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#1 |
Ensign
![]() Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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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 |
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#2 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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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 ![]() |
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#3 | |
Ocean Warrior
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#4 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#5 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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Even now, I think that the waves are still not realistic, I have been on a Small Speed boat in wavy weather, it rocks left and right, and forward and back.
But in Sh5, their is little to no roll, and hardly any rocking forward and back. And the sub does not slam into the water after coming out, it just goes back in with no splash or thud. |
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#6 |
Navy Seal
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Sea rendering is by far the most difficult thing to virtually realise, and matching reality isn't for tomorrow imo
![]() Nevertheless, SH5 sea is the best i've seen on a computer so far. SH4 sea rendering isn't bad, and funny thing is for some situations SH4 sea is better than SH5, and for some others (80%) SH5 is better... Maybe a mix between both should close the "sea holy graal" ![]() But for SH5 sea/waves rendering, i'm using: DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 3.b Enhanced Visibility (high) DynEnv v2.9 - No Underwater Impurity Patch DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters DynEnv v2.9 - 8.b Wave Mechanics - Gale DynEnv v2.9 - 12. Sounds Stoianm Pitch and Roll (normal) ...with very satisfying results ![]()
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#7 |
Ensign
![]() Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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Gday everyone,
Gap yes your right I should have listed the mods I was running in this test Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] Accurate German Flags sobers game loading tips V5 SH5 DBM Background Video SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 4.a Camera Filters - Realistic Colors DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters DynEnv v2.9 - 8.c Wave Mechanics - Hurricane DynEnv v2.9 - 10.I Seafloor (high resolution) DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution) DynEnv v2.9 - 12. Sounds What happens with Hurricane wave mechanics and a storm is that the sub doesnt jump, it stays more or less level and the waves crash around it. Between waves it looks very unrealistic because the boat stays level when it should not. The propeller sticks out in the air and it looks like the sub is floating on air between high waves. Thus Im confused if this is a bug with Dynamic Environment, or a symptom of another mod being needed to fix the way the boat moves in high waves. It seems to be the latter to me but I'm looking for confirmation? When I try the gale wave mechanics I found the wave heights in storm conditions to be less than stock wave heights so Im reluctant to use that. Out of all this testing I found a bad graphic bug with Dynamic Environment that makes underwater display all corrupted which I will post into that mods discussion thread. |
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#8 | |
Ensign
![]() Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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So I went and looked up the mod you mention and I found it here: http://www.subsim.com/radioroom//sho...=183306&page=3 The mod discussion first post from the mod author says "The mod is a perfect match with TDW New UIs v 6.5.0 and with the Dynamic Environment SH5 Waves (realistic version) - If you use a higher version of the TDW New UIs than 6.5.0 do not install this mod." So to clarify, unlike the mod authors comment (which might be old) your saying the mod is fine with TDW New UI current version and Dyn Env current version? Cheers |
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#9 | |
Ocean Warrior
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As you may have noticed, English is not my native language and sometimes it's easier for me to look inside the file than to read many pages of the thread.. PS: post #1 of the thread you mentioned has not been updated since the release of the mod and after the release of new versions of the NewUIs.. so information in it may not be relevant at the current moment..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#10 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Since Volodya is saying that he uses stoianm pitch and roll with the latest TDW UI, and without side effects, you can do the same or, if you prefer, you can give sobers wave mod a try. ![]() |
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#11 |
Ace of the deep .
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The problem with the sub on the waves is definately the sub physics . If i muck around with the sub physics and get the sub to roll so its upside down it rides the waves as it should upside down . Not sure how the crew would spot anything though .
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#12 |
Navy Seal
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To me, Stoianm pitch and roll mod just avoid the stock sub bouncing even in calm sea.
Sub behavior in rough sea is also better, but there is also room for improvment! I use it with latest well known mods without problem ![]()
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#13 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#14 | |
Ace of the Deep
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Or when (and I know it's not necessarily means that the ships did spot me) I see an intercepted message that my sub's periscope was spotted in medium fog when my sub is completely still and it is nearly pitch dark and, again, it is medium fog... oh, and I'm at least 4k away and can barely see a silhouette of a ship myself... |
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