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View Poll Results: Shall the PE 2.1 be one big mod with all included or smaller mods?
release the new PE in small mods now, f.ex. clouds, special effects etc. 86 23.56%
release PE 2.1 as one big mod and let me wait for it! 279 76.44%
Voters: 365. You may not vote on this poll

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Old 04-22-08, 01:35 PM   #436
ustahl
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Default One more video for pitch, pls

...to show how the pitch looks in storm, viewed from the side of the sub.
The roll movement looks great, but the pitch is not as clearly shown.
At the very start of the video it looks like most of the hull is riding high on top of the wave(s). A external side view would better clarify the pitch behaviour.

The DC cascades look terrific, too.
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Old 04-22-08, 03:40 PM   #437
modisch
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Quote:
Originally Posted by tonschk
Quote:
Originally Posted by modisch
Quote:
Originally Posted by tonschk
Hello, can you tell me please if ROW and pacific environment PE2 is the same mod ? , thank you
E is the continuation of ROW. After LeoVampire's (the ROW author) untimely passing, Kriller and others picked up where his work left of. PE is what ROW has become.

In all practicality... if you were playing with ROW, you will probably want to use PE now. Alternatively, W_Clear has another environment mod... And Trigger Maru Overhauled, by Ducimus, includes a lot of W_Clear's work.

Any of these mods will make for excellent improvements to your gaming experience.

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thank you ,i installed PE2 , can you tell me please if W_Clear`s is a better or worst enviromental mod ? can i install both , and choose one of them ?
Just in case your question hasn't been answered yet... Both PE2 and W_Clear's Environment mod are comparable in quality. Both are excellent. However, don't install both. They will overwrite each other and possibly cause problems. Simply pick one and install that one only, per the directions in their readme (usually you install it last over any other mods like RFB or TM).

Enjoy,

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Old 04-22-08, 06:00 PM   #438
kriller2
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Coratio your PM is full again
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Real Environment mod

and Pacific Enviroments 4 mod
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Old 04-22-08, 06:12 PM   #439
Carotio
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Quote:
Originally Posted by kriller2
Coratio your PM is full again
Yeah, yeah, yeah, sorry
I just got news about SW-Cowboy aka Russ and his new little modder-to-be inside his wife

Anyway, you can always write me a message on BtS.
It takes ages to decide, which PMs to delete and which not here at SSF, or maybe it's just me...
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Old 04-22-08, 06:45 PM   #440
silent killer
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Default PE 2

thank you kriller,continue the outstanding work on the mod, but also take time to enjoy the sim your self.
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Old 04-22-08, 11:50 PM   #441
602Sqn_Puff
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Just a comment on 'turning' the waves to the side, from what I've read and heard from sailors you always ran the ship head first into the waves, otherwise you risked being flipped over...I would think that a low riding sub would suffer this problem worse than a ship...I thought your first idea of lower waves in 15m/s wind to stop the rail riding was a more accurate way. Just my thoughts on it...keep up the great work mate.
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Old 04-23-08, 04:15 AM   #442
kriller2
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Quote:
Originally Posted by 602Sqn_Puff
Just a comment on 'turning' the waves to the side, from what I've read and heard from sailors you always ran the ship head first into the waves, otherwise you risked being flipped over...I would think that a low riding sub would suffer this problem worse than a ship...I thought your first idea of lower waves in 15m/s wind to stop the rail riding was a more accurate way. Just my thoughts on it...keep up the great work mate.
Yes I think you are right, but you can still aim the sub at the waves if you want to do that, but now the waves will be more natural when you look at them. thanks

BTW to all testers: Im going on a little vacation an enjoy RL and will be back friday.
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Old 04-23-08, 06:30 AM   #443
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Quote:
Originally Posted by akdavis
Awesome stuff there. Would it be possible for the particles effects of the surface disk shockwave to be smaller/lower to the surface and more instantaneous (they seem to be a bit staggered right now, more like a "splash" animation)?
Thanks for the feedback. The whole thing was a bit of a compromise. SailorSteve posted the following clip of some depth charges exploding:



The explosions all look quite different.

