View Full Version : [TEC] Wake torpedo..
Kal_Maximus_U669
05-18-23, 03:08 PM
I have an unacceptable problem.. with torpedoes...
I'm going to perform a test battery to identify the culprit but I already have my little idea..
https://image.noelshack.com/fichiers/2023/20/4/1684429207-sh4img-2023-05-18-18-41-21-668.png
here a torpedo fire ahead
with an angle of 30 degrees.. 10 knots.. 3 m deep
from the exit of the tube ... an infinite arc occurs at the rear ... MdR :har::oops::O:
KaleunMarco
05-18-23, 05:03 PM
I have an unacceptable problem.. with torpedoes...
I'm going to perform a test battery to identify the culprit but I already have my little idea..
https://image.noelshack.com/fichiers/2023/20/4/1684429207-sh4img-2023-05-18-18-41-21-668.png
here a torpedo fire ahead
with an angle of 30 degrees.. 10 knots.. 3 m deep
from the exit of the tube ... an infinite arc occurs at the rear ... MdR :har::oops::O:
it looks like a circle run for a torpedo. the Germans had the same problem that the US had with torpedoes reversing direction.
Kal_Maximus_U669
05-18-23, 05:06 PM
the culprits have been found problem partly solved... I'm tired tomorrow it will be day... more explanation...
https://image.noelshack.com/fichiers/2023/20/5/1684447312-sh4img-2023-05-18-22-27-27-474.png
https://image.noelshack.com/fichiers/2023/20/5/1684447320-sh4img-2023-05-18-22-30-21-497.png
managers 3 files TGA dans Dat/Misc/Wake_Back_Sub.tga
Wake_Front_Sub.tga
Wake_Torp.tga
suppress ...see you soon..:salute:
Kal_Maximus_U669
05-18-23, 05:15 PM
it looks like a circle run for a torpedo. the Germans had the same problem that the US had with torpedoes reversing direction.
Hey KaleunMarco Greetings... :03::salute:
this screen pulls torp at 30 degrees at the front starboard... 3m deep torp speed 10 knots we observe that the stern and play at the same time... which is not correct it is deported in addition the wake is rotten:har::O:
KaleunMarco
05-18-23, 05:20 PM
Hey KaleunMarco Greetings... :03::salute:
this screen pulls torp at 30 degrees at the front starboard... 3m deep torp speed 10 knots we observe that the stern and play at the same time... which is not correct it is deported in addition the wake is rotten:har::O:
well, then, it could be a graphics issue which is over my head as i have never delved into the graphics aspect of SH4.
Kal_Maximus_U669
05-18-23, 05:29 PM
well, then, it could be a graphics issue which is over my head as i have never delved into the graphics aspect of SH4.
I thought about that too immediately... I was in the middle of it with this reshade which I don't recommend at the moment because there's still a lot to see too many problems... the positive is that my sensors seem to be working correctly. .if I can put it that way...:timeout::har:
Kal if you have time take the mods of Niume Knights of the Sea Depths II: Ace Edition 1.4.2 mount without anything just the base... try is confirmed but say if you want.. (it's an order... :timeout::timeout::har::subsim:)
KaleunMarco
05-18-23, 07:04 PM
I thought about that too immediately... I was in the middle of it with this reshade which I don't recommend at the moment because there's still a lot to see too many problems... the positive is that my sensors seem to be working correctly. .if I can put it that way...:timeout::har:
Kal if you have time take the mods of Niume Knights of the Sea Depths II: Ace Edition 1.4.2 mount without anything just the base... try is confirmed but say if you want.. (it's an order... :timeout::timeout::har::subsim:)
sadly, i do not have KSD II installed.
my apologies.
Kal_Maximus_U669
05-19-23, 05:36 PM
... I'm going to mount a fresh install... this story "Turlupine" in your formula will be: "a question that's bugging me"
:salute:
Kal_Maximus_U669
05-21-23, 04:53 PM
Are there people here who play KSDII_Ace_Edition...:hmmm:
if so can you post a screen of your torpedo wake during a pull the screen will have to be taken outside it goes without saying... thank you :D
Kal_Maximus_U669
05-21-23, 04:57 PM
well, then, it could be a graphics issue which is over my head as i have never delved into the graphics aspect of SH4.
