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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
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Cannot wait to try it.....being that I use TM1.3a, I went ahead and learned to use the MiniTweaker and tweaked up the scene.dat file that TM uses and incorporated it into the MOD. I found the tutorial here on SubSim very helpful in learning to use MiniTweaker!
Thanks again, cannot wait to try it tonight! Wilcke |
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#122 |
Weps
![]() Join Date: Jul 2007
Location: Bentonville, AR
Posts: 367
Downloads: 22
Uploads: 0
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tried it...and love it...if you dont have this, you need to get it. Nice work and thanks!
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TM2(SS) USS Asheville - Plankowner, Shellback, "Order of the Ditch" http://ths-i.com/ |
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#123 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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The notes and achnoledgement of the changes and effects and impact to your games and feelings about it all is awsome and the best I can truly do is say Thank You from the bottom of my heart!
Now the reson for the reflective nature of the water is because these changes takes a more 2d effect the game use to have with the ocean to a 3d effect and now with water density the light dosn't always penitrate the ocean in the thicker waves so it reflects off of it more than before! Ever see in someone's pool how a lot of light reflects off of the surface of the water when you make waves with your hands and makes those unusual light movments off the sides of the pool? that is because the water changes density in the waves and light reflects more than penitrates. even under the ocean you will notice the light rays in the game if you activate them will now change and move more because of wave densities! Plus now you get the opticle illusions you would have in real life looking into the distance for any length of time where it looks like the ocean changes direction and moves at a differn't rate than the rest or even you! Not happening just a true illusion effect that this creates. Sorry guys I didn't do it sooner but I added the links for mini tweeker and the scene dat file link to the bottom of the main starting thread! |
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#124 |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
Downloads: 340
Uploads: 1
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Your blood is worth bottling LV.
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Fearless ![]() System Specs: AMD Ryzen 7 5800X 8 Core 16 Thread CPU, 3.8GHz Base Clock, 4.7GHz Boost, 105W TDP, 32MB L3 cache | MSI GeForce RTX3060Ti 8Gb Graphics | Corsair Vengeance RGB Pro 32Gb (2x16Gb) 3200 MHz CL16 DDR4 Ram | Samsung 970 Evo Plus NVMe SSD 1TB | Seagate Barracuda 2.5in 2TB HDD | AOC QHD 165 Hz FreeSync HDR curved 31.5in Monitor | ASUS ROG Strix LC 240 ARGB AIO Liquid CPU Cooler White Edition | ASUS ROG Strix Gold 750W Modular Power Supply | Corsair iCUE 5000X RGB Tempered Glass Mid Tower Case White. |
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#125 | |
Rear Admiral
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edit: and this mod seriously gets my vote for being a candidate for mod of the year ![]() |
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#126 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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Is because the bottom of the ocean waves will sometimes slip under a ship or the sub because the adjustment changes I started with changes the wave weight to an above and bellow total wave height where as originaly it was strictly above wave height. Like I said originaly 1 value change in the General Environmental that effects the ocean changes all 4 wave states.
But I am looking to see if I can adjust further the slower wind sppeds vs ocean states without losing effects. I have games saves right now for 10mps winds 6mps winds and 15mps winds and trying to see what I can do. If I can come up with believeable ocean effects that work I will post new adjustments in green beside the yellows and a new jsgme ready file as well. Got a few days work going over it all and checking and rechecking so give me a little bit of time because there is a formula I have to work with that Bob wood gave me. |
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#127 |
Lieutenant
![]() Join Date: Apr 2005
Location: Finland
Posts: 267
Downloads: 80
Uploads: 0
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Oh man, can't really put it into words how this mod improved my game experience!
