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-   -   extreme waves (size and wavelength) (https://www.subsim.com/radioroom/showthread.php?t=157663)

JScones 11-06-09 01:21 AM

Quote:

Originally Posted by Sailor Steve (Post 1199539)
Ah, but as you said, it's a u-boat sim. This means simulating all the parameters of submarine operations, including the look, feel and effect of weather extremes. Without those it cease to be a sim at all and becomes just another game.

And soup, don't forget the bl##dy soup. :roll:

Certainly IMHO modelling physics are more important than walking up and down a boat or telling Fritz to get his soup out of your face.

THE_MASK 11-06-09 01:25 AM

I modded larger waves in SH3 , but the problem was the smaller craft would catch on fire and explode .

TwistedFemur 11-06-09 04:37 AM

Ya mean somthing like this?
http://www.ifremer.fr/metocean/images/rogue-wave2.jpg

makman94 11-06-09 05:15 AM

to create big waves (even bigger than the one is showing at TwistedFemur's pic) is pretty easy . the problem is exactly what Phillip says....ships and subs has limited physics ( till...NO physics at all )!you will see the sub flying in the air when surfaced (a lot of meters above the water) and the same goes for ships ...which will sunk immediatelly

to Ubi and to those who are keeping to insist calling this game a simulator : sh3 is NOT at all a simulator with any meaning.if you exept the manual targeting system ...nothing else is trully simulated in the game....no physics at ships,subs...no physics at waves....no thermal layers....no real GOOD WORKING sensors...no simulated hydro sounds ....no real weather ....no earth (meaning the real shape of earth) .this doesn't mean that sh3 is a bad game ...not at all ! BUT it is a game and certainly NOT a simulator

@Phillip : this NTPRO 5000 you pointed is simply amazing(not for
its water.it is very very good ,needs some additional work...still showing...'fake' .NTPRO is amazing for all the others features it has) !! but what exactly it is? i didn't figure out...is it a 'game' ?

sav112 11-06-09 05:19 AM

Why cant they do the Waves right? No excuse in my view. Have the developers been locked away or have they not played something like forza-motorsport-3 with the cars having the right weight, power, grip weather conditions etc. that’s more or less expected these days that the physics is right on the money or have we jumped back to the early 90’s

I did not buy SH4 but did enjoy my SH3 that had some of the Mod’s on. I almost felt embarrassed for the developers as to what the modding community could do. Harbours had life, weather systems, torpedo wakes, better dials, better smoke and explosions, debris in the water after a sinking. All this added so much to the game you thought if these guys can do it why can’t the developers.


Its time for the developers to grow up, ships ramming each other or having not the slightest intelligence is a pure embarrassment. This is not the 90’s the Subs should feel right in the water and the sea state should be spot on and its effects in the new game and I hope they are. If not they should get developers in that can.


Not having a go at the Team working on SH5 but SH3 was so poor at times but still a good game, but they lost my sale on SH4 plain and simple with some of the bugs and lets face it rather poor programming.

Webster 11-06-09 12:04 PM

Quote:

Originally Posted by sober (Post 1199790)
I modded larger waves in SH3 , but the problem was the smaller craft would catch on fire and explode .

i remember you talking about that, wasnt it because ships wouldnt "ride" the waves and move up and down with them but instead the waves would go over the ships or something like that?

Philipp_Thomsen 11-06-09 12:13 PM

Quote:

Originally Posted by makman94 (Post 1199835)
to create big waves (even bigger than the one is showing at TwistedFemur's pic) is pretty easy . the problem is exactly what Phillip says....ships and subs has limited physics ( till...NO physics at all )!you will see the sub flying in the air when surfaced (a lot of meters above the water) and the same goes for ships ...which will sunk immediatelly

to Ubi and to those who are keeping to insist calling this game a simulator : sh3 is NOT at all a simulator with any meaning.if you exept the manual targeting system ...nothing else is trully simulated in the game....no physics at ships,subs...no physics at waves....no thermal layers....no real GOOD WORKING sensors...no simulated hydro sounds ....no real weather ....no earth (meaning the real shape of earth) .this doesn't mean that sh3 is a bad game ...not at all ! BUT it is a game and certainly NOT a simulator

@Phillip : this NTPRO 5000 you pointed is simply amazing(not for
its water.it is very very good ,needs some additional work...still showing...'fake' .NTPRO is amazing for all the others features it has) !! but what exactly it is? i didn't figure out...is it a 'game' ?

While I was reading your post, I had an epiphany. Maybe its possible to mod huge waves in SH3 by reducing the sea speed parameters in 15m/s waves down to a very very slow sea. That way, the slow gravity physics on the vessels could have the time enough to follow the waterline up and down accordinly. I may try that later, just for curiosity. I was watching some videos, the sea is actually VERY slow when the waves are big. Cos the actual problem with SH3 when you try to build a big storm's waves, is that the physics are slow, the sea is fast, the waves go up and down twice before the vessel can go up and down for the first time. So, when the vessel is going down, the sea is already going up again, resulting in a tanker diving at periscope depth. When the vessel starts to respond by going up, the sea is already going down, and so it will float in the air for some seconds, until the lunar gravity pulls it back down. The problem here is sea speed, and it can be done.

