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Old 03-19-08, 09:33 PM   #1
Ducimus
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>>Scale .

:hmm: I forgot all about that variable.
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Old 03-19-08, 09:36 PM   #2
THE_MASK
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also i changes my large waves to start at 12m/s winds , not 15m/s . Just makes tonnage that little bit harder .
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Old 03-19-08, 10:54 PM   #3
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For others.
Be careful, if you push the number too high, you get the flying boat and flying ship effect. There's a reason sober doesn't increase the wave height.
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Old 03-19-08, 11:11 PM   #4
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You two realize, the first thing im going to do when i get home, is fiddle with this. (just when i thought iwas going to take a break. :rotfl: )
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Old 03-20-08, 02:03 AM   #5
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in EnvSim.
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Old 03-20-08, 12:27 PM   #6
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So people know.

After a lot of fiddling and playing with Kriller's and W_Clear's mods, I now understand the cause and the workaround for the flying ships and boats in SH3 and 4. There is a limit to what can be done.

I don't know if it was just my feedback, but kriller reduced the wave height at 15m/s to something more in line with the Beufort scale after I gave him a short explanation for why he was getting flying subs in the beta version.

So if you wanted HUGE waves, yell at me as part of the reason for having them reduced in size to a realistic level.

W_Clear's mod also has wave heights at 15m/s that are in line with the beufort scale and that produce a good looking sub in the water.

The cause of the flying ships is also the reason getting huge amounts of pitching w large waves where the bow protrudes out of a wave and them comes crashing down is not going to happen w/o a code rewrite.

Won't go into the details of how/why. Just wanted to let people know there's a REASON you won't have 30+ foot waves in these mods
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Old 03-20-08, 01:12 PM   #7
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Hello Guys,
I got a problem:
When I open the file, the 'scale' property is not openable...
I mean... there is written scale but there are no values
Do I have the wrong version of skwas 3ditor?
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