KaleunMarco :salute::salute:
I peeled without any graphic improvement in the graphic options of the game... the problem and always there.... I will lean for a problem with the environment mods...:hmmm:
I would like to add that I am not alone
https://www.subsim.com/radioroom/showpost.php?p=2824204&postcount=97
I find it fantastic a lot of people are playing these mods nobody says anything...these problems have been known for a long time and nobody is trying to fix...especially since visually it's really ugly...it seems to me that it's an important detail (the world wants to follow the trajectory of its torpedo it seems to me that it is a minimum...) but where are the fantastic modders with ultimate knowledge...maybe Pan Am...!!!:timeout::timeout::har::har:
Kal_Maximus_U669
05-29-23, 08:58 AM
https://image.noelshack.com/fichiers/2023/22/1/1685368669-sh4img-2023-05-29-15-51-51-432.png
https://image.noelshack.com/fichiers/2023/22/1/1685368679-sh4img-2023-05-29-15-52-25-604.png
:D:D
propbeanie
05-29-23, 10:45 AM
Oooh - nice. Which of the files was it Kal_Maximus_U669? I am just now getting caught up with my SubSimming and subsimming after my "holiday", but still have family visiting... I might have to kick them out to get some peace & quiet!!! lol :arrgh!:
Kal_Maximus_U669
05-29-23, 12:43 PM
Oooh - nice. Which of the files was it Kal_Maximus_U669? I am just now getting caught up with my SubSimming and subsimming after my "holiday", but still have family visiting... I might have to kick them out to get some peace & quiet!!! lol :arrgh!:
Hey Beanie ... :salute:
.Best regards
Strange files here "A" are doubled as you can see..
it works with "B" the foam train is other .. I took files from an old basic version which worked ...
It seems that the Val file values are not the same...
during the assembly I tinkered so much that I don't really know what I did..!!! I used "reshade" to modify the graph...(Not recommended for the moment) I modified "GFXSettings" values as well as Nvidia inspector which make the "MdR"..
I use very different settings in Nvidia Inspector
if we compare with your FoTrS it has nothing to do...
too much tinkering to kill tinkering...:haha::har:
I wanted to ask the designer but I am no longer in contact with Lukner.. plus I got angry with Anvart1061 and Alex@ since these war problems in Ukraine so I doubt he would have helped me.. There you go Boss you know all! !!!:D:salute:
https://image.noelshack.com/fichiers/2023/22/1/1685382162-capture.png
https://image.noelshack.com/fichiers/2023/22/1/1685382156-capt.png
Ah yes Boss... the family is important so don't abuse it too much...:timeout::har:
propbeanie
05-31-23, 08:13 AM
Interesting findings, thanks Kal_Maximus_U669. Most mods only use one of each of the files you found in the Misc folder... :hmmm:
Kal_Maximus_U669
05-31-23, 05:17 PM
Interesting findings, thanks Kal_Maximus_U669. Most mods only use one of each of the files you found in the Misc folder... :hmmm:
Yes, I found that really peculiar too....
my dear Beanie it must be said that the foam train is very pretty in this mod...:yeah::D
maybe you should dig? ...but it doesn't look easy..!!! :hmmm:
clone155
07-20-23, 02:57 PM
Hello! I am new to the KSD 2 mod, and am also experiencing this problem. Was a solution found? I am a little confused trying to follow this thread.
propbeanie
07-20-23, 07:06 PM
Basically, the mod devs used multiple tga files for the wake, instead of the singles as in the Stock game. If you have a regular SH4 install on your computer, navigate into the Game folder, "Data \Misc" folder, and copy the "Wake_Back.tga" file and paste it over the KSDII version in the same folder. It looks like that file is not correct in KSDII. Then delete the files "Wake_Back_Sub.tga" and "Wake_Front_Sub.tga". You could probably also delete the "Wake_Torp1.tga", which appears to be a "darker" version of the game's similarly named file. You will lose the intended effect the mod devs were trying for, but at least the wake won't be all over the place.
I am not certain that is what Kal did, but he even said he's not sure... lol - it would be a good idea to backup those four files to a "safe" place on your hard drive, just in case... :salute:
clone155
07-20-23, 09:48 PM
Basically, the mod devs used multiple tga files for the wake, instead of the singles as in the Stock game. If you have a regular SH4 install on your computer, navigate into the Game folder, "Data \Misc" folder, and copy the "Wake_Back.tga" file and paste it over the KSDII version in the same folder. It looks like that file is not correct in KSDII. Then delete the files "Wake_Back_Sub.tga" and "Wake_Front_Sub.tga". You could probably also delete the "Wake_Torp1.tga", which appears to be a "darker" version of the game's similarly named file. You will lose the intended effect the mod devs were trying for, but at least the wake won't be all over the place.
I am not certain that is what Kal did, but he even said he's not sure... lol - it would be a good idea to backup those four files to a "safe" place on your hard drive, just in case... :salute:
That was it! I did exactly that, and now the wake is gone! Thank you :)
propbeanie
07-21-23, 07:07 AM
Excellent! :yeah:
Kal_Maximus_U669
07-21-23, 11:56 AM
That was it! I did exactly that, and now the wake is gone! Thank you :)
Indeed if you touch these files you will lose the Waters Spray is the Sillage...
