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Old 04-07-08, 12:59 AM   #316
Rubini
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Quote:
Originally Posted by iceman60
This mod looks great . But on my system, my frame rates dropped while on the NavMap, to the point where I couldn't go faster than 250x as the framerate dropped to 2-5 fps. Normaly my framerate at 1000x = 40 - 50 fps.
I can asure you that this mod don´t have any FPS hit. Probably this is a problem with another mod or perhaps your specs are too low?
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Old 04-07-08, 02:13 AM   #317
ichso
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Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by ichso
Quote:
Originally Posted by skookum
I don't know if this is a bug, but the water stream particles are showing up as untextured white squares for me. From afar you can't really tell, but up close its really noticable. Suggestions?
I had the same problem too when trying the new version yesterday night at 1:30 a.m.
I used it together with OLC Enviroment mod and they should be compatible. I also used Rubini's patch for his water streams for OLCE.
But I saw the same glitches you are talking about.

I simply turned water stream mod and OLCE off in JSGME and turned water stream mod on again, but alone this time.
And without OLCE enabled, it worked for me.
So this wasn't any fault of my graphics drivers or something similiar.
Sounds like you enabled them in the wrong order. You have to enable the Water Stream mod, then OLCE, then OLCE Water Stream Patch, in that order.
No no, pretty sure I did it in the order it was told me at the beginning of this thread.
But as Rubini stated, that this is all about a shared materials.dat, I will try copying the compatible one manually.
Just to be sure.
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Old 04-07-08, 07:42 AM   #318
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Default nice mod so far, have installed it and like it

Rubini,

Thanx for this great mod, I have a question however.

In a next update is it possible to make the waterstream come out of the front top holes too on the type VII as in U-tube movie ?

Or wouldn't it look good regarding game limitations of sh3 ?

shows well at about 0.48 seconds of play.

greetz

XIII
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Old 04-07-08, 09:26 AM   #319
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This youtube movie is pretty interesting, Rubini... Maybe we should lower the uboats even more into water... look at the movie, bad or good weather, they are almost decks awash...
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Old 04-07-08, 09:52 AM   #320
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Quote:
Originally Posted by Philipp_Thomsen
This youtube movie is pretty interesting, Rubini... Maybe we should lower the uboats even more into water... look at the movie, bad or good weather, they are almost decks awash...

Hi PT,

Yes, I'm wacthing it too and will post a reply to dertien after that.
As you know, this is why i adjusted the draught on .sim files. It works good for medium waves and wind. But for big waves, sh3 really don't make a good work, the sailing behaviour isn't realistc, the uboat seems a empty bottle into waves. Shall they have more weight feeling. I guess that when you was in an uboat in WWII your sensation is that that thing could sink slowly at any moment, I mean, that it really was just barely over water, having that big boat weight sensation.

Any ideas?:hmm:
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Old 04-07-08, 09:57 AM   #321
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Philipp_Thomsen
This youtube movie is pretty interesting, Rubini... Maybe we should lower the uboats even more into water... look at the movie, bad or good weather, they are almost decks awash...

Hi PT,

Yes, I'm wacthing it too and will post a reply to dertien after that.
As you know, this is why i adjusted the draught on .sim files. It works good for medium waves and wind. But for big waves, sh3 really don't make a good work, the sailing behaviour isn't realistc, the uboat seems a empty bottle into waves. Shall they have more weight feeling. I guess that when you was in an uboat in WWII your sensation is that that thing could sink slowly at any moment, I mean, that it really was just barely over water, having that big boat weight sensation.

Any ideas?:hmm:
We could increase dramatically the weight of the uboat, but that would have consequences... A shock between the uboat and a destroyer would be very unreal. I have a sensation that the scene.dat holds some secrets about the flotability controls, or maybe the uboat files. I'll take a good look at that.

Rubini, if you have some time, can you check my sound pack thread, some guy over there made a question and I think you might be able to give an opinion about it, coz honestly I don't know squat about it.
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Old 04-07-08, 10:23 AM   #322
Rubini
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Philipp_Thomsen
This youtube movie is pretty interesting, Rubini... Maybe we should lower the uboats even more into water... look at the movie, bad or good weather, they are almost decks awash...

