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-   -   [REL] Improved waves_improved roll&pitch (anti-subs on rails) V 1.1 (https://www.subsim.com/radioroom/showthread.php?t=164290)

Charlie901 03-13-10 11:58 PM

Quote:

Originally Posted by redcoat22 (Post 1308855)
Do the torpedoes still rocket into the air with this?


I would also like an answer on this as well... :up:

Soviet_Warlord 03-14-10 02:18 AM

Quote:

Originally Posted by redcoat22 (Post 1308855)
Do the torpedoes still rocket into the air with this?

In heavy seas, torpedoes still fly in the air between large waves.

fufubar 03-16-10 09:11 AM

Nice. I like it :yeah:

Rolf Eschke 03-17-10 07:29 AM

Danke Han !
Das sieht deutlich besser aus wie das Original !
mfG
Rolf aka Ottfried

oscar19681 03-17-10 09:56 AM

any chances of an update soon? Could we see more pitch and roll?

ncorpuz34 03-17-10 03:49 PM

+1

I think heavy seas can use a bit more tweaking. I still get the "propellors out of water"

oscar19681 03-17-10 07:02 PM

Yeah this mod is certainly an improvment over the stock game. But i think this mod could use some more fine tuning. esspecially in heavy seas. The boat just remaings still way to steady.

Pumbator 03-21-10 09:36 AM

A while ago, I was trying to do some more tuning in heavy storms - and I failed. I was trying to get the effect of having the boat a little bit 'deeper' into the sea, and of course minimize the rail-sub effect.

I found it quite impossible to get done properly - if you manage to get the boat a little bit more 'reactive' to the waves and it even pitches nice, it will bounce out of the water way too much...

I also wonder, how did u-boots pitch in the 'left-to-right' direction, especially when turning both on the surface and submerged. As for now, in the game, the boat pitches a little bit on the beggining of the manouver, but after a moment it goes back to the 'straight' position.

I wonder if getting it right will require some serious adjustments...
I don't feel good enough in modding the game to get it right, but of course, will try.

Faamecanic 03-21-10 09:51 AM

Quote:

Originally Posted by Ark (Post 1313873)
Because developmet teams operate under time constraints. They don't get to spend as much time as they want focusing on the details.


I agree...and feel if the devs were given triple the budget and 3 years dev time they would blow our socks off... and as always its a case of devs dreams vs. Ubistanks terrible business policy to push crap out the door. So I do not 100% blame the devs.

BUT...with that said.... this has been an issue since SH 3. On SH 4 it got rediculous (sub on rails) to the point of blowing any realism/immersion when over half your sub was sticking out of a wave 15 ft in the air. It seems they tweaked it a small bit with SH5.

But the devs have had years to work on this...and modders have fixed it for every release of the sH series to the point were not only does the sub NOT ride on rails, but also has a good bit of pitch and roll.

In my mind the devs should have contacted the modders and asked "you did this better, can we use your mod in the next release". I think most modders here, that give thier time freely to improve a product we all love, and asking nothing in return would have agreed :yep: :salute:

Pumbator 03-23-10 02:08 PM

Argh... This is just too much for me, I'm getting too nervous.
This game seems to lack gravity where there should be more, and there is too much gravity where it shouldn't be!

What I started with was modyfing subs mass and displacement to historical values (as goblin editor says, both values are 'tonnes'). But then the sub is acting like a tank, both pitch and roll does not exist. So I had both mass and displacement set to half of the historical value. There was a shadow of effect. I changed the gravity center to 0.4 (I found materials regarding XXI type u-boat compartment masses, and counted about where it had its mass center). It gave a small effect too. With LR drag for surfaced boat set to 0.9 the boat does give a fair amount of roll... BUT only when turning. When going straight - it gives a slight roll but it has too big frequency.

Pitch... First I set the surfaced draught parameter to 5.0 to get the sub a little deeper in the water... With that I was satisfied, till I saw what happens on heavy sea... Disaster, that's what it is. Changing the seaparameters.cfg gives a little effect too. Crappy look, when the wave passes the boat and it still goes perfectly straight.

I'm just tired with this for today. There must be another way to get this right, I wanna see my u-boat rocking on the heavy seas.

One thing though I am happy with... When you change the gravity center to something about 0.4, when you blow your ballast for emergency surface, the boat nicely jumps out of the water. It looks quite like in The Hunt For The Red October (of course it's far from the angle they got when surfacing, but for a moment you can see the diveplanes)

I hope someone deals with this soon, I'll definately try, but I doubt I'll succeed.


