now for 24 days and this is the first rain storm I have come into on this patrol.

gap
03-09-13, 08:55 PM
OK I have something to report.

Just crashed again and I think it's from the weather. In the OHII thread I said I had a crash from an airplane but I think it was the weather that was/is causing it. Because it just happened again but with no plane...

Almost to the Horn of Africa about 200-300 km out on the west side. When I saw the airplane on the first crash, the crash happened about 1 second after I closed the map. I had noticed that the weather was Overcast on the message box but when I was on topside, I noticed the sound of thunder but no rain.

This time I noticed heavy rain and 15 m/s winds so I was going to record the location and time for you. The time was March 25, 1943 about 6am. I was going to write down the exact location but by the time I grabbed my notebook, the game crashed out to desktop. I was on topside with the map closed just as before. Overcast with thunder and this time plenty of rain falling. Didn't last but about 2 or 3 seconds before dumping me out.

I had been on patrol now for 24 days and this is the first rain storm I have come into on this patrol.

a few questions:

- the first time the game crashed, was it with the same weather and/or date/time?
- what was your tc during both crahes?
- can you please reload the last save, and see if the game crashes again?
- if you make in time... coordinates please :D

Bothersome
03-09-13, 09:13 PM
-Yes
-at first it was at 64x and then pause then to 1x on first crash
second crash was at 128x then to 1x
both times the crash was after closing the map in being on top bridge
-I'm doing it now. Area is about the same about 850 km out from horn
coords are right at about 33S by 13E

But at the moment I have overcast with thunder and no rain. Light fog 7 m/s winds. day is march 24.

Both crashes were on march 25 and i bit closer to the horn.

I'll try to save often on another hard save and report more.

Added/Edited...

OK im at
36,46'S by 19,10'E course 110 Speed 13
March 26 02:13 GMT.
Overcast, Precip Heavy, Fog Light, Winds 15, Direction 52

I got all that by pausing the game after seeing it pop up from 128x TC

I'm about to close the map (have to to save) but thought I'd gather the info before I do so in case of crash...
here goes...
Good news, no crash this time.
Waves are very high, almost drowning my ppl on watch.

THE_MASK
03-09-13, 09:46 PM
-Yes
-at first it was at 64x and then pause then to 1x on first crash
second crash was at 128x then to 1x
both times the crash was after closing the map in being on top bridge
-I'm doing it now. Area is about the same about 850 km out from horn
coords are right at about 33S by 13E

But at the moment I have overcast with thunder and no rain. Light fog 7 m/s winds. day is march 24.

Both crashes were on march 25 and i bit closer to the horn.

I'll try to save often on another hard save and report more.If you are running windows 7 right click the SH5 EXE and go to properties / compatability . Change to compatible with windows 7 and run as administrator . See if this helps with the ctds .

gap
03-09-13, 09:57 PM
-Yes
-at first it was at 64x and then pause then to 1x on first crash
second crash was at 128x then to 1x
both times the crash was after closing the map in being on top bridge

You are not the first one reporting a ctd while being on map. :hmmm:
The first one was Wetton, but it resulted that his ctd was sound related. By any chance, have you a crash log?


-I'm doing it now. Area is about the same about 850 km out from horn
coords are right at about 33S by 13E

Those coordinates point to an area ca. 550km WNW of Cape of Good Hope (https://maps.google.it/maps?ie=UTF-8&q=cape+of+good+hope&fb=1&gl=it&hq=cape+of+good+hope&cid=0,0,3232601167443911479&ei=r_Q7Uaj1LIebtQas4oHoAg&ved=0CL0BEPwSMAM). Is that correct? I thought you were nowhere near there :hmm2:

I think the best way is if you give me the MQK grid using illyustrator's mod. Even better if you post a screenie showing your position on map with the same mod enabled. In this way, it will be easier for me to locate exactly your area on the ClimateZones map (by overlaying illyustrators map on the climate zones map). I may appear a bit picky, but a difference of a few miles can make a big difference, as far as climate zones are concerned. :-?


But at the moment I have overcast with thunder and no rain. Light fog 7 m/s winds. day is march 24.

Both crashes were on march 25 and i bit closer to the horn.

I'll try to save often on another hard save and report more.

keep me informed, and if you keep having ctd's check if changing route will bypass the problem :up:

Bothersome
03-09-13, 10:55 PM
No it's not generating a crash log.
Using Windows 7 with 16G of RAM 4GHz x 6 processor.

Right now the rain finally stopped on March 28 at 00:00 GMT roughly. Position is 28.5 E and 37.75 S. Fog is medium with winds at 15 still.

Going roughly due east.

I haven't been able to get a screen shot for some time now. I don't think the printscreen key is binded or something. Nothing seems to happen. I know I've taken lots of screen shots before... F12 (from steam) does nothing here either.

I have not had any other crashes than those two I posted about already.

But I wonder, when it rains, is it alway going to be hurricane weather? Will we ever get rain and fog without the high winds and waves?

I downloaded the mod but there is not enough information posted about it to make me want it. I'd like to have the german map but I don't want to complicate the crashing or other problems. Plus it's not real clear on what components it wants and should have installed. What options? What do they do? Not enough info there for me to make an informed decision.

Bothersome
03-10-13, 01:40 AM
New weather report...

April 2, 1943 17:00 GMT

Pos. 28d 29m S by 52d 10m E <-- fixed in edit

Rain Heavy, Fog Heavy, Overcast, Wind 15

U-71 currently tracking a single merchant on southern heading
--------------
Edited/Added...
New report...

April 4, 1700 GMT

Pos 24d 26m S by 60d 34m E

Rain None, Fog Medium, Partial Clouds, Wind 15

Silent Steel
03-10-13, 03:10 AM
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6493

gap
03-10-13, 10:58 AM
No it's not generating a crash log.
Using Windows 7 with 16G of RAM 4GHz x 6 processor.

I think you get crash log by activating debug mode in New UI's options :hmm2:


I haven't been able to get a screen shot for some time now. I don't think the printscreen key is binded or something. Nothing seems to happen. I know I've taken lots of screen shots before... F12 (from steam) does nothing here either.

Ctrl F11 :03:

using for non-steam version of the game here, but steam version should use the same conbination.

I have not had any other crashes than those two I posted about already.


But I wonder, when it rains, is it alway going to be hurricane weather? Will we ever get rain and fog without the high winds and waves?

yes, I wonder the same. I start suspecting that weind and rain are strictly interconnected in game :yep:


I downloaded the mod but there is not enough information posted about it to make me want it. I'd like to have the german map but I don't want to complicate the crashing or other problems. Plus it's not real clear on what components it wants and should have installed. What options? What do they do? Not enough info there for me to make an informed decision.

Are you talking about the MQK mod by Illyustrator? I strongly recommend you to use it. Atm it only changes the raw maps overlayed on the navigation map for showing ocean depths and land elevations. As tested, actual depths are not affected and no other adverse effect was reported. If you look at some screenies posted by Trevally in OHII's thread, you will notice that he uses it :up:

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6493

I think Bothersome has actually joined the Monsun Gruppe :yep: :up:

OldSeaDog
03-10-13, 11:03 AM
Look really Cool...good job :up:

gap
03-10-13, 01:26 PM
Okay, time to process the reports sent from the harsh waters of the Indian Ocean by our Klt. Bothersome and his weather boat :03:


OK im at
36,46'S by 19,10'E course 110 Speed 13
March 26 02:13 GMT.
Overcast, Precip Heavy, Fog Light, Winds 15, Direction 52

This is just S of the Cape.

Climate zone: warm temperate climate southern
Your current season: autumn

Weather zone: should be warm temperate southern (high winds)
Min-MaxWeatherChangeInterval = 3-12 h
Min-Max WindSpeed = 1-15 m/s

New weather report...

April 2, 1943 17:00 GMT

Pos. 28d 29m S by 52d 10m E <-- fixed in edit

Rain Heavy, Fog Heavy, Overcast, Wind 15

This is past the southern coast of Madagascar, heading E

Climate zone: either warm or hot temperate climate southern.
In both cases the season is still autumn

Weather zone: either warm temperate southern (moderate wind) or hot temperate southern (moderate wind).

in both cases:
Min-MaxWeatherChangeInterval = 3-12 h
Min-Max WindSpeed = 1-13 m/s


New report...

April 4, 1700 GMT

Pos 24d 26m S by 60d 34m E

Rain None, Fog Medium, Partial Clouds, Wind 15

Position as per SSteel map ;)

Climate zone: either warm or hot temperate climate southern.
In either case, the season is still autumn

Weather zone: either one of the weather zones listed for your second report, warm temperate southern high winds (as per your first report), or hot temperate southern high winds 1 (1 stands for narrow seasonal variability):

hot temperate southern high winds 1:
Min-MaxWeatherChangeInterval = 3-12 h
Min-Max WindSpeed = 1-14 m/s

Some remarks:

1. so far, it seems that heavy rain is always connected with 15 m/s wind speed

2. maximum wind speed seems to happen even where we wouldn't expect it (weather zone max wind speed set to lesser than 15; see second report). Two possible explainations:

2.a heavy rain can induce high wind speeds, even in zones with max wind speed lesser than 15;
2.b once heavy rain/high wind speed have started, they follow you until they end their cycle, no matter if in the meanwhile you moved to an area where wind speed range have been narrowed down to lesser than 15 m/s

Unfortunately, in many cases I am not able to determine your current climate/weather zone as I don't know how to convert lat/long coordinates to the Mercator-like projection used in SH5 (any idea anyone?).

Had you posted a screenie of your map with MQK enabled, you would have done things a bit easier for me. The more zoomed in the map view, the better :)

TheDarkWraith
03-10-13, 02:01 PM
Unfortunately, in many cases I am not able to determine your current climate/weather zone as I don't know how to convert lat/long coordinates to the Mercator-like projection used in SH5 (any idea anyone?).

http://www.mediafire.com/?5326uxsd3ollbvc

:|\\

gap
03-10-13, 02:07 PM
http://www.mediafire.com/?5326uxsd3ollbvc

:|\\

:D

Thank you man, you are our deus ex machina :yeah:

Bothersome
03-10-13, 02:12 PM
OK final report for this patrol.

I got screen shots this time

This is from travelling a very long way in a VIIC.

I hope like hell I get a VIIC41 this time.

My speed was mostly at 13 knots after the refit at sea. Some chasing at 17 knots to catch a few close by merchies. Paying close attention to available fuel.

https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-10_13.55.29.jpg
https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-10_13.56.56.jpg

Trevally.
03-10-13, 02:18 PM
https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-10_13.56.56.jpg

Welcome to Penang - you made it:woot::woot::salute:

Bothersome
03-10-13, 04:59 PM
Thanks Trevally,

This envoronment is really shinning nicely now that I've gotten out of the north seas and started seeing some of the rest of the world.