Hi PT,

Yes, I'm wacthing it too and will post a reply to dertien after that.
As you know, this is why i adjusted the draught on .sim files. It works good for medium waves and wind. But for big waves, sh3 really don't make a good work, the sailing behaviour isn't realistc, the uboat seems a empty bottle into waves. Shall they have more weight feeling. I guess that when you was in an uboat in WWII your sensation is that that thing could sink slowly at any moment, I mean, that it really was just barely over water, having that big boat weight sensation.

Any ideas?:hmm:
We could increase dramatically the weight of the uboat, but that would have consequences... A shock between the uboat and a destroyer would be very unreal. I have a sensation that the scene.dat holds some secrets about the flotability controls, or maybe the uboat files. I'll take a good look at that.

Rubini, if you have some time, can you check my sound pack thread, some guy over there made a question and I think you might be able to give an opinion about it, coz honestly I don't know squat about it.
If you find somethimg useful let me know. Another possibility(but also will mess with some others things) is to redone the big waves behaviour. I meam less peaks and more really big waves that will be much major then the lenght of the uboat as in RL . IMO, the big waves in Sh3 have much peaks but are in truth small waves compared with RL billow ones (eu quero dizer "vagalhões" mas não sei como )

And excuse me to not post nothing yet on your Sound threads, its just because I'm to busy with WS mod and haven't had more time to play the game. By the way do you used that lips sync fix on your new sound mod?:hmm:
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Old 04-07-08, 10:55 AM   #323
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Philipp_Thomsen
This youtube movie is pretty interesting, Rubini... Maybe we should lower the uboats even more into water... look at the movie, bad or good weather, they are almost decks awash...

Hi PT,

Yes, I'm wacthing it too and will post a reply to dertien after that.
As you know, this is why i adjusted the draught on .sim files. It works good for medium waves and wind. But for big waves, sh3 really don't make a good work, the sailing behaviour isn't realistc, the uboat seems a empty bottle into waves. Shall they have more weight feeling. I guess that when you was in an uboat in WWII your sensation is that that thing could sink slowly at any moment, I mean, that it really was just barely over water, having that big boat weight sensation.

Any ideas?:hmm:
We could increase dramatically the weight of the uboat, but that would have consequences... A shock between the uboat and a destroyer would be very unreal. I have a sensation that the scene.dat holds some secrets about the flotability controls, or maybe the uboat files. I'll take a good look at that.

Rubini, if you have some time, can you check my sound pack thread, some guy over there made a question and I think you might be able to give an opinion about it, coz honestly I don't know squat about it.
If you find somethimg useful let me know. Another possibility(but also will mess with some others things) is to redone the big waves behaviour. I meam less peaks and more really big waves that will be much major then the lenght of the uboat as in RL . IMO, the big waves in Sh3 have much peaks but are in truth small waves compared with RL billow ones (eu quero dizer "vagalhões" mas não sei como )

And excuse me to not post nothing yet on your Sound threads, its just because I'm to busy with WS mod and haven't had more time to play the game. By the way do you used that lips sync fix on your new sound mod?:hmm:
Yes, Im using that, and thank you very much for helping me! =)

I also think that the waves are a real mess in SH3. They should be a LOT bigger. I talked to OLC about that and he said that he wouldnt do that coz it would have a lot of bad effects on other thing. I will try that myself to see what happens, I'm just too curious...

Give it a look on the sound mod, Im sure you will love it! Another level of imersion!
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Old 04-07-08, 12:16 PM   #324
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@PT: I wish you luck. I have sure that something more could be find on the waves matter!
========================================

Work progress update (7/04/08):

Today at night i will release a new version that have Types: IXb, IXc, Tomi's VIIC/41, Ai Type VIIC/41, AI Resuply uboat. Only the type II family and the type XXI is yet not done now. Below 2 pics from Tomi VIIC:



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Old 04-07-08, 12:23 PM   #325
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Re big waves, I haven't really followed this discussion, but how does this fit in with selection of seasonal option in SH3Cmdr? I haven't tried the mod with that so far, as am in middle of patrol.
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Old 04-07-08, 12:53 PM   #326
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Quote:
Originally Posted by bert8for3
Re big waves, I haven't really followed this discussion, but how does this fit in with selection of seasonal option in SH3Cmdr? I haven't tried the mod with that so far, as am in middle of patrol.
I have no idea what seasonal waves does.

