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Thanks Hitman,:up:
That is very good information that I will have try it myself. Tweety |
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You can use the "RealWeatherFix", look here: http://www.subsim.com/radioroom/show...ght=weather:up: Best regards, Magic |
the realweather-fix just fixes the bad weather problem,but not the problem itself. i also had good weather for weeks...so the former posters are right: the weather often gets stuck. only if you change your location over far distances, e.g. from the northern sea bay into the northern parts around england, or even higher into the north, the weather changes.
seems, as if weather acts for different zones, instead of different seasons, etc... |
Call me daft. Call me wingy. Call me whatever! But I love the weather. I never had it "stucK' in an endless loop. Dunno why. Maybe lucky, although I have logged a billion hours at sea. Maybe I just like whatever conditions are thrown at me when on a patrol. Fog is a great challenge as is a heavy sea when one has to manage the boat well. With good boat management and changing the course to ride out a sea is fun. Immersive. But honestly mates I have never seen an inordinate amount of heavy weather that did not eventually abate. Sort of like RL in the North Atlantic. Hmmmm.
:up: S' PC |
Hitman, the suggestion on using Silent editor is awesome! I don't mind the stock campaign weather, but having the flexibility to 'set' the weather is nice!
Couple of questions.... 1. How do I set the clouds to something other than 'partial' in the file? With the controller set to true, all I get are partial clouds. 2. Does the scene.dat file control the hours of day/night in the game? I had a weird problem when I completely reinstalled the game. I never initialized the simulation itself, modified the scene.dat file first and then started a campaign. The sun was high noon at 0500 and the sun came up at 21:30 around St. Nazaire! :rotfl2: It went back to normal when I reset the controller to false (had set it to 'true') and started a new campaign. Thank you! |
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I think that if you set controller to "TRUE" engine set default values of wheater from begining (initialization) of campaign. Probably time is set the same which was at the start of campaign but it is not coherent with time in saved game. When you start new campaign engine resets all values to default. |
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AFAIK only changes the blue of the sea tho Nothing else Its perfectly feasable to change out a dat using the date function - just as you would a ship skin |
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Could be worth a try using SH3commander to add in a dat set to true with auto rollbacks enambled When you go to exit SH3commander will pull that dat out of the game so there is a possibilty it will still be set to true For summer periods and extended patrols in the med/carribbean or indian ocean |
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The game has different possible colours for Atlantic, Mediterranean and Arctic, but they are only used in the single missions (Code bug), not in the campaign. SHCommander takes one old mod -I think from Markhimov- and replaces the Atlantic colours with Mediterranean colours when you play 23rd or 29th Flotilla careers. Of course it will work the same with any other environment file you give it, SH3 commander is flexible enough, but so far I don't know that anybody has done more similar tweaks for it. As much as we love SH3 Commander, I feel it is still largely underused in its potential... probably our fault to concentrate in modding the game itself, instead of paying attention to things that are much better under our control, as the SH3C features :hmmm: |
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On the line: WindSpeedChangeSpeed= 0.01 can it be increased? If so, what are the results of increasing the varibles by .10±. As it stands now there's usually a change in weather every 2-4 game days (without gross time compression, I rarely go over 128). Trying to get a grip on what the variables mean on these lines and what the increments mean when changing them. Thanks!! |
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I used to have the 'stuck weather' too. But since I've started playing no faster than TC256, and frequently at TC128, I see the weather changing quite a bit.
In fact, the wind direction at times changes around once an hour, with wind speed changing every couple of hours before it settles down and goes stable. But the longest (so far, anyway) I've been stuck without anything changing is two days. |
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For sinking ships in heavy fog, its quite possible to go by sound only, if you can get to within 500m or so of the target`s projected course you should be able to estimate speed and sink the ship using just the hydrophone plot. At such close range any errors in range speed estimations are usually not enough to cause the torpedo to miss. The only problem is identifying the nationality but its usually a matter of location, if youre just off the english coast its pretty much 100% that it`ll be an enemy ship. |
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