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SUBMARINE
Adds a nice addition - heavy weather deck spray over the conning tower - sober No FPS killer - the FPS are the same Added an immersive pitch&roll - thanks to ddrgn for his support Reworked and increased the left - right balance for the uboats This mod includes Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith Immersive-Roll&Pitch-part1 Immersive-Roll&Pitch-part2 |
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This mod "includes" Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith would be more accurate It is not compatible as it would overwrite the .sim files... |
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Er, is this released yet?
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Thanks
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Ok... here is my plan.... i am working at 2 diferents mods... i will release a mod asap where i will use 6 climate zones
My friend Gap has an briliant ideea... he broked the climatzones.tga in manny parts... i must to create now another 3 or 6 cfg files for this new tga file... what we want to do: 1) we want to be as close as posible to the real earth zones - especial with the weather condition 2) we want to make the game more unstatic and more immersive.... like this the wheater, sun, clouds, water, underwater ... will change more often related where you travel with your uboat 3) we try to eliminate the game bug with the to manny fog... we will broke the temperate for example in 3... and the temperate zone near the tropical we will pretend that is like tropical... so the game will give a random weather like in summer days... and in summer are not to manny fog days:D This beta version we will release for test ... we do not know exactly how the game will react... if the game can work with so manny cfg files... if the divided tga file will be ok and no ctds... because of that we will release as beta version The simple version is stable.... i try to create an optional mod to have sleet in the winter campaigns ionstead of rain... adn also maybe i will succed to make a more eye candy seabeds So i have a lot work to do... maybe the mod will be ready next week |
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Hope you can get it to work as you intend. Sounds Awesome. Good luck. :salute: |
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Not sure why you put [REL] on this. A good mod will need [WIP] and a lot of testing before REL and I advice to take your time and go for "its done when its done" (© Blizzard) philosophy. Never follow the UBI & EA fail path.. "release now, patch it later".
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Reworked again the water and underwater color... now is change often and realistic (i hope) by overcast:
OVERCAST and by night and day time: NIGHT-AND-DAY-TIME |
This mod looks like it is shaping up to be fantastic!
This is good timing as I am trying to find a non megamod mix of mods that will offer the functionality I want but without the instability. You are one of the major players in the Sh5 Mod community and this mod proves it in spades! Keep up your amazing work! Mike |
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The Different tests have gone very well :yep: Never CTD... The effects are really realistic...The movements of the waves and the submarine are extraordinary, additional sounds are also realistic and the colors are changing in real time :up: I am sure everyone will fall in love with this mod It is a great honor and pleasure for me to test...Thank you stoianm ;) |
I rework now the underwater plants .... until now sober did a nice dds for sea plants but we still rework this again... ddrgn helped me to import some nice effects from undersea roks to undersea plants via gr2... now i have a nice and better view of the underwater... what i will need ... some extra help form somebody that can understand waypoints... i am suposing that paris_england in his movie added some waypoints for underwater plants like he did for crew - not know for sure... it is just a gues... i will realy apreciate if someone can help me with this ... will be a nice addition to the game
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Hey Stoianm,
Do we need to have Real Environments loaded for your mod to work? Also, does this change visual ranges in fog? I found sometimes that environment mods that change fog distances mess up the visual ranges. For example, an AI escort might be able to see you long before you see it because the fog graphics were changed but the sensor files were not changed to correspond with it. |
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About the fog range you have right... the problem is that i have like 8 diferents versions of the mod... and i use like 4 diferent versions for the fog distances... so will be a nice ideea to keep a good balance with the AI:up:... in all versions i used as base the sober&stoianm fog mod v16 and i reworked a bit... as i know so far in that version is a good balance between AI and visual fog distance... but i will consult sober in this problem and i will make new adjustments if is necesary... sober is better than me in this things between fog and AI:03: |
