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#1 |
Sailor man
![]() Join Date: May 2008
Posts: 48
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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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#2 |
Sailor man
![]() Join Date: May 2008
Posts: 48
Downloads: 39
Uploads: 0
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No one have any hints or tips?
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#3 |
Sailor man
![]() Join Date: May 2008
Posts: 48
Downloads: 39
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No one have any idea?
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#4 |
Seasoned Skipper
![]() Join Date: Mar 2008
Posts: 698
Downloads: 262
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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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#5 |
Commander
![]() Join Date: May 2004
Location: Texas, USA
Posts: 470
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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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#6 |
Eternal Patrol
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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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#7 |
Sailor man
![]() Join Date: May 2008
Posts: 48
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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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#8 | |
Seasoned Skipper
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![]() Quote:
Awesome! Does this effect actual weather fog or just underwater visibility? thanks
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#9 |
Sailor man
![]() Join Date: May 2008
Posts: 48
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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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#10 |
Seasoned Skipper
![]() Join Date: Mar 2008
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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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