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-   -   [REL] Depth Charge Shake (https://www.subsim.com/radioroom/showthread.php?t=108074)

ReallyDedPoet 11-15-07 09:56 AM

You should check out skwasjer's app. nv, it may prove to make your life a
little easier ;)


RDP

11-15-07 09:59 AM

Quote:

Originally Posted by reallydedpoet
You should check out skwasjer's app. nv, it may prove to make your life a
little easier ;)


RDP

Sounds good. I'll check it out. I hate those damn tweak files. :lol:

leovampire 11-15-07 04:07 PM

thanks for the answer NVDrifter
 
Quote:

Originally Posted by nvdrifter
Quote:

Originally Posted by leovampire
Question seeing your main work is for the underwater effect the only thing you really need is the Bomb and Depth Charge sim file's in the Library folder is this correct? I am asking due to some compatability issues with some of the ROW work so people will know how to get one good effect without losing something else they would like to have.

Yeah, the only 3 library files that are changed are the Bomb/Depth Charge sim files and the cameras.dat file. The sub.sim files can be left out, but I changed the center of gravity to make the shaking effect better. So the lower center of gravity is highly recommended to get the right effect. Looks strange without it. If people are using different mods besides Trigger Maru, they can use Mini Tweaker and change the CG in the sub.sim files themselves. The line I changed in each sub file was the gc_height= 0.58

The original sub CG's were way too high with too much roll to get the right shaking effect for my mod.

I knew the compatability questions would pop up and I wanted them to be answered before I got swamped with them myself. I added just the Bomb and Depthcharge file's you made to my game and got good result's without losing the effects we did for ROW so I am happy with that situation.

I will see what you did to the camera file and see if we have the same thing already going or if we need to add something to our destabilized camera for the interior's of the sub's.

But even with the high center of gravity I did to the sub's for the ROW mod I got some serious shaking from the Bomb's and depth charges both.

11-15-07 07:53 PM

Quote:

Originally Posted by leovampire
Quote:

Originally Posted by nvdrifter
Quote:

Originally Posted by leovampire
Question seeing your main work is for the underwater effect the only thing you really need is the Bomb and Depth Charge sim file's in the Library folder is this correct? I am asking due to some compatability issues with some of the ROW work so people will know how to get one good effect without losing something else they would like to have.

Yeah, the only 3 library files that are changed are the Bomb/Depth Charge sim files and the cameras.dat file. The sub.sim files can be left out, but I changed the center of gravity to make the shaking effect better. So the lower center of gravity is highly recommended to get the right effect. Looks strange without it. If people are using different mods besides Trigger Maru, they can use Mini Tweaker and change the CG in the sub.sim files themselves. The line I changed in each sub file was the gc_height= 0.58

The original sub CG's were way too high with too much roll to get the right shaking effect for my mod.

I knew the compatability questions would pop up and I wanted them to be answered before I got swamped with them myself. I added just the Bomb and Depthcharge file's you made to my game and got good result's without losing the effects we did for ROW so I am happy with that situation.

I will see what you did to the camera file and see if we have the same thing already going or if we need to add something to our destabilized camera for the interior's of the sub's.

But even with the high center of gravity I did to the sub's for the ROW mod I got some serious shaking from the Bomb's and depth charges both.

Hi Leo. I can explain really quick why I lowered the cg's. In the first few versions of Depth Charge Shake, a lot of users said that the shaking was too much and that they wanted less, more realistic shaking. The only way I could do this was to lower the angle of the camera shake (degrees of shake rotation), but in doing so, I had to also lower the subs' cg's. If I didn't also lower the subs' cg's, when the boat starting rolling side to side for whatever reason, the camera would lock at about 15 degrees (my camera angle setting) with each rolling motion. And it looked weird.