There is still some beauty in the realism settings on this mod. It's not all gray and bland like you might think when you first start out in Kiel.

Here is nice shot just after sunset.

https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-10_16.51.27.jpg

By the way, I don't post the pictures directly onto these messages because some ppl might not want to have to spend the time downloading them. It's just as easy to click the link to see them anyway. You can see them in full resolution and it doesn't open the text area properties of the web pages so that it's so wide and annoying. When you done looking, you just close the new tab that opened for the picture.

Edited, also...
There is one thing I do notice with the posted screenshots that I've been posting. They aren't as pretty as when I see them in game. It's like the contrast and brightness is not applied to the screen shot file. In game, they look more natural. Probably due to the contrast and brightness settings in the game options.

7Infanterie19
03-10-13, 05:46 PM
Been waiting so long for this upgrade that I didn't even realize it was here when I first saw the thread! I actually thought it was some other mod :D. Good job!!! Many thanks!! :salute:

I haven't had any problems or crashes running the mod. Colors look good in balanced mode. Vivid mode looks sweet, but is a bit too violet for my liking, so I'm sticking with balanced mode like I did with the old version.

I like the sleet option. Nice effect seeing it come at you, then whip left or right. Looks good! I do remember having it about 300 kms off the coast of Bergen (between 2 and 3 degrees East) in February 1940 and then (I think) again off Bergen in late March (near 4 degrees) IIRC. gap, I will try to keep track of rain and sleet with more detail as per your post #122.

Dogfish40 and Bothersome were talking about sober's wake fix in post 76. I had that problem as well in that it made the ship wakes look like the waves were paint smeared. Unfortunately, I had to disable it to get things back to normal again. sober posted that he's the only one the fix works for .. hehehe!

As for waves, with breeze or gale, they look good, but the water seems way too fast going by the ship, almost like watching a fast river current after a heavy rain. I tested this while leaving Wilhelmshaven, but not in open sea. The effect made me dizzy, so I reverted back to sober's V10 waves. The speed seems about the same, but the way the waves move doesn't give me any dizzying effect. It's probably just me, since I get migraines and stuff sometimes.

Thanks to gap's bug list posted by volodya61 in response to fifi (post 93), I at least know the reason why medium fog doesn't work at night. I was worried that it was sober's fog mod, because I hadn't encountered that problem or realized it before, but now see that it's a vanilla bug. That bug list also pointed out another problem I had which was being stuck on medium fog for two months of in-game time starting with the old version and still happening with the upgrade to the new version (all that fog depresses a man :timeout:). It eventually got resolved with the addition of Stoianm's old EnvWeather mod and a good reload - at least that's what I'm guessing.

:yeah:

Bothersome
03-11-13, 10:19 AM
New rain report.

https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-11_10.14.16.jpg

Gap, do you still want these?

gap
03-11-13, 06:25 PM
Been waiting so long for this upgrade that I didn't even realize it was here when I first saw the thread! I actually thought it was some other mod :D. Good job!!! Many thanks!! :salute:

Thank you too for using it. Hope you are enjoying :salute:

...That bug list also pointed out another problem I had which was being stuck on medium fog for two months of in-game time starting with the old version and still happening with the upgrade to the new version (all that fog depresses a man :timeout:). It eventually got resolved with the addition of Stoianm's old EnvWeather mod and a good reload - at least that's what I'm guessing.

Stoianm EnvWeather is already included in Dynamic Environment base mod, you don't need it; moreover, due to the changes I have made to the weather zones, that old mod is not compatible with DynEnv. I warmly recommend you to disable it.

If you think you are experiencing too many foggy days, I need for dates, locations, regular weather reports, etc similar to what I have asked for rain :03:

gap
03-11-13, 07:15 PM
New rain report.

https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-11_10.14.16.jpg

Gap, do you still want these?

Sure, please keep them coming. :yep:

The more information we can collect, the more we can undesrtand how things are working. Thanks to TDW's coordinates converter, I was able to create my own spreadsheet which converts from map coordinates to offsets in the tga map used for weather zones assignation. This means that from now on I will know exaclty to which pixel of the ClimateZones.tga map weather reports are relative, and that I don't need anymore for screenshots of the navigation map: written lat/long + date + full weather report will be enough.

Sticking back to your past reports, I can confirm that:

1st report:
36,46'S by 19,10'E course 110 Speed 13
March 26 02:13 GMT.
Overcast, Precip Heavy, Fog Light, Winds 15, Direction 52

season: autumn
Min-MaxWeatherChangeInterval = 3-12 h
Min-Max WindSpeed = 1-15 m/s

2nd report:
April 2, 1943 17:00 GMT
Pos. 28d 29m S by 52d 10m E
Rain Heavy, Fog Heavy, Overcast, Wind 15

season: autumn
Min-MaxWeatherChangeInterval = 3-12 h
Min-Max WindSpeed = 1-13 m/s

3rd report:
April 4, 1700 GMT
Pos 24d 26m S by 60d 34m E
Rain None, Fog Medium, Partial Clouds, Wind 15

season: autumn
Min-MaxWeatherChangeInterval = 3-12 h
Min-Max WindSpeed = 1-13 m/s

4th-5th report:
April 30th
4°9'N 91°31'E - 3°35'N 90°28'E
clouds overcast, precipitations medium, fog light, wind speed 15 m/s

season: summer
Min-MaxWeatherChangeInterval = 5-24 h
Min-Max WindSpeed = 1-11 m/s

my comment are at post #133 are still valid. You keep having wind speeds higher than the set MaxWindSpeed for the areas were you have been patrolling, and rains seem to be always associated with maximum wind speed :hmm2:

also notice that the current season for the area you currently patrolling jumped back from autumn to summer. This is due to the way I have simulated monsoon climate. I suppose that even at summer a rainy episode once in a wile should be considered as normal. Looking forward to your next report anyway: let's see what is going on.

I would also like to hear from other DynEnv users, patrolling different areas...

Fifi
03-11-13, 08:38 PM
I suppose that even at summer a rainy episode once in a wile should be considered as normal...

I would also like to hear from other DynEnv users, patrolling different areas...

Absolutely! It can rain in summer! lol
I would not like to see all summer without a rain :03:

Fog in DE is a bit more complex...
In real, i don't believe there are days and days of non stop fog like we can see in OHII.
Fog on sea is usually on quite localized areas, and can desappear as fast as it was coming :yep:
It's created because of warmer air on cold sea surface (even the inverse!) but as soon as both are almost same temperature (i.e warmed by sun) fog desappear...
Sea currents play huge part of it too (when there are some).

Other type of sea fog is the coastal fog (happening very often at the end of night in autumn/winter) and very localized (no more further than 5 miles away from coasts) almost everywhere in Europe. It can be very heavy, but usually desappear after few hours...

I wish you could adjust the fog in DE (might be not possible?) so its duration would be greatly decreased, maybe its frequency increase (still not sure about...) but happening in regard of seasons.
And cherry on cake would be coastal fog the mornings! :up:

EDIT: about rain in DE, i rarely see it, and that's a little shame.
For some reason, i remember some career with quite a lot, and as i had to restart many times career to test mods :D some others almost rainless...

Bothersome
03-11-13, 10:41 PM
Thanks Gap, and thanks to all other modders that help create this little imaginary world for us to play in.

Right about now I sure could use some of that fog again. :D Those damn pesky planes are getting plentiful as mosquitoes. I just spent half a day at 36m depth to "let it all pass over". Having to dive every 30 mins to an hour makes my game go real slow.

But I have a bit of a weather report for you.

Date is May 16, 1943, sunny and clear for the last week or so. Winds have been about 0 to 2 m/s. I did manage to grab a pretty screen though. Pos 12d 14m S 51d 26m E.

https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-11_22.05.40.jpg
That one was in the early morning just after a plane passed over.

I turned off shadows to increase the frame which went to max 60Hz constantly. I didn't know shadows costs so much processing.

I also had to remove IRAI 0.39 because it was causing a crash to DT too often. Usually when a plane was to be rendered. Since I have removed it (at bunker) I have not had a single crash since.

My current load order...
FX_Update_0_0_21_ByTheDarkWraith
Remove Electric Torpedo Wakes
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
OPEN HORIZONS II_full v2
NewUIs_TDC_7_1_0_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 3.b No Underwater Impurity Patch
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.c.I Sea Plants - Coral Reefs (high resolution)
DynEnv v2.9 - 12. Sounds
R.E.M. - hydrophone mute for player fix (TDW compatible)
TDW_Ship_Inertia_1_1_0
RemoveLogoIntroTheDarkWraith


Did I mention there are tons of planes to be avoided here? They're getting desperate too, coming out at different times in the night to find my little ol' Unterseeboot. I guess they got wind that a 4 time Night's Cross Captain is in the area.

gap
03-12-13, 09:46 AM
Fog in DE is a bit more complex...
In real, i don't believe there are days and days of non stop fog like we can see in OHII.

I suppose you meant DynEnv here, OHII has no role in weather generation :hmm2:

Fog on sea is usually on quite localized areas, and can desappear as fast as it was coming :yep:
It's created because of warmer air on cold sea surface (even the inverse!) but as soon as both are almost same temperature (i.e warmed by sun) fog desappear...
Sea currents play huge part of it too (when there are some).

Other type of sea fog is the coastal fog (happening very often at the end of night in autumn/winter) and very localized (no more further than 5 miles away from coasts) almost everywhere in Europe. It can be very heavy, but usually desappear after few hours...

I agree with all you are suggesting. It would be reflected in DynEnv yet, if it was possible...

I wish you could adjust the fog in DE (might be not possible?) so its duration would be greatly decreased, maybe its frequency increase (still not sure about...) but happening in regard of seasons.
And cherry on cake would be coastal fog the mornings! :up:

Unfortunately we have little space for altering SH weather, unless TDW finds a way to hack the relevant game code. The only parameters we can freely edit are the ones I have listed in my comments to bothersome's reports, i.e. season's durations and alternation and, for each season, min/max weather change interval and wind speed. Multiply it for each climate/weather zone (we can have up a maximum of 256 of them). That's all.

According to information I have received from one of the devs, only current season affects fog/rain occurrence in a way predetermined in game code. I am now investigating if, by any chance, also wind speeds and weather change ranges can affect precipitations.

You all can help me, by sending me your detailed weather reports, under various weather conditions. The more detailed and close together the reports, the more we can undesrtand. At this point, generic complaints like "lately I had more fog than sunny days", though respectable, are not going to help us solving the issue. :03:

EDIT: about rain in DE, i rarely see it, and that's a little shame.
For some reason, i remember some career with quite a lot...

This seems to be Bothersome's case

http://24.media.tumblr.com/84116069993825b147d9c052a89fc8fa/tumblr_mjeppnDvgF1s7rxklo1_500.gif

gap
03-12-13, 10:31 AM
But I have a bit of a weather report for you.

