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Old 03-19-15, 05:31 AM   #18
HertogJan
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Join Date: Dec 2012
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Quote:
Originally Posted by TorpX View Post
I used a slower sea speed, because the original (RFB?) seemed too fast. I looked like I was watching a toy boat in a bathtub to me. Keep in mind, the waves and ships are supposed to be of large dimensions.
I never played RFB so I can't comment on that, TMO's sea speed was 1.0 in the Nodes and looked to be fine but I have to agree with you in that, because you changed the waves, (wave tops are different) setting them back to 1.0, altho looking good at standstill, is to fast for standard cruising speed.
I played one patrol with 0.08 settings and it's slightly to fast when sailing, so I'll get back to that when I'm back in port.
Your setting however gave a slight 'glitch' on my screen (horizontal stripes every 3cm) when moving the mouse looking left and right. (like one thing was moving in slowmotion and the rest was at normal time. (its hard to explain otherwise).
(I didn't have this playing without your Mod so therefor noticing the 'sea decreased speed' made me think and went digging in the settings.
(Side note: I'm playing this game behind a laptop and it may be rendering the those waves is over stretching my graphics card a tad).

Quote:
Originally Posted by TorpX View Post
Of course, you can experiment as much as you want, but I don't really recommend it; I have no idea what effect it will have on the sea-keeping aspects.
Nothing much except maybe this, winds were 15kph this was the convoy I attacked, troupe transport was doing its best to stay afloat doing 2knts while the escorts were bobbing around like this. They never sank by themselves either, put one to the bottom with a fish but couldn't sink the second (torp's kept running through it like it was a ghost... aimed just right of second funnel on both occasions).




Quote:
Originally Posted by TorpX View Post
I put in a lot of time fiddling with the waves to get them so they exercise a realistic influence over the boats; meaning they will slow you down when they get rough. Eye-candy considerations were secondary. There are a number of subtle aspects to all that. Suffice it to say here, that there are limits as to what I could accomplish. If the waves are too big, fast or whatever, you can end up with a S-class boat being unable to move in 15 m/s winds - not a desirable situation.
I notice that indeed... could not make more then 10knts on average at standard speed in the storm, also after plotting a course, at least it seems that way, the sub would drift away from it (liked that part very much).

Quote:
Originally Posted by TorpX View Post
Every time I've tried the 'Ctrl-N' thing, all that happens is the clouds skip a beat, and the weather looks the same. The navigator says the wind is 0 m/s, but the waves are as violent as before. What does it do for you?
 
Besides re-adding clouds to the skies after prolonged Time Compression, it removes fog instantly and it changes to clear weather within 1h game time.


Quote:
Originally Posted by TorpX View Post
The issue of 15 m/s 'storms' (of long duration), is why I came out with the latest patch. (I hope you read the docs, and didn't just jam in into the mods folder?)
I did read the initial doc's, read what the patch does and what to do with the update and... I didn't jam it in , I carefully copied and pasted the patch in the MODS folder and activated it.

I do have slightly more storms as I used to (could be the time of year: July 20 1942) but I can deal with that, started the patrol with almost 7 day's of clear weather so it seems to be ok.


There's one think I didn't mention yesterday and that is the repeated "current depth 20 feet" sound speech by the ?XO?
When in a storm this really starts to irritate me.. The guy goes like this every time the sub goes slightly under or at 20ft:
Current depth 20f, Current... Current depth t.... Cur.... Current d... Current depth 20f. and so on, luckily it stops at higher TC but its spamming the chatbox and can't read any course change, contact report and whatnots.
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