View Single Post
Old 04-21-13, 05:26 AM   #2
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Bathrone View Post
Hi,

I notice there is numerous wave mod options and I'm missing something I think in understanding what its doing.

1. So Dynamic Environment has three different wave mechanics mods to choose from
2. Sober has wave mechanics mod v12 and some discussion here

http://www.subsim.com/radioroom/showthread.php?t=200310

3. And ofcourse the standard waves in ubisoft 1.2

So whats wrong with the stock waves?

When I tried the Dyn Env hurricane waves on a rough sea the sub looked unrealistic where it floated in mid air unrealistically between the wave crests.

Q I'm not sure if thats a symptom of another game problem or a problem with the mod?

When I tried stock it seemed to be higher waves than the Dyn Env Gale mod waves so that mod seems to artificially restrict the wave height.

Then I tried Sobers v12 waves (latest) and Im not sure what that was changing perhaps I need to spend more time with it.

So if anyone could help me understand whats wrong with the stock waves and what mods actually do what in detail that would be great
DynEnv - wave mechanics - hurricane version is sort of an experiment, and it is probably affected by verious flaws. I left it in ver 2.9 of the mod, because some players like it anyway.

Talking about the boat jumping on waves, it is possible that the above mod was tested in conjuction with Stoianm Pitch and Roll, or with Historical U-boat Specifications, which affect U-boat physics. Unfortunately both of them are now obsolete, as they have become uncompatible with the latest versions of New UI's, IRAI and Fx Update.

I can't tell you more, because wave submods of DynEnv were not my work, and I have never fully tested them all
gap is offline   Reply With Quote