Date is May 16, 1943, sunny and clear for the last week or so. Winds have been about 0 to 2 m/s. I did manage to grab a pretty screen though. Pos 12d 14m S 51d 26m E.

season: summer
Min-MaxWeatherChangeInterval = 5-24 h
Min-Max WindSpeed = 3-15 m/s

I start wondering if my wind settings are applied at all, lol, :hmm2:
your reported wind speeds are often off the ranges set by me. I see three possible explainations:

- I made some mistake :06:
- those wind speed ranges are somehow randomized, though I see it improbable
- if you are moving fast from a zone to the next one, the new wind speed settings are not applied until the weather change interval of the previous weather zone has elapsed. I lean toward this last hypothesis; if that was true, the proper way to test weather settings for each given zone should be by staying at full stop for a few days.


I turned off shadows to increase the frame which went to max 60Hz constantly. I didn't know shadows costs so much processing.

:yep:


I also had to remove IRAI 0.39 because it was causing a crash to DT too often. Usually when a plane was to be rendered. Since I have removed it (at bunker) I have not had a single crash since.

try enabling the previous version. Planes AI was reworked in the last version, but there are probably some bugs in it. :03:


Did I mention there are tons of planes to be avoided here? They're getting desperate too, coming out at different times in the night to find my little ol' Unterseeboot. I guess they got wind that a 4 time Night's Cross Captain is in the area.

Blame it on Trevally! :O:

Trevally.
03-12-13, 01:05 PM
Did I mention there are tons of planes to be avoided here? They're getting desperate too, coming out at different times in the night to find my little ol' Unterseeboot. I guess they got wind that a 4 time Night's Cross Captain is in the area.

:haha::har::rotfl2::up:



Blame it on Trevally! :O:

:o:stare::D

Fifi
03-12-13, 03:39 PM
Thanks for your reply Gap.
This fog story is not really a complaint, you all did already a fantastic job with DE :yeah:
Maybe one day it will be possible to adjust things!
Anyway, your environment mod is better to me than any i've seen in others SH so far.

Bothersome
03-13-13, 01:38 AM
OK new weather report... Got rain after about a week or so of clear sky and 0 winds. Then got fog for about 2 days at 0 wind then got this...

https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-12_23.23.56.jpg

My location is not far from previous location shown in message box. Rain lasted about 1 day then had to exit so I could reboot into linux for some official work. So I don't know how long it would have lasted. But am about to go back into the sim now.

Is there a way to copy/paste from the ship's journal or message box?

volodya61
03-13-13, 09:57 AM
Hi Gabriele :sunny:

I think you fail to collect trustworthy information on the mod's usage because all testers constantly saved and reloaded the game, which certainly affect the 'cleanness' of the experiment..

gap
03-13-13, 10:45 AM
Hi Gabriele :sunny:

I think you fail to collect trustworthy information on the mod's usage because all testers constantly saved and reloaded the game, which certainly affect the 'cleanness' of the experiment..

yes, Volodya, good remark. :hmm2:

Another factor that I have just realized could hamper the exactness of the reports, is that Bothersome is giving me the coordinates as reported by the Navigation Officer. IIRC, the only way he could report them, is by estimating them through dead reckoning or, at best, through celestial fix.
The involved error, nullifies my effort to locate the exact pixel that the report is relative to. :dead:

For our purposes, the only way to determine lat/long would be by disabling real nav, and by calculating manually sub coordinates based on how far the circle denoting sub position is from the closest parellel and meridian :yep:

7Infanterie19
03-14-13, 12:20 PM
Thank you too for using it. Hope you are enjoying :salute:

I am! :D


Stoianm EnvWeather is already included in Dynamic Environment base mod, you don't need it; moreover, due to the changes I have made to the weather zones, that old mod is not compatible with DynEnv. I warmly recommend you to disable it.

If you think you are experiencing too many foggy days, I need for dates, locations, regular weather reports, etc similar to what I have asked for rain :03:

After adding that old mod and getting a good reload, my weather has been dynamic again. I have disabled the mod as per your suggestion and am still getting dynamic weather changes, so things seem back to normal. If it happens again, I'll let you know.


Here are some rain (sleet) dates if you still need them:

Date Time Location Location Clouds Precipitations Fog Wind

6 18 1940 - 19 20 - 1E / 59N - Overcast - Heavy - Heavy - 15
6 27 1940 - 06 00 - 17W / 52.40N - Overcast- Medium - Medium -15
7 22 1940 - 10 00 - 9.30W / 47.50N - Overcast - Heavy - Light - 7

I'm getting the sleet effect even in the middle of summer.

I can't tell you how long these rains last because of TC travel.

7Infanterie19
03-14-13, 12:29 PM
I noticed something the other day. My daytime clouds seem washed out or lacking detail. I'm not sure how to describe it. It's like they're not puffy and look very white without texture. At night, clouds look better :hmmm:.

I also use sobers lights cfg, but am not sure if that has anything to do with it. I think I disabled that mod at one point during testing, but there wasn't any difference.

I was looking at some pics in other threads, like OHII first page, AIL's clouds, etc., and see how the clouds have some body to them, like I remembered having before.

I tested with AIL's clouds (these are the shots), and it's the same. In the day shots, you can see the small clouds that are higher up look to have more detail and have a somewhat puffy look to them.

Could it be something to do with lighting?

What do your clouds look like?



http://img59.imageshack.us/img59/9035/cloudcomparisons.jpg

gap
03-14-13, 01:49 PM
I am! :D

:sunny:


After adding that old mod and getting a good reload, my weather has been dynamic again. I have disabled the mod as per your suggestion and am still getting dynamic weather changes, so things seem back to normal. If it happens again, I'll let you know.

how dynamic is the weather can depend on many factors, including your location, current season, but it can be also affected by random factors. I am absolutely sure that in your case that mod cannot be related with the improvements you had noticed :yep:


Here are some rain (sleet) dates if you still need them:

Date Time Location Location Clouds Precipitations Fog Wind

6 18 1940 - 19 20 - 1E / 59N - Overcast - Heavy - Heavy - 15
6 27 1940 - 06 00 - 17W / 52.40N - Overcast- Medium - Medium -15
7 22 1940 - 10 00 - 9.30W / 47.50N - Overcast - Heavy - Light - 7

Okay, I will process them as soon as possible, thanks!

By the way: how did you get the reported coordinates? It is always better reading them directly from map (if not using real navigation, indeed) :03:


I'm getting the sleet effect even in the middle of summer.

yes, unfortunately, having different precipitation settings for different season is not possible. Once you enable the Sleet for Winter Campaigns submods, you give up rain for sleet, no matter if yu are playing a "summer campaign". Nonetheless, you can disable/reenable it at any moment :up:

I noticed something the other day. My daytime clouds seem washed out or lacking detail. I'm not sure how to describe it. It's like they're not puffy and look very white without texture. At night, clouds look better :hmmm:.

...

Could it be something to do with lighting?


Yes, it seems a brightness/contrast issue. Which environmental mods/submods are you using, besides DynEnv base mod?

7Infanterie19
03-15-13, 09:46 AM
... I am absolutely sure that in your case that mod cannot be related with the improvements you had noticed :yep:

lol .. whatever it was .. getting out of it after all that in-game fog time was a blessing. :)

By the way: how did you get the reported coordinates? It is always better reading them directly from map (if not using real navigation, indeed) :03:

I try to estimate coordinates using my location on the zoomed map. I'm certain it's not bang on to the pixel, but close enough (I hope .. hehehe). If you know a better way to figure out, please let me know.


Once you enable the Sleet for Winter Campaigns submods, you give up rain for sleet, no matter if yu are playing a "summer campaign". Nonetheless, you can disable/reenable it at any moment :up:
Ok .. I have to confess, gap ... I like the look of that heavy sleet even during summer months, so I'll keep it enabled. :D

Yes, it seems a brightness/contrast issue. Which environmental mods/submods are you using, besides DynEnv base mod?

After the base mod, I'm using:

Camera Filters - Realistic Colors
Ambient Settings - Darker Nights-No Murky Waters
Sleet for Winter Campaigns
Seafloor (high resolution)
Sounds

Other mods (not sure if they are enviro, but will post anyways). All these except the first two are loaded after DynEnv:
Ail Real Size Moon
Shadow Improvement Mod
SteelVikings Sky Banding Mod
sobers base sky mechanics
sobers DOF
sobers Lights Cfg
sobers best ever fog (22)
sobers waves mod (11)
Stoianm Pitch&Roll

Please let me know if you need more information.

Cheers!

7Infanterie19
03-15-13, 09:48 AM
Here's a problem I experience mostly with night scenes and I think only when there's fog. This shot was taken during medium fog (which as we know doesn't overlay at night).

Unfortunately, the screenshot is nowhere as clear and obvious as in-game. I raised brightness and contrast in the edited pics or we'd see nothing at all. Sorry about that.

In the first one, you can see the effect heavily in the upper left and lower left of the screen. For the second one, it has a ring effect which I've seen in daylight as well.

I also get an effect sometimes when using the outside camera view, where depending on the relation to the sun, there's a kaleidoscope effect or different bright prism-like colors, which I never had before. If you need a shot of that, please let me know.

I hope that helps.

http://img850.imageshack.us/img850/3351/graphicsanomoly.jpg

http://img14.imageshack.us/img14/1073/graphicsskyringseffect.jpg

gap
03-15-13, 02:04 PM
lol .. whatever it was .. getting out of it after all that in-game fog time was a blessing. :)

I can imagine :)


I try to estimate coordinates using my location on the zoomed map. I'm certain it's not bang on to the pixel, but close enough (I hope .. hehehe). If you know a better way to figure out, please let me know.

You can report the parallel/meridian closest to your current position, and how many meters you are far from them (in a straight line, indeed); or you can make yourself the calculation, if you prefer: in SH5 world, meridian/parallels are 120 km far apart, no matter how close you are to equator, therefore 2,000 m equals 1' :yep:


Ok .. I have to confess, gap ... I like the look of that heavy sleet even during summer months, so I'll keep it enabled. :D

stoianm will be glad to know that you like that mutch the sleet submod: it actually was his invention :up:


After the base mod, I'm using:

...



Try removing all of the non-DynEnv environmental mods, and see if it solves your problem. If yes, reenable them one by one in order to discover which one is causing the issue. My suspects are either on sobers DOF or sobers Lights Cfg, or possibly their association. Sober's tweaks require the maximum from our GFX cards, and in some systems might cause ndesired effects.
Another way to address your problem could be by adjusting a bit game's gamma (in game gfx settings) and/or reducing the contrast of your screen.

Here's a problem I experience mostly with night scenes and I think only when there's fog. This shot was taken during medium fog (which as we know doesn't overlay at night).

