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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Lieutenant
![]() Join Date: Sep 2006
Posts: 259
Downloads: 290
Uploads: 3
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My opinion ?
Quote:
Thank you asking my humble opinion. I can say that with "modern" environmental mods the visibility go up to 20 km. This is a common knowledge than we can see them far before they will see us. Actually, we can see farther than the (U-boot) radars. With 16km mods or 20km mods I never had problem of visibility. Because fog, is a visibility problem. BUT, I speak about MY computer. You can see in my test above, I have rarely heavy fog. In the other hand, if you can "count fog periods and restricts fog if necessary" why not to do it? Thanks |
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#2 |
Fuel Supplier
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@NGT:
Thanks again for your weather results. Try again in the Arctic. Can you repeat your CTD? Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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#3 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,720
Downloads: 171
Uploads: 0
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This is coming along very well indeed!!
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Sub captains go down with their ship! |
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#4 |
Fuel Supplier
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@H.sie:
Well, well, well: Just when I thought we had fixed the windspeed problem, it becomes evident that the devs added another 7.5 m/s to the calculated wind speed whenever the clouds are sufficiently overcast (see line envsim.act+DF68). Then the extended windspeed is limited in the same old way to 15 m/s. And finally the result is stored again as windspeed. In short, heavy clouds are driving up the windspeed. My mistaken belief that high windspeeds drove up the cloud and fog was due to the fact that high windspeeds tended to stick with the extra 7.5 m/s added, and therefore were always associated with heavy clouds and fog. That explains a lot. The code here is very complex. I think I shall just kill the addition of 7.5 with NOPs. That will stop the strong winds properly. My existing combination of randomised windspeeds and a counter to stop repeated high windspeeds provides adequate control of windspeed. I've now checked all other uses of windspeed [esi+3d4h] in envsim.act. It gets used several times, but is only stored once more as a fixed 6.0 m/s in line envsim.act+E529, if previously it exceeded 6.0 m/s. I don't know why. But it is certain that windspeed is being used to influence other weather variables. It seems increasingly likely that a cloud limiter is going to be needed, as you suggested. I am testing many patrols now with my windspeed limiter and randomiser, and with presence of clouds now having zero impact on windspeed. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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