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-   -   [REL]ROW Pacific Environments 3.3 (https://www.subsim.com/radioroom/showthread.php?t=133365)

ustahl 04-22-08 03:58 AM

Opposite smoke directions
 
Quote:

Originally Posted by kriller2
http://img228.imageshack.us/img228/9...argeba4.th.jpg

Been testing this and it works great Nisgeis! :up: It was my scene causing the slowdown. I think it's corrected now. testing the whole mod right now with all enabled and correcting bugs...

The issue has probably been addressed before, but... in the background the smoke from 2 ships is blowing in opposite directions, which doesn't seem very real.:roll:
Can that be fixed?

Fish40 04-22-08 04:22 AM

[quote=ustahl]
Quote:

Originally Posted by kriller2
http://img228.imageshack.us/img228/9...argeba4.th.jpg

Been testing this and it works great Nisgeis! :up: It was my scene causing the slowdown. I think it's corrected now. testing the whole mod right now with all enabled and correcting bugs...

The issue has probably been addressed before, but... in the background the smoke from 2 ships is blowing in opposite directions, which doesn't seem very real.:roll:
Can that be fixed?[/quote



I think it's actually correct:yep: The smoke in the game is actually moddeled to be influenced by wind speed and direction. If a ship is traveling slower than the wind speed, then the smoke will be influenced by the wind rather than ship speed and direction. It's probable that the two ships you observed in the background are traveling at different speeds, one of which is slower than wind speed.

ustahl 04-22-08 05:06 AM

Quote:

Originally Posted by Fish40
I think it's actually correct:yep: The smoke in the game is actually moddeled to be influenced by wind speed and direction. If a ship is traveling slower than the wind speed, then the smoke will be influenced by the wind rather than ship speed and direction. It's probable that the two ships you observed in the background are traveling at different speeds, one of which is slower than wind speed.

Hmm, interesting, didn't come to think of it that way, but sounds plausible.:hmm:
Trying to look closely at those background ships, it really seems the ship with the "wrong" smoke is traveling fast to the left (wind direction), thus leaving the smoke behind in the apparent slow(er) wind.:yep:
Must fire up some big single mission battle (eg. Battle off Samar or similar) and check smoke behaviour some more.:know:

MONOLITH 04-22-08 05:21 AM

Quote:

Originally Posted by Fish40

I think it's actually correct:yep: The smoke in the game is actually moddeled to be influenced by wind speed and direction. If a ship is traveling slower than the wind speed, then the smoke will be influenced by the wind rather than ship speed and direction. It's probable that the two ships you observed in the background are traveling at different speeds, one of which is slower than wind speed.



Hold on, let's think about that one again.

The above would apply to smoke appearing to blow forward faster than a ship's movement, true.

But it definately would not apply to two stacks of smoke in the sky in the same wind.

I don't believe it's an explanation for this...

http://www.mayhemonstrings.com/Images/wind.jpg




The two smoke stacks are clrealy being blown in opposite directions. They are fairly close together, and I don't believe the engine allows for multiple wind directions at once.

Is the ship on the left damaged? I see two sources of smoke from it. Is it possible we have "fire smoke" and "engine smoke" set conversely to each other?

THE_MASK 04-22-08 05:32 AM

I think it boils down to this . If you dont want to know which way a ship is heading as soon as you spot it then leave smoke as stock. If you want to have the smoke always travelling behind ship then alter the particles dat to have no wind influence .

Digital_Trucker 04-22-08 07:11 AM

If the wind in the above picture is blowing from right to left, then it looks perfectly plausible to me. The two ships that are travelling perpendicular to the wind direction have smoke going in the same direction and at the same angle from the ships. The ship that is travelling in the same direction as the wind, if moving significantly faster than the wind speed, would have smoke behind it instead of in front.