I can be wrong, but what you are seeing is the halo visible in the corner of the sky opposite to the sun. This also happens in real world, though perceiving this effect at night and close to artificial light sources can be difficult. I need to look at game sky color settings before confirming it, but I seem to remember the the game is simulating it :hmm2:

Silent Steel
03-16-13, 07:36 AM
lol .. whatever it was .. getting out of it after all that in-game fog time was a blessing. :)

After the base mod, I'm using:

Camera Filters - Realistic Colors
Ambient Settings - Darker Nights-No Murky Waters
Sleet for Winter Campaigns
Seafloor (high resolution)
Sounds

Other mods (not sure if they are enviro, but will post anyways). All these except the first two are loaded after DynEnv:
Ail Real Size Moon
Shadow Improvement Mod
SteelVikings Sky Banding Mod
sobers base sky mechanics
sobers DOF
sobers Lights Cfg
sobers best ever fog (22)
sobers waves mod (11)
Stoianm Pitch&Roll

Please let me know if you need more information.

Cheers!


I'd try to disable these ones;

SteelVikings Sky Banding Mod
sobers base sky mechanics

7Infanterie19
03-16-13, 10:39 AM
You can report the parallel/meridian closest to your current position, and how many meters you are far from them (in a straight line, indeed); or you can make yourself the calculation, if you prefer: in SH5 world, meridian/parallels are 120 km far apart, no matter how close you are to equator, therefore 2,000 m equals 1' :yep:

The math was right there under my nose .. lol .. thanks gap! :up:

stoianm will be glad to know that you like that mutch the sleet submod: it actually was his invention :up:
I'm glad! He deserves it! :)

Try removing all of the non-DynEnv environmental mods, and see if it solves your problem.
I'd try to disable these ones;

SteelVikings Sky Banding Mod
sobers base sky mechanics

I removed all of them and reactivated each one by one.

From what I'm guessing, this problem seems to happen depending on what the weather is, what the time of night it is, where I am, whether or not there is any moon, and whether there is fog, etc. As such, it was a bit of a task recreating the same conditions, and so, it's hard to tell which mods are at play in this problem. With no moon or fog, I don't seem to see the problem at all.

With and without the other mods activated, I had no problems at times, because of what I said above, so it was difficult to recreate. The first time I deactivated the other mods, I had this thing where on the upper left and upper right corners, it was curved black like looking through the binoculars. This would follow the scene as I moved the view. I never saw that before, and I haven't been able to recreate that again. I've attached a couple of pictures to show the "gradient" effect (which is similar to the map showing different depths) with and without those other mods. In these shots, I stood on deck and after a while, as the clouds moved on, changed size and shape, etc., they would become normal. I could see the clouds eventually change from this "gradient" effect to being rendered properly bit by bit (and back once in a while, IIRC). The upper picture is shot directly into the clouds, with all mods activated. Lower is with the other listed mods deactivated. Fog is light. No precipitations. In the lower one, the effect is in the darker portion of the clouds to the left of the lightning.

http://img811.imageshack.us/img811/9066/graphicsskyringseffectd.jpg

Another way to address your problem could be by adjusting a bit game's gamma (in game gfx settings) and/or reducing the contrast of your screen.

I could do this, but then it would only mask things, I think.


After I dock again, I'm going to reload the old version of DynEnv to test that out, just to make sure I didn't have that problem before, although I don't remember having seen it to be honest.

Sartoris
03-16-13, 03:44 PM
I experienced the weird shapes in the sky with the previous version of DynEnv. Very annoying stuff, just like the eternal fog. The fog basically makes the mod impossible to apply to the game, because the weather is always the same.

gap
03-17-13, 10:58 AM
I removed all of them and reactivated each one by one.

From what I'm guessing, this problem seems to happen depending on what the weather is, what the time of night it is, where I am, whether or not there is any moon, and whether there is fog, etc. As such, it was a bit of a task recreating the same conditions, and so, it's hard to tell which mods are at play in this problem. With no moon or fog, I don't seem to see the problem at all.

....



I'd try to disable these ones;

SteelVikings Sky Banding Mod
sobers base sky mechanics

What are you talking about guys? Poor clouds or vignetting effect at night? Let's face a problem at a time :03:

@ 7Infanterie19

it is diffiucult to diagnose anything from your last screenshots... Can you post bigger one the next time? In addition, regarding the clouds issue, what are your gfx settings? Have you enabled 3d clouds?

I experienced the weird shapes in the sky with the previous version of DynEnv. Very annoying stuff, just like the eternal fog. The fog basically makes the mod impossible to apply to the game, because the weather is always the same.

Judging from Bothersome's reports, he had all but static weather :hmm2:

keysersoze
03-17-13, 11:34 AM
gap,

Maybe the best way for you to get consistent weather data would be for us to use TDW's patrol log editor to record our position and weather reports. Because I'm crazy about immersion :03: I always transfer the notepad files from the patrol log editor into a custom Kriegstagebuch that I made. It would be easy to send you the patrol report. That way, you would have daily coordinates and weather reports for an entire patrol. I could also add a note for each time I save and load, so that you could determine the effective of loading on weather patterns.

Would this be useful?

gap
03-17-13, 11:54 AM
gap,

Maybe the best way for you to get consistent weather data would be for us to use TDW's patrol log editor to record our position and weather reports. Because I'm crazy about immersion :03: I always transfer the notepad files from the patrol log editor into a custom Kriegstagebuch that I made. It would be easy to send you the patrol report. That way, you would have daily coordinates and weather reports for an entire patrol. I could also add a note for each time I save and load, so that you could determine the effective of loading on weather patterns.

Would this be useful?

yes indeed it would, as far as the weather reported is correct (often, just after reloading a saved game, NO's reports are wrong), and position reports are accurate to ±10' (±20 km), i.e. half the size of a pixel in the ClimateZones.tga map. :up:

Unfortunately, the accuracy required excludes reports from players using Real Navigation :-?

keysersoze
03-17-13, 12:19 PM
Unfortunately, the accuracy required excludes reports from players using Real Navigation :-?

That's unfortunate, as I always play with Real Navigation. Are the Real Nav reports too inaccurate even when the navigator does a celestial fix?

gap
03-17-13, 12:45 PM
That's unfortunate, as I always play with Real Navigation. Are the Real Nav reports too inaccurate even when the navigator does a celestial fix?

IIRC, the maximum error involved by dead reckoning and celestial fixes can be set through TDW's option editor. If they were set to lesser of the values I have posted before, for our purposes the error margin would be acceptable :03:

keysersoze
03-17-13, 01:36 PM
IIRC, the maximum error involved by dead reckoning and celestial fixes can be set through TDW's option editor. If they were set to lesser of the values I have posted before, for our purposes the error margin would be acceptable :03:

Okay... I don't have much time for SH5 right now, but perhaps I will order Oberleutnant z. S. Klausmann to perform a special weather patrol for you once I have some free time :03:

gap
03-17-13, 01:48 PM
Okay... I don't have much time for SH5 right now, but perhaps I will order Oberleutnant z. S. Klausmann to perform a special weather patrol for you once I have some free time :03:

It would be very kind of Klausmann to help me on it, but tell him that at this moment he got to take and hopefully pass an important exam :D

gap
03-17-13, 05:00 PM
What if our harbors were equipped with better piers finally capable to block the waves which are currently disturbing naval traffic in our home ports? Someone will object that the new facilities would disturb the natural water flow, thus turning blue sea waters into a polluted, grey of sediment pond. If you are not much concerned about pollution, you might want to test this little DynEnv compatible patch:

http://www.mediafire.com/?xscw4i8s4mgrg5h

What it does?

reduces windspeed in home port areas to 0-1 m/s
gives port waters a grey-greenish tint, identical to the one used for murky coastal waters.


Current limits

it is not currently possible to limit the above features to port waters; depending on the location, their effect will extend up to 40 km far from port, though this distance will be often lesser;
it is possible that, when entering port, the wind speed/wave heigh reduction won't take effect until the next weather is triggered; for the same reason, calm seas and low winds might persist for soe hours after elaving port. Please keep me informed on it...


Locations currently featured

Norway: Kirkenes, Hammerfest, Narvik, Trondheim, Bergen, Kristiansand, Horten
Lituania: Memel, Libau
Poland: Gotenhafen, Hela
Germany: Pillau, Konigsberg, Danzig, Warnemünde, Neustadt in Holstein, Travemünde, Eckernförde, Flensburg, Kiel and Kiel Canal, Brunsbüttel, Wilhelmshaven
France: Brest, Lorient, St. Nazaire, La Pallice, Bordeaux, Toulon
Spain: Vigo, Cadiz, Las Palmas
Italy: La Spezia, Pola
Greece: Salamis
Romania: Konstanza
USSR: Fedosia
Malaya: Penang
Singapore
Indonesia: Jakarta, Surabaya
Japan: Kobe

Many of the above locations don't have a base/port yet, but I thought I would include them anyway, in case they will be added to the game in future.


Installation, compatibility and additional features

enable it after Dynamic Environment v 2.9 base mod (better at port)
compatible with any Dinamic Environment optional mod
not compatible with Real Environment
included in the pack: DynEnv v2.9 - Breakwater Piers - Red Waters Patch; this is a testing patch: enable it on top of the main Breakwater Piers patch for making sure that its settings correctly apply to your current port (if so, it will make sea water red).


Future development:

if there is enough interest, I will further work on:

fixing eventual bugs/misplaced locations;
making wind reduction/murky water ranges to fit more closely port perimeters;
adjusting weather change intervals so to minimize the time intervals required for making the low wind settings to be triggere/untriggered at the right moment;
adding new ports.


Keep me informed guys :03:

Fifi
03-17-13, 05:30 PM
Wow, that's just a very nice addition! :yeah:

Was thinking about the other day, cause in my bunker i realised water wasn't so calm! :D

if there is enough interest, I will further work on

Oh yes please! Even if we aren't in port for long time ingame, i think it's a great immersive addition :yep:

volodya61
03-17-13, 05:32 PM
What it does?

reduces windspeed in home port areas to 0-1 m/s
gives port waters a grey-greenish tint, identical to the one used for murky coastal waters.



Got it.. thanks.. will test it tomorrow/after tomorrow together with my big testing package :03:..
seems like the wind speed in the port ares already was 0-1 m/s :06: wasn't it?



URSS: Fedosia



USSR: Feodosia

Keep me informed guys :03:

:yep:

gap
03-17-13, 05:47 PM
Wow, that's just a very nice addition! :yeah:

Was thinking about the other day, cause in my bunker i realised water wasn't so calm! :D

Oh yes please! Even if we aren't in port for long time ingame, i think it's a great immersive addition :yep:

Thank you Fifi,
I just hope that it will work as supposed (with SH5, especially when environmental paramters are involved, one never knows), but as I wrote in my previous post, keep me informed anyway :up:

Got it.. thanks.. will test it tomorrow/after tomorrow together with my big testing package :03:...

Good, can't wait for the reports :yeah:

seems like the wind speed in the port ares already was 0-1 m/s :06: wasn't it?