See your graphics settings in the save
GameplaySettings
[Current]
LimitedBatteries=true
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=true
RealisticRepairTime=true
ManualTargetingSystem=true
NoMapUpdate=false
RealisticSensors=true
DudTorpedoes=true
RealisticReload=true
NoEventCamera=true
NoExternalView=false
NoStabilizeView=true
MPShowPlayerNames=false
MPShowTorpedoes=false
[MiscSettings]
CurrentNation=German
MeasurementUnits=metric
GFXSettings
[Current]
DepthBufferEffects=0
Filters=1
Glare=0
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=1
Ship3DDamage=2
CharacterDetail=1
ParticlesDetail=10
TerrainObjectsDensity=10
TerrainObjectsLODSize=10
GammaCorrection=52
VolumetricFog=1
In Nvidia
https://image.noelshack.com/fichiers/2023/29/5/1689958451-00.png
https://image.noelshack.com/fichiers/2023/29/5/1689958423-capture.png
Kal_Maximus_U669
07-21-23, 12:03 PM
Excellent! :yeah:
Hey Boss, don't touch them...:haha::haha: :timeout:
My best regards to the team..:subsim:
Bartholomew Roberts
07-25-23, 09:40 PM
Hey Beanie ... :salute:
.Best regards
Strange files here "A" are doubled as you can see..
it works with "B" the foam train is other .. I took files from an old basic version which worked ...
It seems that the Val file values are not the same...
during the assembly I tinkered so much that I don't really know what I did..!!! I used "reshade" to modify the graph...(Not recommended for the moment) I modified "GFXSettings" values as well as Nvidia inspector which make the "MdR"..
I use very different settings in Nvidia Inspector
if we compare with your FoTrS it has nothing to do...
too much tinkering to kill tinkering...:haha::har:
I wanted to ask the designer but I am no longer in contact with Lukner.. plus I got angry with Anvart1061 and Alex@ since these war problems in Ukraine so I doubt he would have helped me.. There you go Boss you know all! !!!:D:salute:
https://image.noelshack.com/fichiers/2023/22/1/1685382162-capture.png
https://image.noelshack.com/fichiers/2023/22/1/1685382156-capt.png
Ah yes Boss... the family is important so don't abuse it too much...:timeout::har:
Probably you should look into dat file with S3d for better solution, see what's the maker first intended to do. I found quite some bugs in KSDII and is now still patching. I usually play with only electric torpedo so I would never found this bug:haha:
Bartholomew Roberts
07-25-23, 10:28 PM
I look into particles dat found the new tga is from SH5, it should be TorpedoEject.dat that matters , the mod maker foget to add a parameter for the paticle so it eject forever passing the ship.
***************************
I roll back the TorpedoEject.dat, same thing happens, so the original file works in a odd manner, how could a tga affect special effects......
***************
I roll back Wake_Back.tga and Wake_Front.tga , bug still there , must be something else controlling the thing, actually I didn't find dat using these two tga, someone could remind me the material ID of these tga files?
Bartholomew Roberts
07-25-23, 11:42 PM
Found where the problem is, it is the Torpedo.val makes the difference. the mod maker set the length = 200; fixed lenght = 10 ; MaxOpacitySpeed = 1. so the wake is long and last. I understand the fixed length is the min unit of wake, increase it would cause the whole wake to be extremly long.
And the topic might need further discussion
I know the main purpose he mod this file is to have a long wake lead to your own sub as it shoud be. He actually did it, but due to game engine limit, the long wake behind we call it the "back wake" is the actuall wake length of you torpedo wake, since the game won't mask off the part behind you, it stays back. But evantually it will pass you to make every thing normal.
So let's look at the original file of Torpedo.val and understand the mechanism of torpedo wake.
https://img1.imgtp.com/2023/07/26/I1wcQnn5.jpg
Very simple isn't it. There are three ShipWake nodes and they all work! In different weight. The latter one has higher weight than the previous one. And the main factor to affact wake length is the length parameter.
As I said the third has the highest weight. So a 2000, 20, 10 set wake
https://img1.imgtp.com/2023/07/26/g57M0KEj.jpg
(I fired two torpedo in sequence so foget the front wake)
is shorter than the 200, 50, 10 set
https://img1.imgtp.com/2023/07/26/q9aEJufX.jpg
Even a very drastic number like 10000 for the first wake would not affect that much, So let's play with numbers then I got 10000, 30, 15 in lengths and 0.1, 0.5, 1 in ApertureAngle to make the wake more interesting. and set the first ShipWake texture to Wake_Torp1.tga to make full use of resources.
And here is the result.
https://img1.imgtp.com/2023/07/26/iox2l3OM.jpg
Start firing wake , its acceptble as it will move on soon
https://img1.imgtp.com/2023/07/26/IeoZoT1m.jpg
final wake.
That is my compromised solution to the problem.:Kaleun_Salute:
propbeanie
07-26-23, 07:04 AM
Very nice detective work, and looks to be a good solution! :salute:
Bartholomew Roberts
07-26-23, 07:24 AM
Very nice detective work, and looks to be a good solution! :salute:
And it's a matter of playstyle, for those who play 100% realism without external view. The mod setting is pretty good as you can see the trace from your ship to 2000m away. Nobody would look back in that case. I would try mod setting if I play no external view.
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