Quote:
Originally Posted by Nufsed
In my humble opinion one of the best representations of wave action is in Silent Hunter Online. Those long steep swells are very close to the real thing ( I know this from first hand experience i.e. On a barge crossing the North sea in a force 8 gale) It's so real in fact, that on a big screen I actually start to feel queasy (Sick). 
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You cannot compare SHO with any of the previous versions of the SH franchise, but if someone points me to a good SHIII/IV wave mod, I will be glad to look into it
Quote:
Originally Posted by Katze
I use DynEnv v2.9 - 08.b Wave Mechanics - Gale tweaked with DynEnv Gale wave mechanics by Fifi.
I definitely look forward to seeing the higher wind speeds and longer rolling waves.
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DynEnv Gale Improved (tweked by Fifi) replaces the previous version of the same mod. You don't need to enable them both.
Quote:
Originally Posted by sober
latest version sobers waves mod V30 SH5
The sub doesn't all of a sudden jump up and down or rock from side to side occasionally .
It is the only wave mod that makes the game harder while submerged by hiding ships from view with the waves rolling in . Not just choppy waves but rolling waves .
Anyway I am not going to do another waves mod . Someone else can do one (apart from gap , too many other important mods to work on ) .
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Quote:
Originally Posted by Nufsed
EDIT!! Just installed sobers waves mod V30 SH5....Wow, this is definitely the one to work from, simply amazing!! Fantastic work Sober, thank you.
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Personally I also like DynEnv's Gale Improved wave settings by Fifi. I love especially its
low wind waves: the ripples on the water surface look so real that you feel you can almost touch them. Other than that, I must agree that sober's waves are also very well done. His long, rolling waves have no rivals, as far as SH5 is concerned. Yet, imo there is still a couple of shortcomings that must be addressed:
- wave lenght, width and speed of most wave mods are based on the liking of their authors, rather than on real data. This is partly due to the fact that, given the 15 m/s limit, real waves would have looked too tiny to simulate Atlantic stormy waters, and wave heights had to be exaggerrated correspondingly. Thanks to TDW we can now simulate a wider range of wind speeds, and make wave properties in game proportional to the ones of real waves at various wind speeds. Real data collection is not a problem. There are a lot of wave charts and formulas on the web, and I have created a spreadsheet for calculating the most relevant wave properties based on wind speed.
- in my opinion, sober's waves look a bit too glossy (as if the water surface was plastic wrapped) at low wind speeds.