DrBeast 11-16-07 04:22 AM

I took a look at your changes, nvdrifter, and I played around with the settings a bit, using my full ROW installation (camera included). I think I've come up with a cameras.dat file that "plays well" with both mods installed. However, I'd be grateful if you could explain what the other parameters you've changed mean. My interpretation of the parameters was purely guess-work. Here's what I think they mean. Mind you, the parameters I'm reporting are as they show up in S3D editor, I'm not a big fan of tweaker files.

Elasticity = The "intensity" of the shake?
Dumper = Damper, maybe? How fast the shaking will stop.
MaxAngle = Self-explanatory, really.
Coef = Really clueless here.

I also added some shake, rattle and roll in compartments you had left out (sonar, conning tower and radar view).

I tested in both depth-charged and bombed on conditions in calm seas, I'll run a test in rough weather too (I had to crash at 02:30...a curse and plague on having to get up in the morning to go to work!). During testing, however, I discovered that your mod is incompatible with Run Silent Run Deep Campaign Mod, because that mod has added new bombs in bombs.sim. I got a CTD just as a plane with the new bomb loadout was about to appear. I've modified all the RSRD .sim files accordingly, and I'll notify lurker of this in case he wants to add them as an alternative download, if you're ok with it, too.

Of course, I wouldn't have done any of this if I hadn't decided that this mod is a keeper! :up:

11-16-07 08:20 AM

Quote:

Originally Posted by DrBeast
I took a look at your changes, nvdrifter, and I played around with the settings a bit, using my full ROW installation (camera included). I think I've come up with a cameras.dat file that "plays well" with both mods installed. However, I'd be grateful if you could explain what the other parameters you've changed mean. My interpretation of the parameters was purely guess-work. Here's what I think they mean. Mind you, the parameters I'm reporting are as they show up in S3D editor, I'm not a big fan of tweaker files.

Elasticity = The "intensity" of the shake?
Dumper = Damper, maybe? How fast the shaking will stop.
MaxAngle = Self-explanatory, really.
Coef = Really clueless here.

I also added some shake, rattle and roll in compartments you had left out (sonar, conning tower and radar view).

I tested in both depth-charged and bombed on conditions in calm seas, I'll run a test in rough weather too (I had to crash at 02:30...a curse and plague on having to get up in the morning to go to work!). During testing, however, I discovered that your mod is incompatible with Run Silent Run Deep Campaign Mod, because that mod has added new bombs in bombs.sim. I got a CTD just as a plane with the new bomb loadout was about to appear. I've modified all the RSRD .sim files accordingly, and I'll notify lurker of this in case he wants to add them as an alternative download, if you're ok with it, too.

Of course, I wouldn't have done any of this if I hadn't decided that this mod is a keeper! :up:

Hi Dr Beast. Here is what I have learned from my experimentations:

Elasticity = Speed of shake (maybe that's what you meant by 'intensity')
Dumper = How fast the shaking will stop. (your guess was right)
MaxAngle = Self-explanatory, really. (again, your guess was right)
Coef = Unknown effect. I never could see any effect when changing this number.

Just a note. If you set the dumper too low, the camera will shake slightly at any small movement, such as waves or whatever. The lowest setting I could ever get for this number was .3 which is still playable.

As far as this mod not being compatible with Run Silent Run Deep Campaign Mod,I didn't know that. Thanks for the info. And of course Lurker has my permission to repost a modded version of this mod.

Oh yeah... and I'm happy you like the mod. :yep:

11-16-07 08:49 AM

Quote:

Originally Posted by skwasjer
Quote:

Originally Posted by nvdrifter
You are right. Whenever they release a new patch, it is hell for the modders because a lot of times mods have to be re-done again. And tweak files sometimes become unusable. I think that is the main reason I got burned out- making all those tweak files. Boring as hell. :doh: But hopefully the Depth Charge Shake mod probably won't be affected by patch 1.4 :D

And if it does, and tweakfiles become useless (even if they don't), you can always try my tool (see sig) ;)

Hi Skwasjer. Thanks for releasing your great mod program. What I am really waiting for is the Import/export of 3D models feature. I have some big ideas I want to try once you implement that feature. :up:

11-16-07 09:15 AM

Quote:

Originally Posted by DrBeast
I also added some shake, rattle and roll in compartments you had left out (sonar, conning tower and radar view).