Ask Sailor Steve on it :03: :O:


USSR: Feodosia

Oh, sorry, I used the Italian acronym. :oops:
Next time I will use the Russian spelling: CCCP :salute:

Fifi
03-17-13, 06:19 PM
Will keep you informed, but have to wait to be back at bunker to activate it in my current career...might takes some time as my U Boot is west of Ireland actually with full torp load :)

gap
03-17-13, 06:21 PM
Will keep you informed, but have to wait to be back at bunker to activate it in my current career...might takes some time as my U Boot is west of Ireland actually with full torp load :)

Sink 'em all :D

volodya61
03-17-13, 06:21 PM
Ask Sailor Steve on it :03: :O:

cookies and milk? :03:

Next time I will use the Russian spelling: CCCP :salute:

was born in CCCP..
sounds good :D :up:

gap
03-17-13, 06:29 PM
cookies and milk? :03:

:rotfl2:

Steve will be happy to know that he is becoming one of our top arguments :D

was born in CCCP..
sounds good :D :up:

There was a good Italian punk rock band going by the same name:
http://en.wikipedia.org/wiki/CCCP_Fedeli_alla_linea

They self defined their musical genre as "pro-Soviet punk" :haha:

7Infanterie19
03-19-13, 12:53 PM
What are you talking about guys? Poor clouds or vignetting effect at night? Let's face a problem at a time :03:

@ 7Infanterie19

it is diffiucult to diagnose anything from your last screenshots... Can you post bigger one the next time? In addition, regarding the clouds issue, what are your gfx settings? Have you enabled 3d clouds?


Sorry about that gap. I had too much going on. :(

I got to port and loaded up the older version of DynEnv. The problem still existed, so I reset my mods to include the current DynEnv again.

I got to thinking about what else had changed, and then decided to check the Nvidia control panel "Manage 3D Settings" for SH5.exe. I went ahead and reset everything back to default and then loaded up the game - problem solved. I then restored the same settings I had before, and that worked now too. I guess that somewhere along the way - maybe with my SH5 reinstall - there must have been a burp in the way the Nvidia control panel settings were being handled.

So, I'm happy to say that it's nice to see things looking the way they should :).

Apologies for any confusion, gap. At least maybe this can help anyone else experiencing the kind of problem that I had.

Cheers .. and thanks! :salute:

p.s. Some more rain info for you:

Date Time Location Location Clouds Precipitations Fog Wind

7 29 1940 - 19 55 - 53N 27 / 15W 22 - Overcast - Heavy - Light - 15
8 23 1940 - 10 00 - 48N 48 / 6W 20 - Overcast - Heavy - Medium - 15
8 23 1940 - 14 00 - 48N 45 / 6W 57 - Overcast - Heavy - Medium - 15
8 24 1940 - 01 00 - 48N 49 / 8W 32 - Overcast - Heavy - Medium - 15

gap
03-19-13, 02:08 PM
I got to thinking about what else had changed, and then decided to check the Nvidia control panel "Manage 3D Settings" for SH5.exe. I went ahead and reset everything back to default and then loaded up the game - problem solved. I then restored the same settings I had before, and that worked now too. I guess that somewhere along the way - maybe with my SH5 reinstall - there must have been a burp in the way the Nvidia control panel settings were being handled.

So, I'm happy to say that it's nice to see things looking the way they should :).

:up:


Apologies for any confusion, gap. At least maybe this can help anyone else experiencing the kind of problem that I had.

Indeed, it can help. Thank you for sharing your experience :salute:


p.s. Some more rain info for you:

Date Time Location Location Clouds Precipitations Fog Wind

7 29 1940 - 19 55 - 53N 27 / 15W 22 - Overcast - Heavy - Light - 15
8 23 1940 - 10 00 - 48N 48 / 6W 20 - Overcast - Heavy - Medium - 15
8 23 1940 - 14 00 - 48N 45 / 6W 57 - Overcast - Heavy - Medium - 15
8 24 1940 - 01 00 - 48N 49 / 8W 32 - Overcast - Heavy - Medium - 15

Taking note of it, thanks!

Dignan
03-19-13, 09:34 PM
I'm having trouble extracting this. When I use winrar to extract, I get a winrar diagnostic message saying I have errors in the extraction. Then when I try to load the game with the mod installed, I get a CTD. Anyone had this problem? All other mods I've used winrar for recently work fine.

Fifi
03-19-13, 09:56 PM
I'm having trouble extracting this. When I use winrar to extract, I get a winrar diagnostic message saying I have errors in the extraction. Then when I try to load the game with the mod installed, I get a CTD. Anyone had this problem? All other mods I've used winrar for recently work fine.

Always using 7Zip for all downloads even made by Winrar works great here :yep:

gap
03-20-13, 03:36 AM
First post updated with link to the latest version of sobers DOF. Thank you sober :salute:

I didn't add the link to DynEnv v2.9 - Breakwater Piers (http://www.mediafire.com/?xscw4i8s4mgrg5h) yet: still waiting for the first reports on it.
In case you have missed it, follow this link (http://www.subsim.com/radioroom/showpost.php?p=2026790&postcount=168) for further detail, or just scroll down to post #168 :03:

THE_MASK
03-20-13, 03:42 AM
thanks , i am trying to get rid of my brown fog at dusk and
dawn . Mod combo or what , i dunno .

gap
03-20-13, 03:55 AM
thanks , i am trying to get rid of my brown fog at dusk and
dawn . Mod combo or what , i dunno .

I suppose you have already played with hdr_exterior ColorBalance settings. Probably the brown fog at twilight is a side effect of your tweaks aimed to make it lesser green at noon :doh:

If you want a suggestion, I would try tweaking the SkyHazeColor settings in EnvColors cfg files :yep:

Captain73
03-20-13, 08:25 AM
Hi Gap! I've installed your mod, I liked your work, but I had to turn down the anti-aliasing! And how do I get rid of the yellow marker?

http://i5.pixs.ru/thumbs/5/1/2/SH5Img2013_4529506_7453512.jpg (http://pixs.ru/showimage/SH5Img2013_4529506_7453512.jpg)

gap
03-20-13, 08:52 AM
Hi Gap! I've installed your mod, I liked your work...

Our work, Captain :yep:
I am glad you like it :smug:

but I had to turn down the anti-aliasing!

Which submods are you using? Have you tried enabling the low definition patches?


And how do I get rid of the yellow marker?

Enable this one: :up:

DynEnv v2.9 - No U-Mark (http://www.mediafire.com/?vmvn9vhtijwq1tl)

Captain73
03-20-13, 11:54 AM
Our work, Captain :yep:
I am glad you like it :smug:
:)
Which submods are you using? Have you tried enabling the low definition patches?
[MODS]
RemoveLogoIntroTheDarkWraith
Loading Screens Mod puma1x
NDB,NDH OM#1 - No Dialog Indicator
Sound Das Boat
Conus' Graphic Mod(edited)
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 8.b Wave Mechanics - Gale
AilBubbles 1.0
AilDeckwave 1.0
AilRain 1.0
AilImpurity 1.2 extreme
North Atlantic Green 1.1
Old Style Explosions V1.1
Sub_Exhaust_1_0_5_byTheDarkWraith
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
ImprovedWaves_Improved Pitch&Roll
Critical hits 1.1 Torpedos
AMMO_v1.0_SH5_by_Raven_2012
SH5 Longer Repairs v.1
U-Boat Interior Mod(light)
silentmichal's interior mod 1.2.1
FX_Update_0_0_19_ByTheDarkWraith(edited)
AI_sub_crew_1_0_2_TheDarkWraith
MCCD_1.04
MightyFine Crew Mod 1.2.1 Alt w beards
New Wake Torp
Parts Magui V 3.01 by DrJones
Parts Magui v3.01 RUS Localization Patch
Optional Binocular 2
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II_full v2
sovietunionflag+fixes
RUS for OPEN HORIZONS-II v 0.0.4 (v 2.0)
Reworked Morale and Abilities v.1.1
RUS for Reworked Morale and Abilities v.1.1 by Rongel
Fonts_patch
Hospitalship_lights
smaller flags for Warships 1_0b
SH5Lifeboat_Wooden
Enhanced FunelSmoke1.2_by HanSolo78
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Inertia_Damage
R.E.M_by_Xrundel_TheBeast_1.2
IO_StrategicMap_4_3_for_Parts Magui V 3.0 by DrJones
IO_MapCourseLine_normal pencil_mod
EQuaTool 01.01 by AvM - Medium Faber-Castell Style
MarineQuadratKarte
Gisement
TDW_No_Contact_Colors_1_1_0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Force Type VIIA-std Training
DynEnv v2.9 - No U-Mark=56
Enable this one: :up:
DynEnv v2.9 - No U-Mark (http://www.mediafire.com/?vmvn9vhtijwq1tl)
thanks Gap :salute:

jean74
03-20-13, 01:04 PM
Hi Gap,

I just make a little tool with EXCEL :know: to see, compare and eventually modifie the colors of the EnvColor_....cfg.
I did it because it's very hard to have a survey of the différents colors include in this file :doh:

If you want to test and maybe use it (to improve or check the colors of your wonderfull mod), I can send it to you.

Let me know if you are interested,

Best regards,

Jean

Captain73
03-20-13, 03:05 PM
One more question?
In the evening, the water looks like this:

http://i5.pixs.ru/thumbs/6/6/2/SH5Img2013_6594485_7457662.jpg (http://pixs.ru/showimage/SH5Img2013_6594485_7457662.jpg)

How to make the water darker?
Thus, as in the screenshot!

http://i5.pixs.ru/thumbs/6/8/2/SH5Img2013_2048684_7457682.jpg (http://pixs.ru/showimage/SH5Img2013_2048684_7457682.jpg)

volodya61
03-20-13, 03:18 PM
I didn't add the link to DynEnv v2.9 - Breakwater Piers (http://www.mediafire.com/?xscw4i8s4mgrg5h) yet: still waiting for the first reports on it.
In case you have missed it, follow this link (http://http://www.subsim.com/radioroom/showpost.php?p=2026790&postcount=168) for further detail, or just scroll down to post #168 :03:

Gap, I'm so sorry :oops:
I've become too lazy lately.. but I promise, I'll test it right today :yep:

volodya61
03-20-13, 03:24 PM
One more question?
In the evening, the water looks like this:
..
How to make the water darker?
Thus, as in the screenshot!

