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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   **Mod Release** Longer Wakes (https://www.subsim.com/radioroom/showthread.php?t=104372)

GT182 01-24-07 09:08 AM

NV, excellent work, this one cool mod. :up:

Samwolf 01-24-07 09:18 AM

Installed and running. Looks great!!:up: :up:

Kpt. Lehmann 01-24-07 09:41 AM

Very very cool Nvdrifter mate! :up: :up: :up:

I got a tough question though... have you (or anyone else) noticed any FPS hit as a result?

I'm not poking or digging... I just hope that there isn't an FPS drag like there is with oil fires.

I won't be able to test it personally for a few more hours yet.

Samwolf 01-24-07 09:48 AM

Quote:

Originally Posted by Kpt. Lehmann
Very very cool Nvdrifter mate! :up: :up: :up:

I got a tough question though... have you (or anyone else) noticed any FPS hit as a result?

I'm not poking or digging... I just hope that there isn't an FPS drag like there is with oil fires.

I won't be able to test it personally for a few more hours yet.

So far I haven't noticed any significant FPS hits in TC1. However at TC64 in Nav Map it appears to be a bit more "jerky" when a lot of contacts are near (So far only noticed in port, haven't run into a convoy yet)

01-24-07 09:58 AM

Quote:

Originally Posted by Kpt. Lehmann
Very very cool Nvdrifter mate! :up: :up: :up:

I got a tough question though... have you (or anyone else) noticed any FPS hit as a result?

I'm not poking or digging... I just hope that there isn't an FPS drag like there is with oil fires.

I won't be able to test it personally for a few more hours yet.

As Samwolf stated, there is a FPS hit in time compression. But I haven't noticed any significant FPS hits at 1x. Tested in a large GWX convoy and all seemed ok.

Myxale 01-24-07 10:16 AM

ALAAARM!

:rock:

Kudos to your new baby Drifter! Can't believe how much this adds to the game!

Bloody Hell, you modders will make SH4 pale before SH3:rock:

Kpt. Lehmann 01-24-07 10:27 AM

http://i46.photobucket.com/albums/f1...nn/vader31.jpg
Well done!

Kpt. Franz-Josef Lemmle 01-24-07 10:30 AM

Does the AI spot the new wake easier than the old wake or is it just window dressing? I hope it makes the U-Boat easier to spot!

Paajtor 01-24-07 10:34 AM

I don't think that will be the case, unfortunately.
After all, Nvdrifter only changed the wakes, and not the AI-routines.

Kpt. Lehmann 01-24-07 10:39 AM

Quote:

Originally Posted by Paajtor
I don't think that will be the case, unfortunately.
After all, Nvdrifter only changed the wakes, and not the AI-routines.

My thoughts exactly. Roughly speaking, the AI is tuned to detect speed... not graphics.

Paajtor 01-24-07 10:53 AM

There's one thing I didn't see in the mod's readme: is it confirmed, to be safe to install while on patrol?
Btw, same question for the longer-torpedo-wakes mod.

01-24-07 11:02 AM

Quote:

Originally Posted by Paajtor
There's one thing I didn't see in the mod's readme: is it confirmed, to be safe to install while on patrol?
Btw, same question for the longer-torpedo-wakes mod.

Oops. Sorry for not mentioning that. You should be ok to install while on patrol, but be sure to back up your saved game files first... just in case.

chris 01-24-07 01:05 PM

This is brilliant, NVdrifter - thank you very much.

Boris 01-24-07 01:50 PM

perfetto! how about we include this in the GWX update kap?

CCIP 01-24-07 02:37 PM

Didn't notice an FPS hit at any TC - though my particles are set to render only below 8x.

Looking great! My only slight complaint is that the wakes develop much more slowly now (takes a couple of minutes for a full wake to form), but it's worth waiting :p

Paajtor 01-24-07 02:52 PM

Quote:

Originally Posted by nvdrifter
Quote:

Originally Posted by Paajtor
There's one thing I didn't see in the mod's readme: is it confirmed, to be safe to install while on patrol?
Btw, same question for the longer-torpedo-wakes mod.

Oops. Sorry for not mentioning that. You should be ok to install while on patrol, but be sure to back up your saved game files first... just in case.

:up:rgr that

ViperU48 01-24-07 03:15 PM

Will this mod be made compatible with the vanilla SH3? or is it already compatible for it if one just doesnt install all those .val files for the ships the vanilla SH3 doesnt have?

edjcox 01-24-07 03:49 PM

Wakes ahead
 
Thanks for the pictures and posts.

Installing now..

Yes this is a good idea... Is there provision in the effect for wave actions and there negative impacts on wake lengths...

SH3 and the many mods really have improved the game...

Are you seeing this UBISOFT and incorperating it into SH4 ??


So jetzt tauchen wir.... Bis spater!!
:sunny:

Paajtor 01-24-07 05:16 PM

http://www.61shap.org/pilots/Paajtor...wakesmod1a.jpg

Samwolf 01-24-07 07:30 PM

Maybe just coincidence, but I spotted two Beauforts at long range and crashed dived. I was down to 30 mtrs and went to external view on one of the Beauforts. As it passed over over the remains of my wake it turned, dived and dropped its ordnance on my wake. Don't recall that happening before unless I had just been able to make it down to about 10 mtrs. Could the aircraft AI be set to spot and attack a U-boat wake?


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