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Realism Aspects
Hi
Im currently playing around with settings and different mods :arrgh!: For realism Im running some big wave mechanics. I was interested, in large wave conditions surely the waves would go over the conning tower and the deck crew would have to hold their breath? What happened historically in this situation? What if tactically at night they really need the diesels to be on to recharge depleted batteries but the wave height is so bad its drowning the watch crew and the engines are in danger of ingesting water? Also, I see there is some mods like sobers underwater realism fx mod that basically makes seeing underwater impossible. Is this what the open ocean is like at say periscope depth underwater? I realise that light fades rapidly but at shallow depths cant a diver see underwater? Thanks for the insights |
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The larger the ship the more difficult time it has with heavy seas. Corvette sailors used to joke about how easily one would roll, but in heavy seas the corvette would ride the waves where a larger destroyer had a bigger tendence to "go green", or plow under each wave as it passed. The u-boat was somewhere in between. If the waves were far apart the boat would just ride over them. If they were very close there might be problems, but mostly the bow might dip under and spray the crew. Having the conning tower go under like it does in the game was rare. When it was that bad they would have to dive and hope by the time the batteries had drained the sea would have subsided somewhat. It almost always did. The three-week-long storm portrayed in Das Boot happened, but they were very rare. Quote:
I keep my underwater visibility set so from the bow I can see the conning tower, about half the length of the boat. |
1.)Windforce 8 or more produces wave heights of 6 m or above. The average expected days of windforce 8 or above in the atlantic is 500, 50 or 5 days a year. Guess what?
2.) Weather messages were an important element of the u-boat radio messages. And a u-boat crew was not retarded unable to"read" the actual weather. There was no "wow, we have here a unforeseeable heavy storm and we have to dive immediately" situation. |
Thanks guys
In particular Sailor Steve You know Steve as I get older I wonder if my youth was wasted chasing a professional career and not something exciting like yours?! Mid life crisis maybe, but dam, all those experiences you had, and being on a destroyer how exciting. I made good money in IT but its mostly flourscent lights and cubicles for the "eye candy" and the action amounts to conflict in meetings.... I'd love to hear more about your first hand experiences at sea and whatever you want to share its really fascinating to me. :up: |
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:agree:
And would be nice if waves could interact with wind! (meaning coming from wind direction - don't think it's already the case?) |
SeaParameters.cfg
Hi guys, have a look into the following settings please:
Code:
[SeaType 0] Code:
[SeaFoamParameters] |
Is this a trick question to stump us idiots who don't read code? :cool:
The only thing I see is farwavescale......whatever that means. |
Waves spacing couldn't it be related to both fresnel stuff?
I tweeked lately a scene dat in SH4, and fresnel value seemed to space waves animation :yep: |
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...and, by the way, they can be edited in notepad :03: Quote:
Anyone wants to try? :) Quote:
I don't think so. According to their name, those parameters should affect light reflection: http://en.wikipedia.org/wiki/Fresnel_equations |
perhaps a PM to Pintea:hmmm: - he would know
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So it was a visual effect of reflection wich made me thought waves were more spaced! |
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