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Old 04-07-08, 02:24 PM   #331
Philipp_Thomsen
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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
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:
Oh crap... Thomsen modding waves and vessels balance now?

I never finished one single carrer in this game... Not even passed 1942... 90% modding, 10% playing...

Well, what can I do... my curiosity and will of changing things to my taste is much bigger then standing around scratching or playing...

I'll give a good look at that by the end of the afternoon, now I'm off to play some snooker... care to join me?
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Old 04-07-08, 03:05 PM   #332
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Originally Posted by Philipp_Thomsen
Oh crap... Thomsen modding waves and vessels balance now?

I never finished one single carrer in this game... Not even passed 1942... 90% modding, 10% playing...

Well, what can I do... my curiosity and will of changing things to my taste is much bigger then standing around scratching or playing...

I'll give a good look at that by the end of the afternoon, now I'm off to play some snooker... care to join me?
:rotfl:
Well, I'm here almost past three years and never finished the game until the end of war!!!
By the same motive than yours!

And, yes, please, get me out of here. I'm here since 9:00AM, one child followed by another and probably yet have to see more a dozen of them until 8:00PM!
In this exact moment probably one mother could be saying to another outside of my office: -Why he delay a bit before call for the next? Well, it's because I'm here replying the threads!
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Old 04-07-08, 03:14 PM   #333
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Old 04-07-08, 04:30 PM   #334
Rubini
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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
Thanks dertien by the comment and the video link. It is very illustrative. If i had saw it before...Well, anyawy i will make a rework on the VII/II families (both have that same small circular holes on the nose) which will work very well just to emerging times. The part that i most like on water stream mod is exactly the nose/emerging time, so, I sure will adjust this soon!

@Tomi: thanks by the oscar! But you is the guy that deserves it by your awesome Type VIIC/41!
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Old 04-07-08, 04:47 PM   #335
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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...
Keep in mind that in the scene where the boat is lowest, they have just surfaced and probably haven't emptied the tanks completely, and really are almost decks awash. Don't just go by this one video, look at all of them, and all the photographs. They usually ride higher than that.

As for big waves, the original mod was by AILantic, who experimented with making the wind blow harder and found that he couldn't. SH3 Commander's 'Seasonal' setting makes the waves x2 in winter, x1.5 in spring and x1 in summer.

I agree, the biggest problem with the waves is that they are not only not high enough but also not long enough; that is the period, or space between waves, should be bigger as well.
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Old 04-07-08, 07:35 PM   #336
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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...
Keep in mind that in the scene where the boat is lowest, they have just surfaced and probably haven't emptied the tanks completely, and really are almost decks awash. Don't just go by this one video, look at all of them, and all the photographs. They usually ride higher than that.

As for big waves, the original mod was by AILantic, who experimented with making the wind blow harder and found that he couldn't. SH3 Commander's 'Seasonal' setting makes the waves x2 in winter, x1.5 in spring and x1 in summer.

I agree, the biggest problem with the waves is that they are not only not high enough but also not long enough; that is the period, or space between waves, should be bigger as well.
But that is exactly what I have done in that video. I didn't increase the amplitude of the waves, just their LENGTH! Imagine that each wave is a blanket of 5 meters long, 5 meters wide and 20cm high. I increased the blanket to 15 meters long, 15 meters wide and the same 20cm high. The uboat behaves like its floating in the air, up and down, like a ghost. Ridiculous. If I increase the wave hight, its even worse. If i decrease, plain water. I fixed the ocean to look perfect alright, but now I need to fix how the vessels behave in that new water. Imagine to re-configure ALL the vessels in the game, one by one, their .sim files. That IF I'm able to find what I need to change to fix their behavior.
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Old 04-07-08, 09:21 PM   #337
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Originally Posted by Philipp_Thomsen
Imagine to re-configure ALL the vessels in the game, one by one, their .sim files. That IF I'm able to find what I need to change to fix their behavior.
Well hmmm:hmm: get cracking man. We fans have high expectation from some tallented person such as yourself. snap snap clocks ticking.:rotfl:
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Old 04-07-08, 10:00 PM   #338
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If you change the waves and want to change all the ships reactions?
Write a conversion routine.
Since all shps are set to react to the waves, and you know the values
you changed:

Hand adjust one ship and note the values.
Now write the conversion routine useing those figures.
Write it so it changes every sim in the sea\* folders and your done.
Except for verifiying.
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Old 04-07-08, 10:14 PM   #339
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Quote:
Originally Posted by privateer
If you change the waves and want to change all the ships reactions?
Write a conversion routine.
Since all shps are set to react to the waves, and you know the values
you changed:

Hand adjust one ship and note the values.
Now write the conversion routine useing those figures.
Write it so it changes every sim in the sea\* folders and your done.
Except for verifiying.
I think this is a two fold problem. One you need someone with scripting knowledge. Second you need someone with ship knowledge. Ship experianced dude would know how the sea and ships react together better.

Can you imagine letting everyone play around with each boats settings? Only one who could sink those funky boats would be a Bernard.
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Old 04-07-08, 11:03 PM   #340
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Also, If the waves are changed?
Have you tested Torpedos?
Remember, they are affected by waves at times also.
Sinking effects?
And on and on.
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Old 04-08-08, 05:39 AM   #341
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@Rubini, @PT @ Sailor Steve,

yep theres other movies on You-tube,

for ex this one.




shows the waterstreams nicely too on a type VII at about 2.04 min of play, and has a very special soundtrack. It shows a few seconds later how high a VII is running in calm (shIII 2m/s wind) waters.

I allready asked some peeps here how to extract the soundtrack out of the movie for a new gramophone track.

Something that would be a nice addition to Thomsens sound pack

hope you find this links useful chaps!

keep it up, also that 'waves' movie looks good PT, exept for the behaviour of the boat in those waves. I'm sure if that this if fixed will get rid of the 'repetitive clone waves syndrome in sh3 (that has been bugging me since stock).
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Old 04-09-08, 01:04 AM   #342
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Any news on progress with water stream with other boots?:hmm:ithching to see this effect on my Tye IXB
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Old 04-09-08, 01:47 PM   #343
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Quote:
Originally Posted by nikbear
Any news on progress with water stream with other boots?:hmm:ithching to see this effect on my Tye IXB
I´m uploading the new relaese. Now with all uboats/aiuboats, exception the type XXI. In some minutes...

@Dertien: thanks by the links and ideas/suggestions.

@Sailor Steve: thanks by the comments! We (Me and PT) we will do our best on the matter. If we find any better behaviour than the stock one we will return to the matter.

@Privateer: thanks by the tips.
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Old 04-09-08, 02:24 PM   #344
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Rubini,you are a star!
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Old 04-09-08, 02:28 PM   #345
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......Meny Meny THANKS !!!!

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