Notice that the smoke from the two ships that are travelling perpendicular to the wind direction is at a steeper angle than the smoke coming from the third ship. This just reinforces the fact that the ship is moving faster than the wind and therefore the smoke appears to rise behind the ship, but at an angle that is less steep.

kriller2 04-22-08 08:10 AM

:hmm: Yes that looks kind of weird, didn't notice it when all my concentration was focused on the depthcharge effects.

I think it' because the ship with the opposite smoke column is traveling very fast though.

You are very peceptive Ustahl :up:

Good news on the scene work, after alot of testing and performance tweaking the waves are now optimized so that the Philipines single mission with all the warships and action/special effects going on is at a constant 20 FPS with 2xAA 16AF+HQ and Multisampling to sharp on, allso I now have a constant of 12 FPS when foggy :know: . I am allso trying to get rid of the sub on rails, by making the sea so that there is a coloumn of waves going toward the submaine at windspeed 10 and above, this means that you can sail in the middle of two coloums of waves and the waves can travel from the left to the right and make the submarine roll on the waves.

DrBeast 04-22-08 08:21 AM

It's Day 3 of my vacations, and I'm already anxious to get back and into action! In the meanwhile, thank the Gods for Internet cafes! At least I'll be able to drop by whenever time permits and see how you guys are doing; and it goes without saying that the new improvements look even better! :up:

kriller2 04-22-08 08:35 AM

Welcome back Dr. Beast :D Your latest files work awesome performance wise ;), but do I still have to install the cargo.def file?

Here is some screenshots of what I am trying to do with the waves in storm, look how the waves are rolling from right to left making the sub roll as RL.

http://img87.imageshack.us/img87/605...oll1vp1.th.jpg

http://img87.imageshack.us/img87/523...oll2oe1.th.jpg

http://img87.imageshack.us/img87/524...oll3vi8.th.jpg

Gezoes 04-22-08 08:54 AM

Quote:

Originally Posted by swdw
Quote:

Originally Posted by Gezoes
SH4_1.5_ Uboat_freeCamFix mod

Searched over an hour now, but I can't find this baby.

Sorry guys, black sonar here. I want to fix it badly, 'cause this mod is amazing.

Try this one
http://www.subsim.com/radioroom/show...highlight=free

Thank you very much sir! :up:

kriller2 04-22-08 09:04 AM

Video of the roll effect
 
Sometimes it's better to see the effect in motion, you can allso see the depthcharge effects Nisgeis has made.
Youtube Video of ocean and sub movement in heavy wind

DrBeast 04-22-08 09:30 AM

Quote:

Originally Posted by kriller2
Welcome back Dr. Beast :D Your latest files work awesome performance wise ;), but do I still have to install the cargo.def file?

Heh, not really back...still have 13 days to go! But I promise to pop in whenever I'm at an internet cafe!
Hm...to be honest, I never tried the SFX without the cargo.def. I'm inclined to think that you'll need it though, as the new cargo types listed in cargo.def are incorporated into the zones.cfg file. :hmm:

ETA: Just watched the screenies and the video. Rolling seems mighty fine in the video, and I didn't discern any "sub on rails" effect in the pics. Also, if those are 15m/sec waves, then you've found just the sweet spot. Looks like you finally nailed it, my friend! :up:

ReallyDedPoet 04-22-08 11:15 AM

Quote:

Originally Posted by kriller2
Sometimes it's better to see the effect in motion, you can allso see the depthcharge effects Nisgeis has made.
Youtube Video of ocean and sub movement in heavy wind

Looks good kriller, the roll effect in the video, nice to see this being worked on
for the mod :yep:


RDP

akdavis 04-22-08 12:53 PM

Awesome stuff there. Would it be possible for the particles effects of the surface disk shockwave to be smaller/lower to the surface and more instantaneous (they seem to be a bit staggered right now, more like a "splash" animation)?

rcjonessnp175 04-22-08 01:01 PM

Looking awesome Kriller:up::up:


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