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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Loader
![]() Join Date: Sep 2014
Posts: 90
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I had a save before quitting that was stormy and continued on after that for a bit and it was still stormy. Now my save is making it only be a light fog and I'd really like it to be heavy storming, etc.
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#2 |
Seasoned Skipper
![]() Join Date: Jul 2008
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I would be happy for calm weather (to be able to use deckgun)
![]() Usually people are not happy with heavy stormy weather.
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![]() Kapitänleutnant Vlad von Carstein - U-Flotilla Saltzwedel - U-123, Type IXB ![]() SH3 GWX 3.0 |
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#3 |
Loader
![]() Join Date: Sep 2014
Posts: 90
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I prefer the opposite so I can be more stealthy
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#4 |
Seasoned Skipper
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I understand that, I just dont like high waves, not good for magnetic pistols
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![]() Kapitänleutnant Vlad von Carstein - U-Flotilla Saltzwedel - U-123, Type IXB ![]() SH3 GWX 3.0 Last edited by Shadowblade; 01-27-25 at 05:39 AM. |
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#5 |
Machinist's Mate
![]() Join Date: Oct 2008
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There is a mod from Stiebler that causes weather to have a much greater chance to change, I use it for single missions, so the weather becomes variable instead of always the same for that mission. For instance, in playing the Happy Times mission with this mod the weather can change in the time it takes to get to torpedo range of the convoy. In other words, the effect seems to be almost immediate. The name is EnvSimAct_Stiebler. It seems he made it for NYGM but users report it works for other mods as well.
As far as my testing went, I'm sure it works mid-mission. Last edited by Captain Drastic; 01-29-25 at 02:05 PM. |
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#6 |
Loader
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OneAlex has that pre installed into it
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#7 |
Machinist's Mate
![]() Join Date: Oct 2008
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Of course, activating another mod or somehow changing game info mid-mission is risking a saved game crash.
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#8 |
Navy Seal
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The best EnvSim act for weather changes is the Stiebler one dated 2016
![]() … but there are some others adjustments to be made also in the scene dat to be really effective for good weather changes (in wind & rain sections) ![]()
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#9 |
Machinist's Mate
![]() Join Date: Oct 2008
Posts: 129
Downloads: 642
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I don't know if this will help with mid-patrols, but I modified my wave heights to use in port with the SH3 options .Cfg and Commander Set Wave Height checkbox. I cut the standard wave heights by half, and what that does is keep ships from thrashing and crashing so much to avoid the spectacle of grounded and burning ships when in port. On top of that the game seems to reduce wind speed to a max of 6 when near port anyway. I combined this with a few more tweaks to use in port such as silenced ship spotting reports (voice and text), no radio messages, and a variety of fanfares for the dockside band. I also give the crew their best unforms and all their medals and insignias to wear, calling all this my Port Protocol Mod. I made different Port Protocols for seasons of the year and theaters of war (Med and Monsun). All this is done through Commander.
[WAVE HEIGHT] ;TURN FEATURE ON/OFF FROM WITHIN SH3 COMMANDER ;Values used by "Seasonal" wave height setting, by month ;1x = base 1x value. Month settings are multiplier values ;Current settings suit Atlantic conditions ;Written to scene.dat ;**NOTE: 2x model is really 1.875x 1x=256 01=.9375 02=.75 03=.75 04=.50 05=.50 06=.25 07=.25 08=.50 09=.50 10=.75 11=.75 12=.9375 Last edited by Captain Drastic; 02-05-25 at 09:26 AM. |
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