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-   -   The winter mods thread ! (https://www.subsim.com/radioroom/showthread.php?t=231390)

Kendras 05-29-17 12:07 PM

I've found a sound to add to the icefields : http://www.hnsa.org/wp-content/uploa...07/track19.mp3

mikey117us 05-30-17 11:50 AM

@Kendras been experiencing CTDs in Beta testing of Ice Fields. Only during an increase in size of ice fields to larger than those in the screenshots. To me it would seem better that they remain as they are
As depicted in the screenshots ( for now ). Other anomalies experienced: inability of the game engine to recognize an obvious ship 5000m away as the size of an iceberg 3D model now with Drift Ice has a footprint of several thousand meters. Remedy would be to attach the ice as a child node to the model in s3d. This resulted in the ice rising and falling many meters out of the water as the icebergs rise and fall, therefore undesirable. Ships become stuck in drift ice. And as expected Torpedos detonate at about 1/2 there initial run. I will Therefore this week upload a BETA version for testing purposes in this thread. I Use GWX and have two single missions Ice ice baby I and II I use them for Beta testing, maybe someone could test in a campaign too. Stay tuned for Beta mod.

Anvar1061 05-30-17 02:11 PM

Quote:

Originally Posted by mikey117us (Post 2487544)
Stay tuned for Beta mod.

http://www.subsim.com/radioroom/imag...humbs_Up-1.gifhttp://www.subsim.com/radioroom/imag...humbs_Up-1.gifhttp://www.subsim.com/radioroom/imag...humbs_Up-1.gif

mikey117us 06-06-17 05:45 PM

*DRIFT ICE BETA*
TESTERS WANTED!
https://www.mediafire.com/?hx3aa2zklm34r14

Hello Fans of Kendras Thread Winter Mods!
As seen in Screenshots I had a WIP of Ice Floes added to the Iceberg models.
No further work can proceed until Beta Testing by others in this thread can report in results and CTDs. ( Please read Readme txt ) CTDs can happen if RAM like my machine is not to the required 8gb. ( I only have 6gb! ) my resource monitor is showing SH3*32.exe pegged at betwen 3.6 and 3.7gb at the time of CTD. ( usually at a sound event, torpedo impact, or using the Crew Management GUI ).
My desire is that anyone has these same results but with a Machine with better resources than I, can let me know and a remedy Beta version will then be Uploaded until the right combination of large footprint Ice Floe, Drift Ice, Iceberg models is attained.
*Known Anomalies: AI Ships Stuck in Ice. It can take minutes or up to one hour real time in some cases for AI to release itself from an Ice Hazard. In this Beta Version this time is now reduced but in the modified GWX 3.0 Single Mission Ice Ice Baby 1, Th convoy and the U-boat may spawn at a different location than the waypoints.
Single Mission has ( or should ) Vanilla ships ( as per GWX 3.0 gold ) if not may not even load for you. ( errant ship could be His Majesty's Trawler/ASW Trawler ) Escorts are V&W Destroyers and a Black Swan Class Frigate.
This mission had over 35 Icebergs in it. I greatly reduced this number to relieve the strain on my resources, however it did not really change my CTDs.
Ice Hazard and Damage. Yes the Icebergs are Collisionable Objects, the ice around them in Drift form can mess up your Boat. Thinner single plane Ice floe is safe to dive/surface, and use periscope. I hunt at 18m Depth and use my Sky/night observation periscope for low ice, or free of ice conditions to surface or to attack.
Use of 1WO to carry out his duties as weapon officer and render assistance. You will see the word (null) alot in your periscope and lock on is impossible, as the iceberg models are many kilometers in size now an obvious ship even at close range cannot be locked onto watch for Ice Free Patches. Those that use Manual Targeting should shoot in an Ice Void patch of sea after identification, speed and range estimates done in an Ice Hazard double check these estimates. Your Torpedoes can and will detonate because of the ice if not all of it is observed at longer range, Set the Depth at 5-6m for larger Merchants and Tankers and 3mfor escorts and let the enemy manoeuvre to your chosen ice free patch. Escorts Hunting ability and ASDIC Performance is reduced. ( so is the Hydrophone be aware of this those that use manual targeting and speed estimates of ships based on hyrdrophone all-around- listening and timing the screws per minute/ degrees of travel on the Hydrophone ) Please read the read me, and let me correct the beta soon if necessary Thanks!