@Rubini

Here,

I increased the waves lenght and width by 3 times. Look what happens to the uboat.
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Old 04-07-08, 01:11 PM   #327
Rubini
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by bert8for3
Re big waves, I haven't really followed this discussion, but how does this fit in with selection of seasonal option in SH3Cmdr? I haven't tried the mod with that so far, as am in middle of patrol.
I have no idea what seasonal waves does.

@Rubini

Here,

I increased the waves lenght and width by 3 times. Look what happens to the uboat.
@bertfor3: that seasonal option on Sh3Cmdr just uses avery old tweak on scene.dat that makes the waves major or minor in size. BUT it only mess with the size not the behaviour of the wave mechanics. So, this option will not solve our problem.

@PT: I will look in a minute, but read my reply here to bertfor3, just raising the waves size isn't enough and is alreday an old well know fix by the community. What we need to try is really mess with waves mechanics, what also already was tryed on the past but not so much...so always news discoveries could be find on the matter!
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Old 04-07-08, 01:24 PM   #328
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Quote:
Originally Posted by Rubini
@PT: I wish you luck. I have sure that something more could be find on the waves matter!
========================================

Work progress update (7/04/08):

Today at night i will release a new version that have Types: IXb, IXc, Tomi's VIIC/41, Ai Type VIIC/41, AI Resuply uboat. Only the type II family and the type XXI is yet not done now. Below 2 pics from Tomi VIIC:
Great News!!
btw. got it fixed without working on the dat files
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Old 04-07-08, 01:34 PM   #329
Philipp_Thomsen
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by bert8for3
Re big waves, I haven't really followed this discussion, but how does this fit in with selection of seasonal option in SH3Cmdr? I haven't tried the mod with that so far, as am in middle of patrol.
I have no idea what seasonal waves does.

@Rubini

Here,

I increased the waves lenght and width by 3 times. Look what happens to the uboat.
@bertfor3: that seasonal option on Sh3Cmdr just uses avery old tweak on scene.dat that makes the waves major or minor in size. BUT it only mess with the size not the behaviour of the wave mechanics. So, this option will not solve our problem.

@PT: I will look in a minute, but read my reply here to bertfor3, just raising the waves size isn't enough and is alreday an old well know fix by the community. What we need to try is really mess with waves mechanics, what also already was tryed on the past but not so much...so always news discoveries could be find on the matter!
You got it all wrong, Rubini. I changed the waves LENGTH AND WIDTH, not the size. Its a tweak that I've never seen before and I bet neither did you. It looks REALLY GOOD, but what happens to any vessels in those waves is just ridiculous. The game mechanics instead of making the vessels go with the waves, takes the avarage wave amplitude and makes the vessels floats in that avarage lane. Its just pathetic.
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Old 04-07-08, 01:57 PM   #330
Rubini
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by bert8for3
Re big waves, I haven't really followed this discussion, but how does this fit in with selection of seasonal option in SH3Cmdr? I haven't tried the mod with that so far, as am in middle of patrol.
I have no idea what seasonal waves does.

@Rubini

Here,

I increased the waves lenght and width by 3 times. Look what happens to the uboat.
@bertfor3: that seasonal option on Sh3Cmdr just uses avery old tweak on scene.dat that makes the waves major or minor in size. BUT it only mess with the size not the behaviour of the wave mechanics. So, this option will not solve our problem.

@PT: I will look in a minute, but read my reply here to bertfor3, just raising the waves size isn't enough and is alreday an old well know fix by the community. What we need to try is really mess with waves mechanics, what also already was tryed on the past but not so much...so always news discoveries could be find on the matter!
You got it all wrong, Rubini. I changed the waves LENGTH AND WIDTH, not the size. Its a tweak that I've never seen before and I bet neither did you. It looks REALLY GOOD, but what happens to any vessels in those waves is just ridiculous. The game mechanics instead of making the vessels go with the waves, takes the avarage wave amplitude and makes the vessels floats in that avarage lane. Its just pathetic.
I just looked at your video a minute ago. The waves are good! (Good that you already had noticed that size issue. )

And, yes, the floating movement is ridiculous. In the .sim as you must know we have a UP/DOWN settings for the uboats balance. Could this make any positive effect on your research? I yet think that something more could be hide on scene.dat on the matter (sail/wave mecahnics).:hmm:
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