And related to NTPRO 5000, I think its basically a very decent simulator, maybe only used for training personal, not for the home user. But still, very awesome.

Decoman 11-06-09 03:53 PM

For the purpose of keeping some sense of being in a realistic situation, perhaps the easiest way would be to program the crew to forcefully submerge the submarine, if the water is too rough. Thus avoiding any simulated and/or complicated gamemechanics.

THE_MASK 11-06-09 04:56 PM

Quote:

Originally Posted by Philipp_Thomsen (Post 1199991)
While I was reading your post, I had an epiphany. Maybe its possible to mod huge waves in SH3 by reducing the sea speed parameters in 15m/s waves down to a very very slow sea. That way, the slow gravity physics on the vessels could have the time enough to follow the waterline up and down accordinly. I may try that later, just for curiosity. I was watching some videos, the sea is actually VERY slow when the waves are big. Cos the actual problem with SH3 when you try to build a big storm's waves, is that the physics are slow, the sea is fast, the waves go up and down twice before the vessel can go up and down for the first time. So, when the vessel is going down, the sea is already going up again, resulting in a tanker diving at periscope depth. When the vessel starts to respond by going up, the sea is already going down, and so it will float in the air for some seconds, until the lunar gravity pulls it back down. The problem here is sea speed, and it can be done.

And related to NTPRO 5000, I think its basically a very decent simulator, maybe only used for training personal, not for the home user. But still, very awesome.

Maybe a state machine thing .

makman94 11-06-09 06:09 PM

Quote:

Originally Posted by Philipp_Thomsen (Post 1199991)
While I was reading your post, I had an epiphany. Maybe its possible to mod huge waves in SH3 by reducing the sea speed parameters in 15m/s waves down to a very very slow sea. That way, the slow gravity physics on the vessels could have the time enough to follow the waterline up and down accordinly. I may try that later, just for curiosity. I was watching some videos, the sea is actually VERY slow when the waves are big. Cos the actual problem with SH3 when you try to build a big storm's waves, is that the physics are slow, the sea is fast, the waves go up and down twice before the vessel can go up and down for the first time. So, when the vessel is going down, the sea is already going up again, resulting in a tanker diving at periscope depth. When the vessel starts to respond by going up, the sea is already going down, and so it will float in the air for some seconds, until the lunar gravity pulls it back down. The problem here is sea speed, and it can be done.

And related to NTPRO 5000, I think its basically a very decent simulator, maybe only used for training personal, not for the home user. But still, very awesome.

i have tried that in the past Phillip ! i had made a dozen (or ...two dozens :DL) of different waves and slow them down also . didn't work becuase while you move against the waves ,when the sub(or ship) is at the uper 'nose' of the wave, it was suddenly in the air. i havilly reduced also the choppywave to avoid that phenomeno but my results(according to my knowledge e) was that if you want to make it work you have to set the sea speed extremelly slow ! it was something like looking a film in a very very slow motion mode .....and the immersion of all that was not acceptable at all !
i hope to understand my...english
and i wish you good luck to your efforts on this . if you manage to make it work it will be really an evolutionary mod :up:

Webster 11-06-09 07:32 PM

heres my crazy idea with no clue if it will work but i think it would need to be based on one single floatation sphere at bow and one at stern with none in the middle so the bow and stern stay attatched to the water as it were to follow the waves.

but this means sinking a ship by flooding is out and ships sink only from damage because the floatation pheres would have to be unfloodable or one being flooded would stand the ship on end

makman94 11-07-09 09:02 AM

Quote:

Originally Posted by WEBSTER (Post 1200193)
heres my crazy idea with no clue if it will work but i think it would need to be based on one single floatation sphere at bow and one at stern with none in the middle so the bow and stern stay attatched to the water as it were to follow the waves.

but this means sinking a ship by flooding is out and ships sink only from damage because the floatation pheres would have to be unfloodable or one being flooded would stand the ship on end

as i don't have any idea at all about floatation spheres i can't say anything on that Webster.BUT someone that is familiar with these moding areas can give it a try !if sh3's engine 'accepts' only two floatation spheres for each ship then your idea doesn't seem so 'crazy' to me at all !!

Philipp_Thomsen 11-07-09 01:33 PM

Quote:

Originally Posted by WEBSTER (Post 1200193)
heres my crazy idea with no clue if it will work but i think it would need to be based on one single floatation sphere at bow and one at stern with none in the middle so the bow and stern stay attatched to the water as it were to follow the waves.

but this means sinking a ship by flooding is out and ships sink only from damage because the floatation pheres would have to be unfloodable or one being flooded would stand the ship on end

Wouldn't work. The uboat would be underwater for most of the waves.

What I was thinking was... what about increasing the mass of the uboat? It should respond faster to gravity, no?

Webster 11-07-09 01:58 PM

Quote:

Originally Posted by Philipp_Thomsen (Post 1200443)
What I was thinking was... what about increasing the mass of the uboat? It should respond faster to gravity, no?

well as we found out in the manuvering tests increasing mass throws off all the other things like speed, stopping, starting, turning, and manuvering so i think you change for the worse much more than anything might get better for true floatation animation

not to mention more mass will make it less likely to react to any external force and act like a rock

THE_MASK 11-07-09 02:51 PM

Lets hope it will be all fixed in SH5 .


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