Regn752
12-02-15, 04:53 AM
Every patrol I go on, theres usually a full week of just 15m/s winds with sometimes heavy precipitation or none. I find it really annoying because it goes all day and night, I have no doubt there was spells of bad weather but EVERY patrol? It's also annoying that it has to be the extreme of 15m/s, why can't it be 2 or 6 or 10. It's only ever 0, 8 or 15.
It also causes me to have to ignore contacts on convoys or ships because it's too difficult to engage a ship under those weather conditions. Is there a way to make it more varied?
I'm using the GWX (alternate load screen, cpt americas officer icons, enhanced damage fx, late war sensors snorkel antennas, lite harbor traffic, vIIc player sub) and 02 gauges v2, supplement to v16b1, manosenvironmentpro v5, M.E.P v5 visual sensors for gwx3 with anvarts fumo mod, olc gold mk 2 option 4, and lifeboats & debris v4.
ivanov.ruslan
12-02-15, 05:02 AM
OLC gold and MEP ? For me these are two different
environment mods
Fahnenbohn
12-02-15, 09:39 AM
All of this has been discussed in this thread:
SH3 Commander + SH3 Weather + SH3 Contacts + SH3 Gen (http://www.subsim.com/radioroom/showthread.php?t=214147)
OK, I read all that, and I'm still not satisfied.
So, let me share with you a program I made in 2009 for a game during summer holidays ! This program is written for a TI 83+ calculator. But it's very easy to understand, because the rules were originally based on dice roll. I've written the program only to have a graphical result in order to adjust the parameters. If you have such a calculator and you want to try my program, please PM me.
For now, I'm going to explain you how it works.
This program is fixing wind speed and cloud cover. I'm not going to talk about the cloud cover, which is depending in part on the wind speed. It is self regulated. When the wind is going to be too hard, the program doesn't force it to reduce, but increases the chances to reduce it. The more high the wind is, the more likely the wind is going to calm down. All is based on probabilities !
So, how does it work ?
First, the wind tends to be between 11 and X km/h. By default, X is set at 39, but you can change it when you want (to increase chances to have a storm for example, set I at 100).
Regularly in the day, let's say each 4 or 6 hours, you determine a new wind speed. How ? In 3 steps :
1. Does the wind speed (V) have to be changed ?
Launch a 6-sided dice, result = K
If V≥0, change V if K = 1
If V≥20, change V if K = 1 or 2
If V≥40, change V if K = 1, 2 or 3
If V≥60, change V if K = 1, 2, 3 or 4
If V≥80, change V if K = 1, 2, 3, 4 or 5
If V≥100, always change V.
2. Less or more wind ?
Launch a 6-sided dice, result = R
If R = 1, 2 or 3, wind speed has to be decreased. S=-1
Else, wind speed has to be increased. S=1
But,
If V≤11 et S=-1,
or if V≥I et S=1,
re-launch the dice one time, and do as above (S= 1 or -1)
3. Speed modification
Launch a 6-sided dice, result = Q
New V = V + SQ.
In practice, the result is very satisfactory, the graph is realistic. So, I strongly hope that this way of determining wind speed is able to be added in SH3. Could a programmer tell me if it's possible ? In particular about random values chosen in a specific interval.
Thanks,
F.
Fahnenbohn
03-16-16, 08:42 AM
What a pity that the barometer mod is still not in action. It would add so much fun and realism to the game !
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