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Sorry to say, but since I play with no-fatigue, this problem will be low-priority for me.
but I added it to the loooooong to-do-list. weather changing intervals can be adjusted in scene.dat |
I check scene.dat but can't find the place where to change weather intervals. Can you point me this section?
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RealWeatherFix2 from Stiebler and <????> does the following changes based upon intensive research (I recommend not to change them).
scene.dat: ---------- EnvSim / Wind / WindHeadingChangeSpeed = 0.01 EnvSim / Wind / WindSpeedChangeSpeed = 0,0015 Rain / Random Wind / ChangeTimeMin = 2.0 Rain / Random Wind / ChangeTimeMax = 5.0 Rain / Random Wind / RandomWindSpeedMax = 0,005 Rain / Random Wind / RandomWindSpeedVariationSpeed = 0,007 Rain / Random Wind / RandomWindHeadingVariationSpeed = 0,007 Rain / RainIntensityChangeSpeed = 0,017 campaign_LND.mis / campaign_RND.mis / campaign_SCR.mis ------------------------------------------------------ Fog=0 FogRand=0 Clouds=0 CloudsRand=0 Precip=0 PrecipRand=0 WindRand=0 WeatherRndInterval=5 |
The constant stormy weather is one of SH3 biggest issues, so I guess this is a much needed fix and someting you could well dedicate some time to. This project started as a fix for bugs, after all :DL
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Aye sir, constant stormy weather added to the todo list.
but weather is hard. currently just want to read out wind speed for wind dependent snorkel speed restriction, but this internal variable is very hard to address via a pointer.....I'll see what I can do. by the way Hitman: I'm not able to equip an IIA and IID with a snorkel. Is that okay? |
Ok i made some resarch in game. Whatever I change in pointed files, weather interval in campaign stays the same., about 33-34h, then weather change. I think this interval (bug) must be hardcoded. Changing interval can speed-up a change weather process and stormy weather will be much shorter.
This means if the stormy weather just start, you need to wait 34h and be full of hope to wind slow-down, if not another 34h of storm is coming, and again, again... |
@Yoriyn: I added constant stormy weather on the todo list.
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You great h.sie !!! Thank you. Let me know if you find where to change this.
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According to an idea of LGN1 I now try to disable hydrophones when diesels are running (surfaced & snorkelling). Is there something I should consider by doing this?
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I have another brilliant idea that you can perfectly ignore :O:
When depth charged really close, a submarine could be pushed down (if the DC exploded above the sub), or pushed up (if the DC exploded just below), resurfacing on ocasions if he was close to the surface. Could that be adressed? |
Hi Tolcemec,
I didn't ignore you. I added your first idea to my (very long) todo list, but since my personal interest in modding this special issue is not so large, there will be tons of things that have to be done first. But thank you for your kind words. Regarding your new idea: The problem is that I even do not know where to start modding this. It's a complex situation and interaction between events. I am pessimic. Another problem is, that waterbomb explosions are very short events, too short to be found / catched with the debugger. I can only fix continuously present processes like repairs, snorkel speed, CO2 production and so on. They are always present, so I have a chance to find/locate then with the debugger. Without SDK and equipped only with a debugger, I can only do small fixes. Sorry, sorry. Maybe later with more experiance. h.sie |
Noooo! I just ment you could ignore this second idea, not that you ignored my first one! I think you are doing a brilliant work, so I just keep sending ideas that can be put aside np! :)
Thx! |
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I doubt much that such a small sub could be retrofitted with a snorkel, but you never know.... |
And the idea of the possibility that the crew leave the submarine submerged in territorial shallow waters using Momsen lung and the continuation of the campaign with a new crew whose core consisted of survivors from the sunken submarine.
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