EDIT: what BumpScaleU and BumpScaleV stands for? For me changing this values gave weird effects...

Decoman 03-23-10 02:34 PM

Exactly how is the game making the uboat flow with the ocean surface? Does anyone know or have a qualified opinion?

I imagine that the uboat would be best off by being elevated up and down with the height of a wave, but also dampened by the scale of the wave so that the uboat doesn't elevate to the crest of the waves. So by the time the crest has reached its peak height, the uboat would still be moving sluggishly upwards.

Hm, maybe modified by the actual wave height as well. So that smaller waves doesn't make the uboat jump up and down with the numerous small crests of the waves in a rather calm ocean.

I don't know I thought this made sense.

Truckerich 04-23-10 12:50 PM

mIxEd Up
 
I don"t get it. I have SH3-good, SH4, ok. But this SH5 lol. Half my keys don't
work. I put generic mod enabler in the [ ubisoft game launcher directory ] and a directory called mods. Nothing. Iv'e tryed 2 dozen different mods, nothing.
I hand walked a few mods one called dials.dds to it's proper dir [gui] i think, nothing!!. no dials no under keel key [u]. Don't know why my SM20 mod mission isn't working. I put were the other SM's is located. huh!! And i Don't now were I go to play those missions. If it's the Historic missions I dont see it.
I want to load the Artic Campain same issue. SCREAM!!!!!!!!! I don't get it.
Please any and all sugestions sure would be appreaciated. Besides all that I think the SH5 is great. THANK YOU, RICH.

WHEN are we gona the see this new v.2 update?
WINDOWS 7 ULTMATE 64-bit
[ all drivers up to date ].
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Samung SyncMaster T220 22" @ 1 ms r/r
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EVGA e-GeForce 9800GX2 SSC EXTREME 1000mb @675MHZ and 65c [idle] 70c gaming
RAID-0 WITH 2-WD VELOCIRAPTOR 300GB each [Sata] HD @ 10,000 RPM]
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OCZ PLATINUM 8G PC1600 2000mHz memory running 1800mhz
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APC Back-UPS-NS SERGE 1250 w

ReallyDedPoet 04-23-10 01:14 PM

Quote:

Originally Posted by Truckerich (Post 1371047)
I don"t get it. I have SH3-good, SH4, ok. But this SH5 lol. Half my keys don't
work. I put generic mod enabler in the [ ubisoft game launcher directory ] and a directory called mods. Nothing. Iv'e tryed 2 dozen different mods, nothing.

Have a look at this thread as far as JSGME:Here

Should help you.

kylania 04-23-10 01:45 PM

Quote:

Originally Posted by Truckerich (Post 1371047)
I don"t get it. I have SH3-good, SH4, ok. But this SH5 lol. Half my keys don't
work. I put generic mod enabler in the [ ubisoft game launcher directory ] and a directory called mods. Nothing. Iv'e tryed 2 dozen different mods, nothing.

That's the wrong folder. You need to install JSGME into the GAME folder, found in C:\Ubisoft\Silent Hunter 5 by default.

So that's why your mods aren't working. The default keys aren't working since they were simply left out of the game for whatever reason.

Kromus 04-23-10 04:19 PM

Look at this :)

http://i810.photobucket.com/albums/z...g?t=1272057263

Explanation :)

Black and red line - behavior of sub during storm
Blue line - theoretical sea level (when wind is calm)
Orange line - difference

Now what I was thinking here...

My theory is that mass of submarine isn`t enough simulated here. As you can see on first graph, when sub is falling into water, it does not fall enough (difference between orange lines above and below sea level ).
All we can do here is that we are trying to compensate this by adding mass into *.sim files of submarine (sub gets heavier so it falls down a bit faster). But this also negatively affects buoyancy so we are loosing control at higher depths and can`t hold depth at low speeds.

I think that developers should change "mass and gravity algorythm" to simulate more fluid falling into water (under theoretical sea level) as you can see on second graph where differences between orange lines above and below theoretical sea level are not as big as on first one.

I hope you understood a bit what i was trying to explain - sub isn`t reacting too good on gravity effect (wave throws it out of water, which is ok, but doesn`t fall back as it should) that should be under theoretical sea level = it acts like "sub on rails" = it isn`t falling into water as deep as it should and looks like it`s flying...

P.S.: Those 2 graphs aren`t exact, I was just trying to explain my theory they were painted really fast :)


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