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Old 03-21-12, 07:03 PM   #1
cardiff
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Default How to fix a couple of things?

I was wondering if anyone has fixed, or knows how to manually fix (ie not part of a large mod) ships stopping dead in their tracks once hit by a torpedo/bomb/amunition. Heres an example of what happens, and hence the second torpedo misses because the ship stops:



Also after the torpedo hits a large halo apears in the water that shows through the ships. Example:





Also how do i reduce underwater visability to SH4 levels, example:

SH5



SH4 (how i would like it)

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Old 03-22-12, 11:06 AM   #2
cardiff
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No one have any hints or tips?
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Old 04-03-12, 08:29 AM   #3
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No one have any idea?
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Old 04-03-12, 08:48 AM   #4
Dignan
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I've been trying to find out how to increase water cloudiness too. It's got to be somewhere in the underwater.cfg file but I haven't been able to figure out what setting control it.

SH5 water is WAY too clear. I don't know why they make visibility like a pool. Not realistic.
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Old 04-03-12, 09:02 AM   #5
misha1967
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About the underwater visibility, this one might work:

http://www.subsim.com/radioroom/down...o=file&id=1728

Also, I believe this one does it too (I remember it being very murky when I used that one, so it may be too murky for you too).

http://www.subsim.com/radioroom/down...o=file&id=2750
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Old 04-03-12, 10:15 AM   #6
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I'm not sure, but you might want to look into Data/Env/SeaParameters.cfg

There is a lines there called TransparancyDistance and TransparancyDistanceUnder.

When I did my minimod reducing transparency both underwater and from above for SH4 I used Data/Shaders, but there was a file there labeled "Transparency", and SH5 is different.
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Old 04-03-12, 12:36 PM   #7
cardiff
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Thanks everyone

Ive edited data/env/fogdistances.cfg to this


[FogDistances 0]
ObjectsRelativeZMin=0.000000
ObjectsRelativeZMax=0.850000
UnderwaterObjectsRelativeZMin=-0.006000
UnderwaterObjectsRelativeZMax=0.0070000
CloudsRelativeZMin=0.880000
CloudsRelativeZMax=0.880500
SkyYMin=-5.000000
SkyYMax=75.000000
SeaRelativeZMin=0.000000
SeaRelativeZMax=0.230000
YFogScale=0.000000

[FogDistances 1]
ObjectsRelativeZMin=-0.200000
ObjectsRelativeZMax=0.600000
UnderwaterObjectsRelativeZMin=-0.006000
UnderwaterObjectsRelativeZMax=0.007000
CloudsRelativeZMin=0.880000
CloudsRelativeZMax=0.880500
SkyYMin=0.000000
SkyYMax=75.000000
SeaRelativeZMin=0.000000
SeaRelativeZMax=0.200000
YFogScale=0.000000

[FogDistances 2]
ObjectsRelativeZMin=-0.200000
ObjectsRelativeZMax=0.200000
UnderwaterObjectsRelativeZMin=-0.006000
UnderwaterObjectsRelativeZMax=0.007000
CloudsRelativeZMin=0.790000
CloudsRelativeZMax=0.870000
SkyYMin=0.000000
SkyYMax=500.000000
SeaRelativeZMin=0.000000
SeaRelativeZMax=0.150000
YFogScale=0.000000

[FogDistances 3]
ObjectsRelativeZMin=-0.005000
ObjectsRelativeZMax=0.010000
UnderwaterObjectsRelativeZMin=-0.006000
UnderwaterObjectsRelativeZMax=0.007000
CloudsRelativeZMin=0.750000
CloudsRelativeZMax=0.850000
SkyYMin=44.827591
SkyYMax=2000.000000
SeaRelativeZMin=0.005000
SeaRelativeZMax=0.035000
YFogScale=0.000000

And this is the result:



Looks ok IMO

Any ideas on how to stop ships stopping dead in their tracks once hit? Or where to look? Also how to stop the white 'sea disturbance' showing thorugh ships once hit?

Last edited by cardiff; 04-03-12 at 02:01 PM.
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Old 04-03-12, 08:16 PM   #8
Dignan
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Quote:
Originally Posted by cardiff View Post
Thanks everyone

Ive edited data/env/fogdistances.cfg to this


[FogDistances 0]
ObjectsRelativeZMin=0.000000
ObjectsRelativeZMax=0.850000
UnderwaterObjectsRelativeZMin=-0.006000
UnderwaterObjectsRelativeZMax=0.0070000
CloudsRelativeZMin=0.880000
CloudsRelativeZMax=0.880500
SkyYMin=-5.000000
SkyYMax=75.000000
SeaRelativeZMin=0.000000
SeaRelativeZMax=0.230000
YFogScale=0.000000

[FogDistances 1]
ObjectsRelativeZMin=-0.200000
ObjectsRelativeZMax=0.600000
UnderwaterObjectsRelativeZMin=-0.006000
UnderwaterObjectsRelativeZMax=0.007000
CloudsRelativeZMin=0.880000
CloudsRelativeZMax=0.880500
SkyYMin=0.000000
SkyYMax=75.000000
SeaRelativeZMin=0.000000
SeaRelativeZMax=0.200000
YFogScale=0.000000

[FogDistances 2]
ObjectsRelativeZMin=-0.200000
ObjectsRelativeZMax=0.200000
UnderwaterObjectsRelativeZMin=-0.006000
UnderwaterObjectsRelativeZMax=0.007000
CloudsRelativeZMin=0.790000
CloudsRelativeZMax=0.870000
SkyYMin=0.000000
SkyYMax=500.000000
SeaRelativeZMin=0.000000
SeaRelativeZMax=0.150000
YFogScale=0.000000

[FogDistances 3]
ObjectsRelativeZMin=-0.005000
ObjectsRelativeZMax=0.010000
UnderwaterObjectsRelativeZMin=-0.006000
UnderwaterObjectsRelativeZMax=0.007000
CloudsRelativeZMin=0.750000
CloudsRelativeZMax=0.850000
SkyYMin=44.827591
SkyYMax=2000.000000
SeaRelativeZMin=0.005000
SeaRelativeZMax=0.035000
YFogScale=0.000000

And this is the result:



Looks ok IMO

Any ideas on how to stop ships stopping dead in their tracks once hit? Or where to look? Also how to stop the white 'sea disturbance' showing thorugh ships once hit?

Awesome! Does this effect actual weather fog or just underwater visibility? thanks
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Old 04-03-12, 09:02 PM   #9
cardiff
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Everything is normal above the water, this only affects below the water. Have absolutely no clue with my 2 other problems!
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Old 04-03-12, 10:10 PM   #10
Dignan
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Quote:
Originally Posted by cardiff View Post
Everything is normal above the water, this only affects below the water. Have absolutely no clue with my 2 other problems!
The "stopping on a dime" problem only seems to happen to me when a ship is split in two. At that point, it doesn't really matter what any other incoming torpedoes do. I don't notice it though for normal torpedo hits.
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