I suggest you try to enable the Darker Nights addon mod :yep:

gap
03-20-13, 07:03 PM
:)

[MODS]
...

thanks Gap :salute:

One more question?
In the evening, the water looks like this:

http://i5.pixs.ru/thumbs/6/6/2/SH5Img2013_6594485_7457662.jpg (http://pixs.ru/showimage/SH5Img2013_6594485_7457662.jpg)

How to make the water darker?
Thus, as in the screenshot!

http://i5.pixs.ru/thumbs/6/8/2/SH5Img2013_2048684_7457682.jpg (http://pixs.ru/showimage/SH5Img2013_2048684_7457682.jpg)

I suggest you try to enable the Darker Nights addon mod :yep:

Besides enabling the submod suggested by Volodya, I have a few more remarks on your mod list:


Enable DynEnv v2.9 - 2. Main Mod Low Resolution Patch after DynEnv main mod (lesser memory usage).
Replace DynEnv v2.9 - 8.b Wave Mechanics - Gale with one of the two other wave submods (lesser gpu intensive).
Many of the Ailantd's mods you are using, are already featured in DynEnv. I suggest you to disable them in order to free up memory, as the would overwite Low Resolution Patch's resized textures.
IIRC, North Atlantic Green was designed over Real Environment and it is probably not fully compatible with DynEnv. Moreover, DynEnv main mod features already murky waters for some limited globe areas.

gap
03-20-13, 07:26 PM
Hi Gap,

I just make a little tool with EXCEL :know: to see, compare and eventually modifie the colors of the EnvColor_....cfg.
I did it because it's very hard to have a survey of the différents colors include in this file :doh:

If you want to test and maybe use it (to improve or check the colors of your wonderfull mod), I can send it to you.

Let me know if you are interested,

Best regards,

Jean

Wow, it seems we actually had the same idea :D :haha:

A while ago, I developped an excel spreadsheet able to preview SH5 environment colors, to edit them (generating automatically game readable setting), and to create color grandients. You can download it from here (http://rapidshare.com/files/1356193163/SH5%20env%20color%20settings.xlsm). IIRC this is the version I made for english localized PC's (uses imperial decimal separator [.] instead of the metric one [,]), but if there's interest, I can upload the metric version of it. If you want to exploit all of its features, you should enable its macros.

At this point, I am also curious to see your spreadsheet. Maybe you had better ideas than me, or you implemented them better than I did (a problem of my viewer/editor is that it is quite heavy, and rendering all the colors contained in a single cfg file takes several minutes).

Let's hope that our tools will encourage someone to further improve this mod :salute:

gap
03-20-13, 07:27 PM
Gap, I'm so sorry :oops:
I've become too lazy lately.. but I promise, I'll test it right today :yep:

There's no hurry Volodya. Just take your time :up: :salute:

Captain73
03-21-13, 06:40 AM
Enable DynEnv v2.9 - 2. Main Mod Low Resolution Patch after DynEnv main mod (lesser memory usage).
Replace DynEnv v2.9 - 8.b Wave Mechanics - Gale with one of the two other wave submods (lesser gpu intensive).
Many of the Ailantd's mods you are using, are already featured in DynEnv. I suggest you to disable them in order to free up memory, as the would overwite Low Resolution Patch's resized textures.
IIRC, North Atlantic Green was designed over Real Environment and it is probably not fully compatible with DynEnv. Moreover, DynEnv main mod features already murky waters for some limited globe areas.
[/LIST]

Did as you said. Everything is working fine! Smoothing 100%. Shadows of 100%. :yeah:
Thanks Gap! :salute:

jean74
03-21-13, 01:43 PM
Wow, it seems we actually had the same idea :D :haha:

A while ago, I developped an excel spreadsheet able to preview SH5 environment colors, to edit them (generating automatically game readable setting), and to create color grandients. You can download it from here (http://rapidshare.com/files/1356193163/SH5%20env%20color%20settings.xlsm). IIRC this is the version I made for english localized PC's (uses imperial decimal separator [.] instead of the metric one [,]), but if there's interest, I can upload the metric version of it. If you want to exploit all of its features, you should enable its macros.

At this point, I am also curious to see your spreadsheet. Maybe you had better ideas than me, or you implemented them better than I did (a problem of my viewer/editor is that it is quite heavy, and rendering all the colors contained in a single cfg file takes several minutes).

Let's hope that our tools will encourage someone to further improve this mod :salute:

Hi Gap,

I dont think that my spreadsheet is better than yours. My major idea was to have a tool to compare and éventualy modifie some colors code. Moreover it is hard for me to manage hex color so this tool show the RGB code.
I put here a link to download my spreadsheet https://docs.google.com/file/d/0BxZJPssxM6ThY3JDWXlheElRaG8/edit?usp=sharing

Let me know what do you think about it,

I will have a look too on your file, because is always interesting to understand the logical process computerized by other and to improve his own skills.

Best regards,


Jean

PS : Sorry for my poor skills in English langage,

Silent Steel
03-21-13, 03:18 PM
Did as you said. Everything is working fine! Smoothing 100%. Shadows of 100%. :yeah:
Thanks Gap! :salute:

What are your specs товариш Старший?
(Где находишься? Сам на Готландне, знаеш? Остров в середине болтийского моря)

gap
03-21-13, 06:24 PM
Did as you said. Everything is working fine! Smoothing 100%. Shadows of 100%. :yeah:
Thanks Gap! :salute:

:up:

Hi Gap,

I dont think that my spreadsheet is better than yours. My major idea was to have a tool to compare and éventualy modifie some colors code. Moreover it is hard for me to manage hex color so this tool show the RGB code.
I put here a link to download my spreadsheet https://docs.google.com/file/d/0BxZJPssxM6ThY3JDWXlheElRaG8/edit?usp=sharing

Let me know what do you think about it,

I will have a look too on your file, because is always interesting to understand the logical process computerized by other and to improve his own skills.

Best regards,


Jean

PS : Sorry for my poor skills in English langage,

Très bien fait, Jean :sunny:

though having lesser functions than the one of mine, your spreadsheet is simply brilliant, and it got the advantage of being cleaner and much more user friendly.

I definitely suggest you DynEnv lovers to have a look into Jean's work. It can be used as an informative or even as a developping tool for creating new color combinations. I am very open to feature your improvements into the next Dynamic Environment version. :yep:

7Infanterie19
03-21-13, 08:35 PM
gap .. just an FYI

I was in medium fog at 6 pm game time with either the sun just dropping below the horizon or the moon rising above it. I couldn't tell which one, because it wasn't visible through the fog, although the rays were there. I couldn't believe my eyes when I saw that I still have that gradient effect. :o

I'm going to have to just ignore it, because I'm too tired to track the problem down anymore, but I wanted to let you know that I didn't resolve the problem like I thought I did a couple of days ago. :wah:

gap
03-22-13, 08:22 AM
gap .. just an FYI

I was in medium fog at 6 pm game time with either the sun just dropping below the horizon or the moon rising above it. I couldn't tell which one, because it wasn't visible through the fog, although the rays were there. I couldn't believe my eyes when I saw that I still have that gradient effect. :o

I'm going to have to just ignore it, because I'm too tired to track the problem down anymore, but I wanted to let you know that I didn't resolve the problem like I thought I did a couple of days ago. :wah:

At this point I am not sure to have understood your problem, 7Infanterie19 :hmmm:

Can you please take a screenshot and post it here unedited, the next time you experience the same issue?

jean74
03-22-13, 01:58 PM
:up:



Très bien fait, Jean :sunny:

though having lesser functions than the one of mine, your spreadsheet is simply brilliant, and it got the advantage of being cleaner and much more user friendly.

I definitely suggest you DynEnv lovers to have a look into Jean's work. It can be used as an informative or even as a developping tool for creating new color combinations. I am very open to feature your improvements into the next Dynamic Environment version. :yep:


Merci Gap :)

I tried to download your file but RapidShare tell me :"Download permission denied by uploader. (0b67c2f5)" :wah: and RapidShare try to run an activeX plugin that my AV protectionblock.

Could you send it to me if i give you my email adress ?

Another time many thanks for your congratulations,

Regards,


Jean

gap
03-22-13, 02:56 PM
Merci Gap :)

I tried to download your file but RapidShare tell me :"Download permission denied by uploader. (0b67c2f5)" :wah: and RapidShare try to run an activeX plugin that my AV protectionblock.

Here it is :03:

http://www.mediafire.com/view/?sgdwxzs07bzaw4s

This is the "metric system version"; alpha (decimal) values will be messed for users running the spreadsheet on English localized systems, unless they replace the full stop with the comma in windows international settings of their computers. If there is interest, I can prepare a "imperial system version".

Understanding all of its functionalities requires reading the following instructions:

For a start, on opening the editor, enable its macros. The spreadheet got 6 sheets (one for each envcolors area, not including murky waters areas) + 1 for the gradient calculator.


Each sheet compares the settings of stock game and their omologue of real environment and dynamic environment (raw data in hidden columns "G", "M" and "S").
Column "T" gives information on where DynEnv settings were taken from . Its outputs can be either "stock", "realEnv" or "custom".
Columns from "U" to "AG" are used for editng color settings. Columns "U", "V" and "W" let you input a completely new color. Column "X" is used for selecting the color you want to pick between stock, realenv, dynenv and the color defined with the previous 3 columns. Columns from "AB " to "AG" are used for further adjusting hue saturation and brightness of the picked colour, either as a percent of the base-values or by adding/subtracting a fixed offset to them.
Column "AP" displays the new settings, ready for use in game (you can just copy/paste them).
Columns "F", "L", "R" and "AO" are used for comparing settings with their counterparts in the previous/next section (different sun angles):

- up-facing arrow: the setting is the same as its homologue of the previous section;
- down-facing arrow: the setting is the same as its homologue of the next section;
- double arrow: the setting is the same as its homologues of the previous/next sections;
- not equal sign: setting different from its homologues of the previous/next sections.


Columns "E", "K", "Q", and "AN" are used for color previews. If you change an entry, it is not updated automatically. You should use one of the macros. Go to Add-Ins Excel menu, and click on the Macro button for seeing the available macros. There are 7 macros but atm I suggest you to use only the one called RefreshCurrentColor: double click on it after selecting the cell displaying the color you have just edited.


Beware that other macros are affecting many cells, and can take a long while before they finish doing their job. If you run one of them by mistake, and your excel seems freezed, press the esc button on your keybord, and then select "end macro" in the following menu. Also notice that running a macro resets Excel's history, so be wise when you use them.

Last: a filter is applied to the first 6 sheets. Click on the upper left cell to select only the desired parameters.

As for the gradient calculator, it is quite self explanatory: just input 2 colors, their position within the gradient, the number of colors composing the gradient (up to 10 in the current version) and the method you want to use for calculating it (either RGB or HSB). When you have finished, click on the Refresh Colors buttom in order to preview the gradient.
For each generated color you can see its hex code and its RGB values that yo can copy/paste as values into the color input section of the first 6 sheets.