Anvar1061 06-08-17 09:19 AM

@mikey117us https://pp.userapi.com/c837738/v8377...0SdkG98rSo.jpghttps://pp.userapi.com/c837738/v8377...sPRlomdGtY.jpghttps://pp.userapi.com/c837738/v8377...x2H2Jds7dA.jpghttps://pp.userapi.com/c837738/v8377...wU00UcOv08.jpg

mikey117us 06-08-17 03:44 PM

@anvar1061 Thank You !
All input welcome! Looking good, wanting others reports I hope soon.
Meanwhile,,,,,,,I wait for a stick of ram,
A general update forthcoming after its arrival and install. I must remember now this is Beta only not general release, wait for general release and updated readme for terms related to mod and useage. I must also make a new ice texture. Currently the ice texture is not mine, it's use is temporary and will be replaced. Easter Eggs will be added to the Final Mod. @kendras icebergs have an audible hydrophone sound but no .dsd files.

ivanov.ruslan 06-08-17 10:31 PM

Realy nice!:up:

gap 06-09-17 01:48 AM

Quote:

Originally Posted by mikey117us (Post 2489084)
*DRIFT ICE BETA*

Very atmospheric mod mikey, well done! :Kaleun_Applaud:

Quote:

Originally Posted by Kendras (Post 2487315)
I've found a sound to add to the icefields : http://www.hnsa.org/wp-content/uploa...07/track19.mp3

Nice sound effect, but that engine background noise needs to be filtered. Two more ice cracking effects:

https://www.youtube.com/watch?v=N_YwYBny9BA
Above the surface

https://www.youtube.com/watch?v=t3v0UzYDV3o
Underwater

Possibly, two or more sound effects can be combined on the same model or on separate models, for adding more variety :03:

Quote:

Originally Posted by mikey117us (Post 2487544)
...anomalies experienced: inability of the game engine to recognize an obvious ship 5000m away as the size of an iceberg 3D model now with Drift Ice has a footprint of several thousand meters. Remedy would be to attach the ice as a child node to the model in s3d. This resulted in the ice rising and falling many meters out of the water as the icebergs rise and fall, therefore undesirable

IIRC there should be a floating object controller. You could try and attach it to each child node, or you could place drift ice models -each with its own FloatingObject controller- in a library file, and attach them to the main iceberg unit through an eqp file. :hmm2:

Quote:

Originally Posted by mikey117us (Post 2489084)
This mission had over 35 Icebergs in it. I greatly reduced this number to relieve the strain on my resources, however it did not really change my CTDs

To reduce strain on our machines, you could split complex ice patch models into a few basic meshes, and reiterate/combine them over and over. If you manage setting ice floes as equipments, you can link the same model multiple times (as if it was a gun). Otherwise, if the ice floes must be stored in the same file as the main iceber gunit, you could add many child nodes to it, and specify for all of them the same model Id (this way you import each basic element only once) :yep:

the_frog 06-09-17 11:55 AM

Quote:

Originally Posted by gap (Post 2489673)
To reduce strain on our machines, you could split complex ice patch models into a few basic meshes, and reiterate/combine them over and over. If you manage setting ice floes as equipments, you can link the same model multiple times (as if it was a gun). Otherwise, if the ice floes must be stored in the same file as the main iceber gunit, you could add many child nodes to it, and specify for all of them the same model Id (this way you import each basic element only once) :yep:

The multi instance approach takes much load from the game engine. Strongly recommended !!! :yep:

mikey117us 06-09-17 02:18 PM

@Gap & @The_Frog
Thank you for Input. I know of model instancing in other gaming platforms, it had not crossed my mind as necessary when the concept was arrived at in the summer of 2016. Now it is absolutely IN THE WORKS! ( 3 individual .dat, .sim , .zon files in Library Folder ) I will attach to the .eqp file as cfg#x01, x02, etc. and beta test performance as of this post. Update Pending.

the_frog 06-09-17 02:54 PM

Probably, working with separate library files is more complicated than just having copies of models within one *.dat file. Examples you can find in the seaforts by privateer (see GWX; I think these were the first items using that technique) or the directors, boats, bridge equipment in the *.dat files of Southhampton and Fiji I did recently.

gap 06-09-17 03:12 PM

Quote:

Originally Posted by the_frog (Post 2489901)
Probably, working with separate library files is more complicated than just having copies of models within one *.dat file. Examples you can find in the seaforts by privateer (see GWX; I think these were the first items using that technique) or the directors, boats, bridge equipment in the *.dat files of Southhampton and Fiji I did recently.