The first one, there is a small surface disturbance, followed by a small water ejection.
Second one is obsured by a depth charge in the foreground, but appears to be a medium surface disturbance followed by a wide and high plume.
Third one, you get the plume of water, followed by the surface disturbance.
Fourth one you get a large surface disturbance followed by a very high plume.
Fifth one, there is the remnants of one in the background, then in the foreground, but looks like a high surface disturbance, followed by a large dark small water ejection.
Last one is a high surface disturbance, followed by a very tall plume.

I tried to match the effect most closely to the one at the end and the one at 34 seconds. But those crazy depth charges just wouldn't be consistent. I think it depends on the depth they explode and a bit of randomness as to the effect you get. It looks like the deeper they are, the less of a surface disturbance you get, due to the increased area of disturbance and consequent reduction of force and the charge moves more water sideways. Shallow charges give a larger disturbance, followed by a high plume. I went for the shallow look, as that's what the Japaneese favoured early war.

I can look into making all the particles start at the same time, but I wanted to avoid that, as it can lead to effects looking artificial. What does everyone else think? All particles for the surface explosion to start together? Currently they start at between 0 and 0.2 seconds (I think).
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Old 04-23-08, 10:27 AM   #444
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Quote:
Originally Posted by Nisgeis
I can look into making all the particles start at the same time, but I wanted to avoid that, as it can lead to effects looking artificial. What does everyone else think? All particles for the surface explosion to start together? Currently they start at between 0 and 0.2 seconds (I think).
Do you mean for the shockwave reaching the surface or for the eruption of displaced water? Can they be kept separate?
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Old 04-23-08, 11:26 AM   #445
cherbert
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Quote:
Originally Posted by kriller2
Sometimes it's better to see the effect in motion, you can allso see the depthcharge effects Nisgeis has made.

I felt sea sick just watching that!

Well done.
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Old 04-23-08, 11:38 AM   #446
Nisgeis
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Quote:
Originally Posted by akdavis
Do you mean for the shockwave reaching the surface or for the eruption of displaced water? Can they be kept separate?
The shockwave, the two effects are seperate, but the water plumes are also staggered.
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Old 04-23-08, 02:48 PM   #447
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Quote:
Originally Posted by Nisgeis
Quote:
Originally Posted by akdavis
Do you mean for the shockwave reaching the surface or for the eruption of displaced water? Can they be kept separate?
The shockwave, the two effects are seperate, but the water plumes are also staggered.
I'm fairly certain the surface crack of the shockwave should be instantaneous, but I don't know if wave action or the proximity of other detonations would have an effect on the visual appearance.
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Old 04-23-08, 03:58 PM   #448
Dutch
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A while back when I installed the new PE2 on my 1.5 with TMO and RSRD I was not able to see the PE2 changes. I have since found out why, allow me to explain.

When you instal PE2 via JSGME (atleast for me) It adds an install PE2 and Optional Mods folder in your SH4 directory. Uninstalling the mod DOES NOT take this folder out of your directory leaving the changes active. When I added TMO and RSRD it overwrote these changes. After I did a search I found the folder, deleted both the install PE2 and Optional Mods folders and then uninstalled all the mods I had. I then reinstalled the mods and bingo, it works fine...

Maybe it just my one experiance maybe it is something that was over looked but thats what I have found. So anyone having the same problem I had should take this into account and see if it works.

Kriller2 do you know anything about this? Is it supposed to happen? Just thought I would share my discovery and help others with my problem.
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Old 04-24-08, 07:45 AM   #449
fireship4
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When you extract a mod folder into the MODS folder in SH4, you have to make sure that directly inside it are the folders to be modified - for example the "Data" folder. Otherwise there may be a layer in between.

Green is correct, Red is not.

SH4\MODS\PACIFIC ENVIRONMENT2\INSTALL PE2

SH4\MODS\INSTALL PE2

So if inside the main mod folder you find multiple files like "install PE2" and others, each with the modified folders directly inside, you must extract them separately.
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Old 04-24-08, 08:40 AM   #450
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Quote:
Originally Posted by Carotio
It takes ages to decide, which PMs to delete and which not here at SSF, or maybe it's just me...
Just batch-save all the PMs you've already gotten. The forum gives you a couple or three choices with regards to what format to save them as. You can save both your inbox and outbox PMs. Once they're saved, go ahead and delete everything.

@kriller2: enjoy your well-earned vacations!
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