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-   -   [REL] Dynamic Environment SH5 (https://www.subsim.com/radioroom/showthread.php?t=202520)

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

Quote:

Originally Posted by Domestos (Post 2040474)
..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 to extract files.. and everything will be fine..

Domestos 04-12-13 05:31 PM

Quote:

Originally Posted by volodya61 (Post 2040497)
Don't use WinRAR..
Use 7zip 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

Kiel Harbour, Breakwater Piers - Red Waters Patch is enabled -

http://s19.postimg.org/mbtxqd2bj/image.jpg

I don't see any red waters.. :06:

gap 04-17-13 03:21 PM

Quote:

Originally Posted by volodya61 (Post 2042904)
Hi Gap :salute:
Today, after almost 6-7 week break, I decided to run the game.. too many test programs been suspended :D..

:yeah:

Quote:

Originally Posted by volodya61 (Post 2042904)
The first two minutes :) -

http://s19.postimg.org/71u2j66tb/image.jpg

Kiel Harbour, Breakwater Piers - Red Waters Patch is enabled -

http://s19.postimg.org/mbtxqd2bj/image.jpg

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

Quote:

Originally Posted by gap (Post 2042948)
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

Quote:

Originally Posted by volodya61 (Post 2042951)
: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

Quote:

Originally Posted by gap (Post 2042957)
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

Quote:

Originally Posted by volodya61 (Post 2042965)
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:

Quote:

Originally Posted by volodya61 (Post 2042965)
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

Quote:

Originally Posted by Trevally. (Post 2042979)
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:

Quote:

Originally Posted by Trevally. (Post 2042979)
....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

Quote:

Originally Posted by gap (Post 2042992)
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

Quote:

Originally Posted by Trevally. (Post 2043013)
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://s19.postimg.org/ydyyvd79b/01_32_48.jpg . http://s19.postimg.org/86xrzeozj/01_34_06.jpg

gap 04-17-13 05:12 PM

Quote:

Originally Posted by volodya61 (Post 2043024)
:o Gabriele! what was that? looks like nightmare :dead:

looks like the infamous RED Army plundered Kiel :rolleyes: :haha:

P.S: wind speed?


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