That's all, I think :up:


Another time many thanks for your congratulations,

My congratulations were sincere, and you fully deserved them. :yep:

After many years spent hanging around various game modding communities, I am still surprised of the many people who, like you and me, are using their free time and their talent on bizarre stuff like our spreadsheets, and enjoy sharing it with no other reward than a "thank you". We must be crazy! :D

jean74
03-23-13, 02:48 AM
Here it is :03:

http://www.mediafire.com/view/?sgdwxzs07bzaw4s

This is the "metric system version"; alpha (decimal) values will be messed for users running the spreadsheet on English localized systems, unless they replace the full stop with the comma in windows international settings of their computers. If there is interest, I can prepare a "imperial system version".


Hi Gap,:salute:

I just take it. Regarding your explanation, your spreadsheet (tool) seems to be more exhaustive than mine :up:. I am very impressive by your work !

I will have a look as soon as possible and, of course, I will leave you my comments after examining.:know:


After many years spent hanging around various game modding communities, I am still surprised of the many people who, like you and me, are using their free time and their talent on bizarre stuff like our spreadsheets, and enjoy sharing it with no other reward than a "thank you". We must be crazy! :D

I totally agree with you !
Before the web I thought that nobody was interesting by U-boat and submarine war. I was alone with my passion. :wah:
And now, when I see subsim, modders and all the community who never hesitate to share their work I am always surprising too :o.

Even if I don't often contribute due to my poor skills in modding and English langage, I follow every day what happen in the community and what silent hunter improvement was done.

Many thanks to you Gap for your work and many thanks to all modders too.

Keep up the good work :rock:!

Best regards,

Jean

gap
03-23-13, 07:07 AM
I will have a look as soon as possible and, of course, I will leave you my comments after examining.:know:

Let me know :up:


I totally agree with you !
Before the web I thought that nobody was interesting by U-boat and submarine war. I was alone with my passion. :wah:
And now, when I see subsim, modders and all the community who never hesitate to share their work I am always surprising too :o.

I suppose you know this (http://www.mille-sabords.com/forum/) French forum. I got some friends there :03:


Even if I don't often contribute due to my poor skills in modding and English langage, I follow every day what happen in the community and what silent hunter improvement was done.

Your English is absolutely acceptable... at least for my standards :O:


Many thanks to you Gap for your work and many thanks to all modders too.

Keep up the good work :rock:!

Thank you :salute:

Dogfish40
03-25-13, 08:57 PM
Hi Gap!
Well, I think I finally got things tweaked in pretty good here. I don't know...this
looks very real to me. The last time I posted was awhile back and my attention was taken to other game subjects, so a couple of days ago I got back to the graphics. I rearranged things a bit, but the mod really looks so much better now;

Med Fog / Very good

http://imageshack.us/a/img62/4722/sh5img201303251739.jpg

http://imageshack.us/a/img820/4584/sh5img201303251738.jpg

The only thing that is on my mind now is a hope for rain (Actually Thunder Storms). I re-arranged most all of my mod list, the Dyn Env mods are first (not counting mods that I've hard copied into the data file) so I hope that helps.
The other thing that I noticed that got a little bit more noticable is the "Jelly" effect of the water directly in front of the boat, (not all the time but a good deal). The 'Jelly' effect stops as I pan slightly to port or starboard. The effect is not present at all on the side or N/East or N/West views, as I mentioned, it goes away as I pan right or left.
It's not a immersion wrecker or anything of the sort, but I am wondering why it only is directly in front of the boat. This makes me think it will be difficult to adjust because the side views, the water is perfect. Couldn't look more real.
Also, the 'jelly' effect is not there at all on the free camera. So...I thought I would throw that in, however, the overall effect of the mod is stunning:up::up::up:
I am looking forward to seeing more climates and map areas.
This is my goto Env Mod, I can't say enough.
Thanks for all the work.
D40

Sartoris
03-27-13, 10:46 AM
I've recently put in a few hours into SH5 with the new version of this mod, and from what I can tell, the "eternal fog" is gone! :woot:

Congratulations on the great work.:yeah:

Dogfish40
03-27-13, 11:36 AM
I've recently put in a few hours into SH5 with the new version of this mod, and from what I can tell, the "eternal fog" is gone! :woot:

Congratulations on the great work.:yeah:

Couple of questions for you Sartoris,
Did you load the Env mod at the top of your patrol or during?
Do you have Sobers Fog installed and or which folders do you have installed?
Thanks.
And about this mod; :agree:

Sartoris
03-27-13, 11:40 AM
I reinstalled the game, then added all the mods. I don't use sober's fog. Here's the mod list:

No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
RemoveLogoIntroTheDarkWraith
DBM Background Video
DynEnv v2.9 - 1. Main Mod
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
SH5 Longer Repairs v.1
FX_Update_0_0_21
NewUIs_TDC_7_1_0
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTDW
IRAI Patch Starshells
TDW_No_Hydrophone_On_Surface_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
Reworked Morale and Abilities v.1.1
Grossdeutscher Rundfunk
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers no footstep sound mod
Shadow Improvement Mod
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5

Dogfish40
03-27-13, 12:11 PM
I reinstalled the game, then added all the mods. I don't use sober's fog. Here's the mod list:

DynEnv v2.9 - 1. Main Mod
Shadow Improvement Mod
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5

I see...You're using the Dyn Env main folder by itself. OK.
I am looking through the env folders for the weather change settings but everything looks great.
Thanks for the response, I think I can try a few more things.
Havin fun with this mod, it really looks good!
Gute Jagd
:up:

Silent Steel
03-27-13, 02:47 PM
I reinstalled the game, then added all the mods.

Maybe you should try this order;

No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
RemoveLogoIntroTheDarkWraith
DBM Background Video
FX_Update_0_0_21
NewUIs_TDC_7_1_0
IRAI_0_0_39_ByTDW
IRAI Patch Starshells
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Manos Scopes-patch for 16x9
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
SH5 Longer Repairs v.1
TDW_No_Hydrophone_On_Surface_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
DynEnv v2.9 - 1. Main Mod
Reworked Morale and Abilities v.1.1
Grossdeutscher Rundfunk
sobers no footstep sound mod
Shadow Improvement Mod < even consider disabling this one. It's heavy on your CPU and RAM
TheDarkWraith_DC_Water_Disturbances_v2_0

:up:

Sartoris
03-27-13, 03:00 PM
Thanks for the suggestion, but I was following sober's mod order. :hmmm:

thebeasle
04-02-13, 10:38 AM
Thank you for making a great mod even better. 2.9 looks amazing.

Domestos
04-12-13, 04:51 PM
Halloo
I just downloaded this Mod from Subsim, three times actually and they were all corrupt. Is there another location to download it? When I unzip it using winrar it comes up with major errors and a lot tof the files are unreadable (the main .pdf for instance)

Thanks

Jim

volodya61
04-12-13, 05:17 PM
..When I unzip it using winrar it comes up with major errors and a lot tof the files are unreadable..

Don't use WinRAR..
Use 7zip (http://www.7-zip.org/) to extract files.. and everything will be fine..

Domestos
04-12-13, 05:31 PM
Don't use WinRAR..
Use 7zip (http://www.7-zip.org/) to extract files.. and everything will be fine..

Fantastic!
That worked fine. Thanks Matey.

volodya61
04-17-13, 02:22 PM
Hi Gap :salute:
Today, after almost 6-7 week break, I decided to run the game.. too many test programs been suspended :D..
The first two minutes :) -

http://s19.postimg.org/71u2j66tb/image.jpg (http://postimg.org/image/71u2j66tb/)

Kiel Harbour, Breakwater Piers - Red Waters Patch is enabled -

http://s19.postimg.org/mbtxqd2bj/image.jpg (http://postimg.org/image/mbtxqd2bj/)

I don't see any red waters.. :06:

gap
04-17-13, 03:21 PM
Hi Gap :salute:
Today, after almost 6-7 week break, I decided to run the game.. too many test programs been suspended :D..

:yeah:


The first two minutes :) -

http://s19.postimg.org/71u2j66tb/image.jpg (http://postimg.org/image/71u2j66tb/)

Kiel Harbour, Breakwater Piers - Red Waters Patch is enabled -

http://s19.postimg.org/mbtxqd2bj/image.jpg (http://postimg.org/image/mbtxqd2bj/)

I don't see any red waters.. :06:

You should enable DynEnv - Breakwater Piers before the 'Breakwater Piers - Red Waters Patch' :03:

volodya61
04-17-13, 03:26 PM
You should enable DynEnv - Breakwater Piers before the 'Breakwater Piers - Red Waters Patch' :03:

:har: :rotfl2:

Long break affects the mental abilities.. :)

gap
04-17-13, 03:33 PM
:har: :rotfl2:

Long break affects the mental abilities.. :)

Keep me informed. Pinpointing the position of each port in not an easy task, and I may have committed several misplacement errors. :doh:

volodya61
04-17-13, 03:49 PM
Keep me informed. Pinpointing the position of each port in not an easy task, and I may have committed several misplacement errors. :doh:

I don't think I'll go far away from Kiel in the near future.. accumulated too much work.. first of all I should to update my mod-pack.. and our guns mod needs of care and attention :)..

Nevertheless, I'll let you know if there's anything I note :yep: :up:

gap
04-17-13, 04:03 PM
I don't think I'll go far away from Kiel in the near future.. accumulated too much work.. first of all I should to update my mod-pack.. and our guns mod needs of care and attention :)..

Got to agree, I plan to resume working myself on our guns mod as soon as my updates to the U-boat positions log generator will be fiished :sunny:

Nevertheless, I'll let you know if there's anything I note :yep: :up:

At this stage, testing the Breakwater Piers submod around Kiel (wind/weather both in and otbound) would be enough. Checking the correct placement of the reduced wind areas by the remaining ports, is the least concern :up:

Trevally.
04-17-13, 04:13 PM
Not sure how you are setting the position for the calm sea, but if it helps you can find the game meter position of the bunker for each player port from Harbour Pilot.

gap
04-17-13, 04:32 PM
Not sure how you are setting the position for the calm sea...

Each lat/long degree in game is 120 km long. The ClimateZones tga map is 1080 x 540 pixels in size, and it encompasses 360 deg of longitude x 180 deg of latitude. It ensues that each pixel is equal to 1/3 of degree, corresponding to a square of 40 x 40 km2. From here I can calculate the approximate position on map of each port. I have tested this method with the U-boat position log generator (it plots coordinates on the SH5 world map), and it gives fairly good results, but indeed the error is around the corner, as I can't be sure that devs placed our bases exactly in their expected positions. :yep:


....but if it helps you can find the game meter position of the bunker for each player port from Harbour Pilot.

Are port positions expressed as offsets in meters from the game origin? :hmm2:

Trevally.
04-17-13, 04:53 PM
Are port positions expressed as offsets in meters from the game origin? :hmm2:

Yes - everything is set this way:yep:

gap
04-17-13, 05:03 PM
Yes - everything is set this way:yep:

Thank you Trevally, good to know it :up:

volodya61
04-17-13, 05:08 PM
:o Gabriele! what was that? looks like nightmare :dead:

:har:

http://s19.postimg.org/71z4gad4v/01_31_44.jpg (http://postimg.org/image/71z4gad4v/) . http://s19.postimg.org/ydyyvd79b/01_32_48.jpg (http://postimg.org/image/ydyyvd79b/) . http://s19.postimg.org/86xrzeozj/01_34_06.jpg (http://postimg.org/image/86xrzeozj/)

gap
04-17-13, 05:12 PM
:o Gabriele! what was that? looks like nightmare :dead:

looks like the infamous RED Army plundered Kiel :rolleyes: :haha:

P.S: wind speed?