A bit more complicated, yes, but there is an advantage in having single ice floes in a library file: if need be, you can link them to more than one ice patch "unit" without need of reimporting them in multiple dat files. I.e. even lesser burden for our systems :yep:

the_frog 06-09-17 03:15 PM

Right, and it offers the opportunity of having different types of ice floes by simply re-combining them.

mikey117us 06-09-17 03:20 PM

Another Item yet to address. When Drift Ice collides with any part of another iceberg model and nodes. Damage is spawning numerous Lifeboats and Debris. I need to set up something in the Zone file to give the Iceberg damage its own unique ice looking debris separate and non-interfering with other Ships Damage. Possible? Not worried quite yet building a new Beta version but in the future.

gap 06-09-17 03:42 PM

Quote:

Originally Posted by the_frog (Post 2489907)
Right, and it offers the opportunity of having different types of ice floes by simply re-combining them.

Exactly :up:

Quote:

Originally Posted by mikey117us (Post 2489909)
Another Item yet to address. When Drift Ice collides with any part of another iceberg model and nodes. Damage is spawning numerous Lifeboats and Debris. I need to set up something in the Zone file to give the Iceberg damage its own unique ice looking debris separate and non-interfering with other Ships Damage. Possible? Not worried quite yet building a new Beta version but in the future.

Lifeboats only spawn when an unit is destroyed. For drift ice not to spawn them, you should make them undestroyable. Either remove damage boxes from their collisionable object controller (but not collision spheres, otherwise the will become uncollisionable!), or give them an extremely high number of hit points. There might be other methods to solve the issue, but those are the first ones coming to my mind.

Anvar1061 06-10-17 07:29 AM

@mikey117us

After some tests with icebergs, I get CTD.
Win7x64 8 Gb RAM
http://www.subsim.com/radioroom/imag...n_Confused.gif
I have too many icebergs. I'll wait for the final version.

mikey117us 06-10-17 01:45 PM

I am testing a new library.dat file and surrounding the icebergs with different models using Placement. Also simplified drift ice models will be made. I tried.eqp as well. The placement approach and .eqp approach work the same. Placement is the easiest to manage. Until I lighten the drift ice load the CTDs will occur.

mikey117us 06-25-17 12:44 AM

Stand by for update! Minor Tweaks to the Beta Mod only left to do.Stable Version Up and Running! NO CTDs Encountered Thus Far! And, in several Environments, and MOD Soup, GWZ 16km. MEP V5 with Green Water. MEP v6. Here is my MOD LIST for the Stable Version Beta Test:
Elite U-Boat Binoculars with Missing Binocular Fix
Hollywood_part_2
Rubini´s Underwater dust&plancton v1_no blur
Sh3_volumetric_clouds&fog_V2.2
Torpedo damage Final ver2.0
1 Torpedo 1 ship
Aces' Modified Headphones
Compulsory U-boat Headdress - GWX Expansion
Bearded faces
Merchant_fleet_Mod_3.3-Improved
LifeBoats&Debris_v4
Wooden_Lifeboats_Mod_1.1
Rowers_for_LifeBoats&Debris_v3B
Rbs1_SH4_Effects_GWX_30_71
Rbs10-enhancedoilexplosion
Rbs2-Forsoundsandstarshells
Rbs3withlifeboat
Materials_Test
Materials_Test_II
Frog_all-in-one_ships
Z_Southampton_Fiji_mod
EnvSimAct_10
DD_OH_V3.09_20091209162038
Depthcharge Shake v2.01
DD_OH_V3.09_ConningDeckCam_Fix_20091210230737
DD_OH_V3.09_Fix_for_NVD_DC_Shake_001
TKSS18_Turms-Fixed U-Boats Compilation
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
FixAllSubGWX
KM_Trop_Winter
M.E.P v6
Optional - FSF for MEP v6
Optional - ShipVanishingHull for MEP v6
sobers 3d waves
M.E.P v6 - VisualSensors for GWX3 TKSS18
U-255_artic_early
Z_NCO_Flower_The Cruel Sea Mod
Z_Ice_Beta_v.9b
Z_Ahnenerbe WideGui 1920 x 1080 Final
Beta Release in the Next 24-48 hrs. Thanks:Kaleun_Salute:
http://i.imgur.com/E4PRkoV.jpg

Kendras 06-25-17 03:16 AM

Looks good. ! :up: I can create the sound to attach to the ice pack unit if you want.

HanSolo78 06-25-17 06:59 AM

Looks good! :Kaleun_Applaud:

What about an improved texture?


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