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I get a readme file in a Doc folder, which is what is written in post 112, and a file named EnvSim.act.
What do I do with this file ? (sorry if question looks stupid to you who are familiar with SH3 coding, but it's late here...:cry:) |
it's a JSGME ready mod.
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Hello h.sie,
I have been searching the right value to shorten weather intervalls for many hours now, without any success. As I am playing much of the game in real time, 4 days are a very long time to wait for a weather change. Your mod does partly solve this problems as it prevents the counter to be set to zero when the game is loaded. Nevertheless is want to shorten weather intervalls even more. I first thought it could be the values in the three campaign.mis - files, but they do not seem to have any effect. Could you please please tell me which value I have to change in order to shorten weather intervalls?! Best regards, MCHALO12. |
Hi MCHALO,
I don't know if there is a way to shorten weather intervals by changing some parameters in .mis or .cfg files. I made a weather fix that does nothing more than shortening the weather intervals by a factor of 3 by changing the weather code. Look at my mediafire page, folder "Bad weather fix" and try "Yoriyn Edition". Maybe that's the right one for you. h.sie |
Thank you h.sie, I will try this fix. Can you tell me if it is compatible with the Beta of your "bad weather fix for SH3", will especially the problem with the counter still be fixed?
Thanks for your help! Best regards, MCHALO12. |
@MCHALO: No these 2 mods are not compatible. Either use one or the other.
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Release: Weather Transitions Test Fix
This is a EnvSim.act weather fix ONLY for watching the weather transitions in order to eventually adjust some parameters in scene.dat like e.g. FogChangeSpeed. What does this mod do? ---------------------- It triggers a weather change from "good weather" to "bad weather" and back to "good weather" and so on exact EVERY 30 minutes. Compatibility ------------- - Should work with every sh3.exe. - Tested with WinXP/32Bit + Win7/64Bit. h.sie |
Hi h.sie,
could you describe how you generate these fixes? I thought me to have a rough idea of modding Silent Hunter, but I simply have no clue how your work is done... Best regards, MCHALO12. |
@MACHALO: I directly change the Hex code. That's a little bit more flexible than just changing .cfg files or similar, but also a little bit more complex.
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Edit : I'm really stupid, just found the file was in the root files of SH3. I should go to sleep earlier... |
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@Corsair: Nono. No data folder. Put Mod into MODS folder and activate it. Done. EnvSim.act is not located in the data folder!
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H.sie's clouds weather fix
I have now completed three full patrols with this, two to the Freetown area, one to the east coast of the USA, all in 1943-44. These were proper patrols to continue a complete campaign (see below).
This fix appears to work perfectly with NYGM. It functions by controlling the clouds and fog parameters with counters. It has been interesting to compare this fix with the weather fix that I made which controls the windspeed, and which I have been using for a long campaign with NYGM (1939-1943). The windspeed fix controls the buggy wind force with subtraction of 15 m/s when the wind is too high, and with a counter if winds of 15 m/s or more are encountered too often. H.sie's cloud/fog fix is very effective at controlling these parameters, but not the wind, except indirectly. The windspeed fix controls the wind, but not the clouds and fog (except indirectly). The result is that the weather is more varied with the windspeed fix, but there are fewer 'foggy-storms' with the clouds fix. There was just one continuous period of eight days of 'foggy-storm' off the USA in my patrols with the H.sie fix (two days with 15 m/s winds, medium visibility; six days with 15 m/s winds, heavy rain, heavy fog). However, this added useful variety, and it never recurred during my three long test patrols. In case anyone wants to compare the windspeed fix with H.sie's clouds fix, I have updated the link for the winds fix here: http://www.subsim.com/mods1/nygm/Stiebler_EnvSim.7z However, my own preference is for H.sie's mod! [To anticipate the obvious suggestion: H.sie and I both agreed that the combination of a windspeed and clouds fix created far too much good weather.] Stiebler. |
@Stiebler: Glad to read that it seems to work for you. But: There IS also a controlling mechanism for windspeed. but since the main problem is fog/visibility, and since fog is controlled by its own, rigorous controlling mechanism, I decided to program the controlling mechanism for windspeed to be soft. this could lead to longer periods with storm (1-6 periods). But fog is controlled, as I said, rigorously, so that the probability of fog to last longer than 3 periods is very small. I could eliminate the little chance for longer fog periods, but then weather will be very predictable: Then, after 2 or 3 fog periods you would definitely know that fog will disappear in the next period. I don't like this, so I left the little chance for longer bad weather, but the chance is much smaller now compared to sh3 without this fix.
By the way: I must disappoint those (e.g. Hitman) who wanted me to program an enhanced weather modelling. Even this "simple" fix consists of about 70 lines of assembler and I fear to lose overview when I make deeper changes. |
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