Targor Avelany
04-17-13, 05:16 PM
:o Gabriele! what was that? looks like nightmare :dead:

:har:

http://s19.postimg.org/71z4gad4v/01_31_44.jpg (http://postimg.org/image/71z4gad4v/) . http://s19.postimg.org/ydyyvd79b/01_32_48.jpg (http://postimg.org/image/ydyyvd79b/) . http://s19.postimg.org/86xrzeozj/01_34_06.jpg (http://postimg.org/image/86xrzeozj/)

:har::rotfl2::har:

THE RIVER OF BLOOD!

gap
04-17-13, 05:19 PM
:har::rotfl2::har:

THE RIVER OF BLOOD!

Should I change it to a lesser shocking shade of pink? :O:

volodya61
04-17-13, 05:22 PM
looks like the infamous RED Army plundered Kiel :rolleyes: :haha:

P.S: wind speed?

:har:

wind speed? as always - 2m/sec.. I have never seen wind speed more than 2m/sec in the harbours.. and no, I have not left the port to see how is the weather outside :D..

gap
04-17-13, 05:28 PM
wind speed? as always - 2m/sec.. I have never seen wind speed more than 2m/sec in the harbours.. and no, I have not left the port to see how is the weather outside :D..

This game drives me mad... I was sure I had set wind speed to max 2 m/sec :hmmm: :/\\!!

volodya61
04-17-13, 05:40 PM
This game drives me mad..

Maybe one day TDW gets to the weather changes in the exe.. at least I hope so..

gap
04-17-13, 05:48 PM
Maybe one day TDW gets to the weather changes in the exe.. at least I hope so..

Well randomization, provided that this is what makes wind speeds not to reflect strictly the set ranges, is not necessarily a bad thing; right the opposite. But I wish to know the rules governing SH5 weather anyway :hmmm:

volodya61
04-18-13, 07:32 AM
Hi Gap :salute:

Here are few screens taken at intervals of a few minutes, you can see the wind speed in the message box, time of shots you can see on the clock -

http://s19.postimg.org/tbqts2cqn/SH5_Img_2013_04_18_15_02_39.jpg (http://postimg.org/image/tbqts2cqn/) . http://s19.postimg.org/6obklwx6n/SH5_Img_2013_04_18_15_03_43.jpg (http://postimg.org/image/6obklwx6n/) . http://s19.postimg.org/y06tn91xb/SH5_Img_2013_04_18_15_04_11.jpg (http://postimg.org/image/y06tn91xb/)

http://s19.postimg.org/49oaf86bj/SH5_Img_2013_04_18_15_04_35.jpg (http://postimg.org/image/49oaf86bj/) . http://s19.postimg.org/ihdz3vj0f/SH5_Img_2013_04_18_15_05_51.jpg (http://postimg.org/image/ihdz3vj0f/)


PS: I haven't left the port yet :D..

gap
04-18-13, 08:45 AM
Hi Gap :salute:

Here are few screens taken at intervals of a few minutes, you can see the wind speed in the message box, time of shots you can see on the clock

Had I not seen the "River of Blood" yesterday, I would have suggested you to check the correct installation of the mod. :hmmm:

At this point it is obvious that wind speed ranges are not applied as expected; according to my settings, the maximimum wind speed should not exceed 1 m/s, and since you have not left harbor yet, to my knoledge no other nearby weather zone should interfere with them :yep:

volodya61
04-18-13, 09:18 AM
Had I not seen the "River of Blood" yesterday, I would have suggested you to check the correct installation of the mod. :hmmm:

:D

Remind me please, which post contains list of the added ports?
I'm going to take a short boat trip.. :)

gap
04-18-13, 09:23 AM
:D

Remind me please, which post contains list of the added ports?
I'm going to take a short boat trip.. :)

http://www.subsim.com/radioroom/showpost.php?p=2026790&postcount=168 :up:

volodya61
04-18-13, 09:29 AM
http://www.subsim.com/radioroom/showpost.php?p=2026790&postcount=168 :up:

:up:
OK, I'll go take a walk along Norway, Lithuania, Poland and Germany..

gap
04-18-13, 09:32 AM
:up:
OK, I'll go take a walk along Norway, Lithuania, Poland and Germany..

Have a nice trip Volodya, and send us a postcard from every port you will visit :O:

volodya61
04-19-13, 03:47 PM
Hi Gap :salute:

I did some tests with and without Breakwater Piers patch.. the results were the same with patch or without.. :hmmm:
We have already discussed the relation of weather and proximity to the port on the first couple of pages.. I think here is the same thing.. as soon as I approach to the port the wind speed decreases, regardless of the patch is installed or not..
I think this dependence is hard coded in the game initially.. so in my tests only one result -
We (DynEnv) don't need Breakwater Piers patch because it's already included in the .exe..
Probably TDW can clarify more in this issue..

gap
04-19-13, 03:59 PM
Hi Gap :salute:

I did some tests with and without Breakwater Piers patch.. the results were the same with patch or without.. :hmmm:
We have already discussed the relation of weather and proximity to the port on the first couple of pages.. I think here is the same thing.. as soon as I approach to the port the wind speed decreases, regardless of the patch is installed or not..
I think this dependence is hard coded in the game initially.. so in my tests only one result -
We (DynEnv) don't need Breakwater Piers patch because it's already included in the .exe..
Probably TDW can clarify more in this issue..

Thank you Volodya for making it clear. Based on your findings, I will rename the Breakwater Piers submod into "homeport sea pollution" or something like this :03: :D

Bathrone
04-19-13, 08:14 PM
Hi, thanks for the mod its a stroke of genius

Two Qs please:

1. Can I run Atlantic Med and Coral sea plants at the same time? Will it appear in different parts of the world or does one overwrite the other two?

2. With the wave mechanics in section 8, how does this relate to Sobers Wave Mod?

Thanks

gap
04-19-13, 08:27 PM
1. Can I run Atlantic Med and Coral sea plants at the same time? Will it appear in different parts of the world or does one overwrite the other two?

Unfortunately no; unlike tree, terrain, seabottom, etc. textures, there is no way to set different seaweed textures to be used in different locations. Nonetheless, you can enable the sea plants mod which suits better your current location any time during campaign ;)


2. With the wave mechanics in section 8, how does this relate to Sobers Wave Mod?

They are mutually excluding, but you can enable sober's wave mod over DynEnv base mod with no problem. I suggest you to try different wave mods, and to keep the one you like more :up:

Bathrone
04-19-13, 10:57 PM
Many thanks for the reply Gap. I'm enjoying the new seafloor and plant options awesome stuff.

Bathrone
04-21-13, 10:31 PM
Gday. So doing some testing Ive found a graphics corruption problem with certain configurations of this mod.

This works:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

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 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds

This doesnt:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

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 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 7. Clear Water Surface
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds

What happens in the second configuration when going to external camera and moving underwater, the display becomes corrupted. The game doesnr crash, it just displays a mess on the screen.

I have all the eye candy in the game set to high.

Cheers

volodya61
04-22-13, 05:29 AM
What happens in the second configuration when going to external camera and moving underwater, the display becomes corrupted. The game doesnr crash, it just displays a mess on the screen.

Try to look at the post #1 of the thread, sometimes it helps.. also useful to look at the last few pages.. your problem has been discussed and a solution for it already is..

cut of the post #1 -


DynEnv v2.9 - No Underwater Impurity Patch

Removes underwater impurity particles. Enable it after the Main Mod and either of the Enhanced Visibility optional mods, if used.
N.B: required by the Enhanced Visibility submod high version, to fix a bug which makes impurity to be rendered as solid white squares.
http://smashbattle.condor.tv/wp-content/uploads/2009/09/download.png (http://www.mediafire.com/?b06zvkb9z71kugz)
DynEnv v2.9 - No Underwater FX Patch

Removes underwater diffraction effects. Enable it after the Main Mod and the Enhanced Visibility (medium) optional mod, if used.
You don't need it if you are using the Enhanced Visibility (high) submod.
http://smashbattle.condor.tv/wp-content/uploads/2009/09/download.png (http://www.mediafire.com/download.php?i6faqbij7spzcm9)

Bathrone
04-22-13, 06:55 AM
Thanks for that Ill try, like I all of us sometimes my work is bugged :arrgh!:

gap
04-22-13, 07:28 AM
What happens in the second configuration when going to external camera and moving underwater, the display becomes corrupted. The game doesnr crash, it just displays a mess on the screen.

It is not a corruption, but more banally an error on my part (IIRC, a wrong alpha channel in the texture used for underwater particles) :03:

Try to look at the post #1 of the thread, sometimes it helps.. also useful to look at the last few pages.. your problem has been discussed and a solution for it already is..

Exactly: enable DynEnv v2.9 - No Underwater Impurity Patch on top of DynEnv v2.9 - 3.b Enhanced Visibility (high) :yep:

Stoli151
04-22-13, 01:01 PM
I was wondering, has the problem of stars seen through overcast been addressed? If not, is there a way to address this by completely disabling stars in the program whenever the nav reports overcast skies? Then again, if it was that simple somebody probably would have already done this.

gap
04-22-13, 01:22 PM
I was wondering, has the problem of stars seen through overcast been addressed? If not, is there a way to address this by completely disabling stars in the program whenever the nav reports overcast skies? Then again, if it was that simple somebody probably would have already done this.

http://fun.resplace.net/Emoticons/Quiet/Shutup.gif

You self-answered your own question :haha:

I have been looking into scene.dat for a setting which might affect stars visibility on stormy weather, but with no joy. I have no idea where else to look for it, but I suspect that it is another hardcoded feature :-?

Stoli151
04-22-13, 02:36 PM
http://fun.resplace.net/Emoticons/Quiet/Shutup.gif

You self-answered your own question :haha:

I have been looking into scene.dat for a setting which might affect stars visibility on stormy weather, but with no joy. I have no idea where else to look for it, but I suspect that it is another hardcoded feature :-? That's what I was afraid of. I figured with all the expert modders in this community somebody would have fixed such a blatant flaw in the weather modelling, if it were possible. Sometimes though the simplest way to achieve a desired result is overlooked so I thought the idea of disabling the stars altogether upon overcast or fog reports was worth a shot.

volodya61
04-22-13, 03:03 PM
I think, things like stars shining through the fog and clouds, heavy fog after reload etc. are in the TDW's to do list.. at least I hope so :03:..