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Old 03-01-10, 04:50 PM   #16
Ducimus
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There's three different ways to fix the sub on rails if i remember correctly.

1.) LargewaveCoef in the scene.dat. This was a global property, not in one of the 4 wave states if i remember correctly. (i recall this beiing a quick hack of a fix)

2.) Recalibrate and redo all 4 wave states. (You will most likely have to recalibrate the AI's visual detection after doing this. Tons of fun. )

3.) The two wave amplitude settings at the top of the file in the sim.cfg. (You will most definatly have to recalibrate the AI visual detection, and make crash depth adjustments in the zones.cfg. Increasing wave size like this will have the best visual effect, but will causes ships to combust/flood after a random period of time due to flooding via increased wave size. Also tons of fun to adjust )

or any combination of 2 and 3. Anywho, my memory is foggy, so i could have it wrong.

edit:
BTW, if folks from SH5 are looking/researching answer for this issue, try asking W_clear. I think he's into SH5, and he'd have more info on the issue then i would.

Last edited by Ducimus; 03-01-10 at 05:10 PM.
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Old 03-01-10, 08:05 PM   #17
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It would've been nice if this was done by The Devs in the first place. I mean it's been something like 10 years since SH3 went into development and getting something like this right should've been job 1 after creating the water and sub model.
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Old 03-01-10, 08:26 PM   #18
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The sub on rails effect was introduced with SH4.
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Old 03-01-10, 09:49 PM   #19
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i saw some sh3 videos on utube, subs on rail was in sh3.
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Old 03-01-10, 11:30 PM   #20
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Maybe that was prepatch 1.4b. I honestly don't remember sub on rails in SH3, quite the opposite, i seem to remember subs interacting substantially better with the enviorment in SH3. But, it was awhile ago for me, i could be wrong.
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Old 03-02-10, 01:21 AM   #21
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Quote:
Originally Posted by Ducimus View Post
Maybe that was prepatch 1.4b. I honestly don't remember sub on rails in SH3, quite the opposite, i seem to remember subs interacting substantially better with the enviorment in SH3. But, it was awhile ago for me, i could be wrong.
No, you're right. I'm still playing SH3, which has the sub hydro behavior right, and wondering why on Earth did they break it into SH4, when it was working so well years ago? And then why did they not incorporate into SH5 the fixes brought by the community for SH4, as it's the same engine and - obviously - the same borked vanilla physics? Modders are doing the job for them and they still ignore it. Go figure
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Old 03-02-10, 07:16 AM   #22
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i have a mod for this, i think it works good enough:

SH3_to_SH4_sub_physics
http://www.subsim.com/radioroom/down...o=file&id=1433
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Old 03-02-10, 08:09 AM   #23
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Has this 'sub on rails' been fixed in the RFB?

When comparing TMO and RFB I found that the sub had more pitch in the TMO than in RFB (all latest versions)...
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Old 03-26-10, 11:23 PM   #24
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What are the acronyms used in the SH3 to SH4 physics? I am new here and trying to hit the ground running.
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Old 03-27-10, 05:16 AM   #25
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Quote:
What are the acronyms used in the SH3 to SH4 physics? I am new here and trying to hit the ground running.
could you explain this?
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Old 03-27-10, 01:21 PM   #26
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I did a bit more research and found the answer I was looking for. I was referring to the mod acronyms: GFO, TMO etc. Thank you though!
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