This mod changed from [REL] to [WIP]... we want to create a ENV mod for sh5 not for eye candy only but also to be as close as posible to the weather and oceanic conditions all around the EARTH...so it is a huge amount of work to do... we will release the mod after we will make long tests to be sure is stable... untill then i will inform you about the things that we done and the things that we work on it
WATER, UNDERWATER COLORS AND VISIBILITY We work to add the Upwelling phenomenon: Upwelling is an oceanographic phenomenon that involves wind-driven motion of dense, cooler, and usually nutrient-rich water towards the ocean surface, replacing the warmer, usually nutrient-depleted surface water. The increased availability in upwelling regions results in high levels of primary productivity and thus fishery production. Approximately 25% of the total global marine fish catches come from five upwellings that occupy only 5% of the total ocean area. Upwellings that are driven by coastal currents or diverging open ocean have the greatest impact on nutrient-enriched waters and global fishery yields. See this map the we working on it: http://i1124.photobucket.com/albums/...m/upelling.jpg If you are looking for example at the red zones near UK... this is one of the areas where we will add the Upwelling phenomenon - i create a new envcolors.cfg for those zones where the water will be murky green and the underwater less visibility We splited for r example the Temperate area in 3 zones.... to have a more dinamic weather and also a more dinamic water, underwater, sun etc color changes like in reality... look at this map on the Temperate zone for example: http://i1124.photobucket.com/albums/...toianm/mix.jpg As you can see there is a red color zone, a yellow color zone and a zone where the red alternate with yellow at each pixel: When you will be with your Uboat in red zone you will have in game the Temperate cfg ... in the yellow zone you will have the Temperate_A cfg... and when you will be in the color where yelllow is mihed with read at each diferent pixel ... the water, underwater etc... will change related to where you move in that zone.. so will be very unstatic... and you will experience nice changing colors that are close to reality The same thing we want to do for Polar and Tropical WEATHER We try to make the weather colse that how the weather is on the earth... for example take a look here: http://i1124.photobucket.com/albums/...nm/weather.jpg In the picture you can observe in the Tropical zone that are 2 horizontal lines: one is gray and one is white. In the gray zone we will put only the summer time... is very hot and is not much rain... so there we will use a weather tropical.cfg with only the summer season on it In the white zone we will put only tropical winter time... is almost raining all the time... like this we will use for that an weather tropical _A.cfg with only the winter time on it... so you will travel on a zone where you will not have rain... and to a zone where is rain all the time almoust:) - like in reality WIND We try also to control the wind strenght to be as close as posible to the reality... for this we use thd wind scale from here: http://i1124.photobucket.com/albums/.../WINDSCALE.jpg And from here we inspire about wind strenght distribution on the climat zones: http://i1124.photobucket.com/albums/...oianm/wind.jpg How we do that... very simple... so lets pic up a zone... lets say a zone colored in yellow... in that zone we will use an weather temperate.cfg and inside this one on the summer season we will have an min and max for wind strenght... and if we look at wind scale the wind in summer must be aroun 6-7 m/s ... tha we will put in that cfg min limit 1 and max limit 7 ... when you will be in that area in summer time you will not have wind more than 7 m/s ... and so one for each zone... for example in polar in winter time we will put the wind at min 10 max 15 TEMPERATURE Also we try to follow the water temperature... but here we did not choosed yet how we can mix this with the other parameters:hmmm: http://i1124.photobucket.com/albums/...emperature.jpg I dunno for sure if we will use this one:hmmm: So, as you can see there is a huge amount of work.. i think that maybe we will have like 200 colors combinations and we must to pay attention because from these files we can have CTDs in game if an area is not well matched in cfg files from tga file... I am not 100% sure that we can make the mod so realistic and so complex... but i already almoust finished a mod that is nice and stable but not so complex... is this one after we will test is not stable than i will release the one wich is a little bit mor simple. UNDERWATER I spoked with Vanilla and he promised me that maybe he will add layers to undersea plants like he try to do for crew... like this we will have also a very nice underwater sea:DL |
Wow! That's a lot of information. This all sounds very interesting, thank you for your efforts already and take your time finishing the mod :yeah:
What about the compatibility with W_Clear's Enviroment mod? I really like the most recent version of W_Clears's work, especially the new "transparent" clouds, sometimes the view is almost breathtaking. So can we have both mods working together? I would really like to have the enviroment graphics from W_Clear and enviromental functionality from your mod, is it possible? Of course somethings will be overwritten, but "best of both worlds" situation would be great. |
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