heavy seas always sink enemy ships......
Whenever I come across enemy ships in heavy seas (13+ wind), it never fails, they WILL sink even if they haven't been hit yet. I came across an enemy convoy once of about 12-14 ships in these types of heavy seas and I think about 7 of them sunk by themselves. No hits on those ships at all. Anyone else experiencing this?
Running mods: RFB RSRD Improved ship physics |
Happened to me too last night after I added ISP. Seas were so bad I could almost always never get my boat fully surfaced and it went on for 2 weeks straight. I seriously hope this is not a bug with ISP. ToprX would be the guy to ask.:up:
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Use ISP 2.15
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I consider this to be a feature, not a bug. |
That works for me. :yeah: Thank's for the explanation of how it works too. Was easy for me to understand. I thought it may have been a glitch but it's definitely going back on because it makes total sense. Thanks.:D
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All very valid points torpX. :yeah: I guess I'll just bypass any ships I encounter in 14-15m/s weather. I guess I have also noticed when the wind is that strong is that an enemy plane can fly right over me in clear broad daylight and not see me? At least that is what I have experienced so far.
I guess my gripe is with the weather engine itself. These crazy heavy seas seem a little too common in the game. I thought the South Pacific was supposed to be pretty calm notwithstanding the occasional seasonal tropical storm/typhoon. The game makes it seem more like the North Atlantic. I know the North Pacific can be rougher more frequently than the South Pacific. Am I correct on these observations? :06: Input anyone ? |
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You are probably correct. I consider the weather engine to be one of the major areas where Ubisoft dropped the ball. |
Actually I have had less weather related sinking's since using the newer version of ISP.
How long would it take your boat to go from New York to Dallas, Texas if it was sailing a straight path in water? That is 1,380 miles. http://www.scientificamerican.com/me...orm-ever_3.jpg The largest storm was just that size in the Pacific Ocean. If you had been caught in it the weather would have lasted a good week being that you would be doing about 10 knots until the weather slowed you down to 5. On Oct. 12, 1979, Super Typhoon Tip's central pressure dropped to 870 mb (25.69 inches Hg), the lowest sea-level pressure ever observed on Earth, according to NOAA. Peak wind gusts reached 190 mph (306 kph) while the storm churned over the western Pacific. Besides having unsurpassed intensity, Super Typhoon Tip is also remembered for its massive size. Tip's diameter of circulation spanned approximately 1,380 miles (2,220 km), setting a record for the largest storm on Earth. The storm's huge diameter was exactly the same as the distance from New York City to Dallas |
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I forgot to add that I did tweak the scene.dat file for v2.15 to moderate the waves at lower levels. The stock game defines waves at 0, 5, 10, and 15 m/s points. I tried adding a couple more points, but the game ignored them. I finally changed them to 1, 5, 13, and 15. The idea here is to keep severe waves near 15 m/s, make them a little less so at < 13, and have things pretty calm at < 5 m/s. The bottom line is that most ships can survive waves at 13 m/s, without problems, but they become rapidly more severe above this level. |
Do AI ships turn into the wind during big storms like this? It would make a big difference to survivability IRL, but I haven't seen the AI respond much to weather
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No. The AI is clueless about the weather, and the waves orientation doesn't follow the direction of the wind. There are a lot of limitations in the game, in this regard. |
In 25 years there will be a game that accurately depicts the historical weather & tides, with a dynamic campaign and near-human AI (they'll have to dumb it down). But everyone will be too busy playing Dopaminecraft to notice
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I'd bet it will be for U-boats. |
3 Attachment(s)
Are the seas supposed to be this crazy?
Attachment 1306 Attachment 1307 Attachment 1308 (Click on thumb.) |
I had this problem and maybe we discussed it before. When I made my env. for myself and a few others, I played with waves and obvious had the problem that bigger waves sank ships. I don't mind this effect, but I only wanted to see heavy seas during storms, not clear skies. IMO, waves that sink ships should happen during storms only. I also didn't like the heavy fog in every storm, but that can be somewhat adjusted. I think I finally adjusted my waves to more rolling swells, the ships seemed to rollover them better and all but the smallest ships stayed afloat....Course the goal to get natural as possible looking waves and movement in a old game...I found swells to look more realistic to choppiness due to no wind direction connected, choppy waves in high wind , I couldn't get realistic looking enuf....
Sadly, we don't have switches we can put our hands on that that limit winds in weather types... One thing I was gonna try was to see if I could add more weather types. I deplore the same 3 basic looks.... These two were what I was using. Think the first one was wave look 10ms, the second 15ms http://i651.photobucket.com/albums/u...230158_218.jpg http://i651.photobucket.com/albums/u...231306_390.jpg After almost a year with no SH4, due to my PC getting fried and gave up gaming and just used my laptop to surf the net, just got a new PC, so will be loading the game back up soon... |
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The short answer is yes. |
I think adding more weather types may be possible, but still no way to connect it to weather. I loved my waves in storms, even redid the storm sounds to be more intense...just hated massive ways when the skies are perfectly clear for days.... Just a simply switch we could access would've been an env game saver.
Same with fog, why not no fog in heavy rain or just light rain...they put it in the game, but never connected the pieces in code... In the end, as Duci told me once, big can of worms to open with the waves and ship connections and can't please everyone...I actually had run creating different wave patterns, heck, even got it to where I was getting rogue waves, but they hit about every 1000 yards, so not so rogue...Just not enough in this game to get everything right..... Get the game loaded torp, since lurker said he didn't care about using rsrd, we should do a improved version of it...I've about got 80% done when my PC fried...bubble had some parts he was working on and heard from him the other day... |
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Yes, it is frustrating that the code could handle a lot more than it does, if only they had finished things better. Quote:
That's for sure. Quote:
I've never looked inside RSRDC; I like being surprised, and have yet to finish the war. Do you mean adding to RSRD or doing an extensive rework? |
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Main thing I did was add more ships and used them historically in the game, like the Nagato. Added a lot more traffic that was random to help screw up the always perfect scripted groups...Added more convoys... Put a lot of killer sub groups in the traffic lands with long contact times, so if you got spotted, they may show up a day later looking for you....and these groups are the bad boys with elite ratings... Made most the ports very hard to get into, more patrols, lots of fishing boats that will report you, shore guns everywhere, etc. Main thing I was finishing up was the special missions. Trav help me figure how to do rescues, where you actually save people on rafts fleeing the enemy. The special missions really add to it as many in RSRD don't work and you hardly get any. I made one to photo recon Truk...even knowing it, it took me a dozen tries to complete it and I barely got out alive... I also raped all the parts of Travs mod I liked and used my envs. I was gonna play with scripting weather from the ME instead of scene.dat. Gives you the option and I think I finally figured how it works...but didn't get to test it enuf,... Same old story been talked about a lot...taking all the parts of good mods people like and trying to get them in one mod.... |
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