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#128 | ||
Weps
![]() Join Date: Aug 2005
Posts: 351
Downloads: 0
Uploads: 0
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![]() As far as state 4 wave size, yeah I was thinking too that they were too small. But was comparing to SH3 and many watchings of Das Boot, plus the way state 4 looked in unmodded SH4. But really I like this better. Not sure I really understand but I'm thinking, without this mod that there is a "sea level" and the trough of the wave is at this level. In other words, if it's a 10 foot wave from crest to trough, the crest is 10 feet above sea level and the trough is at sea level - which is absurd! In reality you'd have the crest about 5 feet above average sea level, and the trough about 5 feet below. I think the mod fixes that, so the waves are behaving as they should. Also I think that unmodded, the boat was riding with the waterline at or near the crest of the waves, so the higher the waves the higher the boat came out of the water. Hence the "flying sub" glitch that annoyed cr*p out of me ![]() And looks to me like Leo's mod fixes that too, the boat's waterline seems to remain near the "average" sea level, i.e. 1/2 way between crest and trough. Same thing when at PD except reversed, without this mod my scope was pretty much useless in 15 m/s winds. It was most of time under water. I think PD was being calculated based on the trough of the wave, whereas surfaced was being calculated based on the crest. I was regularly having to go to 45 feet to get the scope out of the water enough to see anything! But with this mod I think PD is being calculated based on the middle area between crest and trough. So that even though my view is often "blocked" by a wave, the scope is rarely submerged when at PD and scope fully raised. At any rate, I don't mind the "smaller" waves! Just feels more "real" to me overall, and I don't miss (even a little bit) the "Superman" impersonation my sub did before the mod in heavy seas... Leo, am I even close to understanding what's going on here? DH |
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#129 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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It isn't funny!
First you have to check when the sub is surfaced and at 0knts. facing in this direction vs wind direction vs sea direction then repossion direction and get back to 0knts over and over again until you cover the 360 deg mark, then recheck all over again with my sub moving at this speed all directions then next speed at all directions and so forth. Then once all of that is done go to differn't depth's from surface to radar depth to pariscope depth for the diferen't subs and see the end results for all speeds and directions. Plus all of this has to be done for every wind and sea stage each and every time. Because in one way or another each change you make does in the end effect the others during transitions and build up. So if you understand what I just wrote you can see how complicated the testing gets after each minor change. Oh and as an aditional note there is 2 other very very important things to consider as well!!!!! #1= is the force I am giving to the waves and ocean going to effect the hit point values to a ship or sub as it is crashing through the waves! #2= is a ship and sub design going to withstand the effects in staying upright when broad sided? I wish I had done a screen shot of it but I had a DD sitting still after an attack on a convoy while it was listening for me with the others looking around and the DD that was sitting still got fliped over by a wave because of it's narrow design and tall profile with low weight. this is what happens when you make drastic changes without thought of over all impact. Last edited by leovampire; 07-24-07 at 10:34 PM. |
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#130 |
Watch
![]() Join Date: Jan 2004
Location: Mystic, Connecticut
Posts: 23
Downloads: 0
Uploads: 0
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Thanks Weather-Guesser and Dirty Harry.
Then I've got it enabled using JSGME as I've not otherwise modded my scene.dat file. Thanks for the help! Beautiful mod LV! Amazing that it took an end user to bring this program up to its full potential, but that shouldn't be too surprising given this community. |
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#131 |
Gunner
![]() Join Date: Dec 2001
Posts: 95
Downloads: 14
Uploads: 0
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I think this should be on the front page of SubSim. Oakgrove's good looking instruments are (and should be IMHO).
This needs front page treatment! ![]() ![]() ![]() ![]()
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Let\'s play Hide and Seek\'n\'Destroy! |
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#132 |
Engineer
![]() Join Date: Apr 2007
Location: South of Buffalo N.Y. USA
Posts: 209
Downloads: 0
Uploads: 0
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Would these modification work without the .dds file since I can't DL it from FileFront?
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#133 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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![]() ![]() ![]() Radeon 1950Pro and Amd 3200+ 2 gig ram |
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#134 |
Frogman
![]() Join Date: Jan 2007
Location: Near Paris
Posts: 303
Downloads: 113
Uploads: 0
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I only tried some training mission with this mod, and i have just to say : Wonderful
![]() Suddenly, we are on the ocean on a boat ![]() In mission trainnig 1, i fired with deck gun on friendly boat ( ![]() ![]() Amazing work, really. SH4 is growing, step by step. Good thing ![]() |
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#135 | |
Engineer
![]() Join Date: Oct 2006
Location: Berlin, Germany, Europe
Posts: 205
Downloads: 38
Uploads: 0
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Tell |
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