Also, as far as these extra settings you changed in the camera file (sonar and radar rooms), they won't influence SH4 because those settings are left over from SH3. And unfortunately SH4 left out these extra rooms, so it will have no effect on SH4. Also, inside conning tower shake was included in this release. ;)

Laffertytig 11-16-07 10:18 AM

SH4 sure is a pain with all these mods not bein compatible. im runnin RFB, RSRD campaign and ROW mods. so am i right in sayin i cant just add this mod to the bunch?

Laffertytig 11-16-07 10:18 AM

SH4 sure is a pain with all these mods not bein compatible. im runnin RFB, RSRD campaign and ROW mods. so am i right in sayin i cant just add this mod to the bunch?

skwasjer 11-16-07 10:26 AM

Quote:

Originally Posted by nvdrifter
Hi Skwasjer. Thanks for releasing your great mod program. What I am really waiting for is the Import/export of 3D models feature. I have some big ideas I want to try once you implement that feature. :up:

I hope I'll get to it soon :smug:

As far as the coef it seems to be some modifier to strengthen or weaken another value/result, in this case the overal shock intensity. (Description taken from .act file: The coefficient to apply on the shocks) A way to control the 'amplitude' or 'shock violence' so to speak. I could picture it so, that this value controls whether or not you get knocked of your socks by a shock. I'm only theorizing here, I don't test or have experience with these values because I don't mod myself, just thinking out loud. Maybe the SH4-engine doesn't even use this value anymore?

lurker_hlb3 11-16-07 03:23 PM

Quote:

As far as this mod not being compatible with Run Silent Run Deep Campaign Mod

I fix it on my end ( post 1.4 ). I'll just create a seperate set of bomb files that will allow this mod to work with have to worry about compatibility with other modes

leovampire 11-16-07 03:58 PM

usualy in SHIV the coef setting refers to something specific
 
Like wind coef how much effect the wind has over smoke in the game or over the oceans surface.

If you have a wind speed at 15mps and you set the coef at let's say 15 when stock may have been 1 as most were set for originaly.

Then at 15 mps wind's smoke will be blown accross and or very close to the ocean's surface and not allowed to get high in the sky.

Or on the actual ocean surface it will cause high wave's to curl over more when the wind hit's them.

But without actual knowledge on what that coef is tied to in game it is hard to figure out what your effecting.

It's basicly the ammount of influance something has in the game.

Another example the gun's muzzle flash on all the in game gun's orginaly the wind coef was set to 1 on all of them I changed this to 2.5 so that as the wind get's higher in speeds it tend's to blow the muzzle flash and smoke from the gun's slightly off center from the front of the muzzle to create a more realistic effect in higher wind state's.

So under mechshockspendulum in the camera file if you raise the coef value in there from 0.5 to let's say 0.9 then the amount of movement will increase because it has more of an influance over the camera view.

DrBeast 11-17-07 12:31 PM

Cheers for the info, nvdrifter, skwasjer and Leo :up:. Well, I have managed to get shakes in hydrophone and/or radar view, so I guess you're referring to other compartments (I'm not good with how the game (or S3D editor?) names the various parameters in Cameras.dat. Inside conning tower I also altered to make ROW compatible. And yes, I noticed that I get small bounces when it's wavy enough...I liked it, actually, better than a simple swaying back and forth. Never been in a sub before, but in smallish boats you get to feel these small bumps, so I'm happy with it. Leo, want another Camera file for ROW? :D

Laffertytig 11-19-07 06:49 AM

so is it ok to install this over ROW without altering any files or will bad stuff happen?


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