SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

View Poll Results: Shall the PE 2.1 be one big mod with all included or smaller mods?
release the new PE in small mods now, f.ex. clouds, special effects etc. 86 23.56%
release PE 2.1 as one big mod and let me wait for it! 279 76.44%
Voters: 365. You may not vote on this poll

Reply
 
Thread Tools Display Modes
Old 04-22-08, 03:58 AM   #421
ustahl
Watch Officer
 
Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 156
Uploads: 0
Default Opposite smoke directions

Quote:
Originally Posted by kriller2


Been testing this and it works great Nisgeis! It was my scene causing the slowdown. I think it's corrected now. testing the whole mod right now with all enabled and correcting bugs...
The issue has probably been addressed before, but... in the background the smoke from 2 ships is blowing in opposite directions, which doesn't seem very real.
Can that be fixed?
__________________
Cheers
Uffe
ustahl is offline   Reply With Quote
Old 04-22-08, 04:22 AM   #422
Fish40
The Old Man
 
Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
Uploads: 0
Default

[quote=ustahl]
Quote:
Originally Posted by kriller2


Been testing this and it works great Nisgeis! It was my scene causing the slowdown. I think it's corrected now. testing the whole mod right now with all enabled and correcting bugs...
The issue has probably been addressed before, but... in the background the smoke from 2 ships is blowing in opposite directions, which doesn't seem very real.
Can that be fixed?[/quote



I think it's actually correct The smoke in the game is actually moddeled to be influenced by wind speed and direction. If a ship is traveling slower than the wind speed, then the smoke will be influenced by the wind rather than ship speed and direction. It's probable that the two ships you observed in the background are traveling at different speeds, one of which is slower than wind speed.
Fish40 is offline   Reply With Quote
Old 04-22-08, 05:06 AM   #423
ustahl
Watch Officer
 
Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 156
Uploads: 0
Default

Quote:
Originally Posted by Fish40
I think it's actually correct The smoke in the game is actually moddeled to be influenced by wind speed and direction. If a ship is traveling slower than the wind speed, then the smoke will be influenced by the wind rather than ship speed and direction. It's probable that the two ships you observed in the background are traveling at different speeds, one of which is slower than wind speed.
Hmm, interesting, didn't come to think of it that way, but sounds plausible.:hmm:
Trying to look closely at those background ships, it really seems the ship with the "wrong" smoke is traveling fast to the left (wind direction), thus leaving the smoke behind in the apparent slow(er) wind.
Must fire up some big single mission battle (eg. Battle off Samar or similar) and check smoke behaviour some more.
__________________
Cheers
Uffe
ustahl is offline   Reply With Quote
Old 04-22-08, 05:21 AM   #424
MONOLITH
Grey Wolf
 
Join Date: Nov 2002
Posts: 997
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Fish40

I think it's actually correct The smoke in the game is actually moddeled to be influenced by wind speed and direction. If a ship is traveling slower than the wind speed, then the smoke will be influenced by the wind rather than ship speed and direction. It's probable that the two ships you observed in the background are traveling at different speeds, one of which is slower than wind speed.


Hold on, let's think about that one again.

The above would apply to smoke appearing to blow forward faster than a ship's movement, true.

But it definately would not apply to two stacks of smoke in the sky in the same wind.

I don't believe it's an explanation for this...






The two smoke stacks are clrealy being blown in opposite directions. They are fairly close together, and I don't believe the engine allows for multiple wind directions at once.

Is the ship on the left damaged? I see two sources of smoke from it. Is it possible we have "fire smoke" and "engine smoke" set conversely to each other?
__________________
MONOLITH is offline   Reply With Quote
Old 04-22-08, 05:32 AM   #425
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

I think it boils down to this . If you dont want to know which way a ship is heading as soon as you spot it then leave smoke as stock. If you want to have the smoke always travelling behind ship then alter the particles dat to have no wind influence .
THE_MASK is offline   Reply With Quote
Old 04-22-08, 07:11 AM   #426
Digital_Trucker
Silent Hunter
 
Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
Default

If the wind in the above picture is blowing from right to left, then it looks perfectly plausible to me. The two ships that are travelling perpendicular to the wind direction have smoke going in the same direction and at the same angle from the ships. The ship that is travelling in the same direction as the wind, if moving significantly faster than the wind speed, would have smoke behind it instead of in front.

Notice that the smoke from the two ships that are travelling perpendicular to the wind direction is at a steeper angle than the smoke coming from the third ship. This just reinforces the fact that the ship is moving faster than the wind and therefore the smoke appears to rise behind the ship, but at an angle that is less steep.
__________________

RSM-GIEP-Killflags-LV Tribute-Playable Elco __Peace be with you, Dave.

Digital_Trucker is offline   Reply With Quote
Old 04-22-08, 08:10 AM   #427
kriller2
Ace of the Deep
 
Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
Default

:hmm: Yes that looks kind of weird, didn't notice it when all my concentration was focused on the depthcharge effects.

I think it' because the ship with the opposite smoke column is traveling very fast though.

You are very peceptive Ustahl

Good news on the scene work, after alot of testing and performance tweaking the waves are now optimized so that the Philipines single mission with all the warships and action/special effects going on is at a constant 20 FPS with 2xAA 16AF+HQ and Multisampling to sharp on, allso I now have a constant of 12 FPS when foggy . I am allso trying to get rid of the sub on rails, by making the sea so that there is a coloumn of waves going toward the submaine at windspeed 10 and above, this means that you can sail in the middle of two coloums of waves and the waves can travel from the left to the right and make the submarine roll on the waves.
__________________
Kriller2.
[MODs]

Real Environment mod

and Pacific Enviroments 4 mod

Last edited by kriller2; 04-22-08 at 08:21 AM.
kriller2 is offline   Reply With Quote
Old 04-22-08, 08:21 AM   #428
DrBeast
The Old Man
 
Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
Default

It's Day 3 of my vacations, and I'm already anxious to get back and into action! In the meanwhile, thank the Gods for Internet cafes! At least I'll be able to drop by whenever time permits and see how you guys are doing; and it goes without saying that the new improvements look even better!
__________________



Let the Beast inside you free!
DrBeast is offline   Reply With Quote
Old 04-22-08, 08:35 AM   #429
kriller2
Ace of the Deep
 
Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
Default

Welcome back Dr. Beast Your latest files work awesome performance wise , but do I still have to install the cargo.def file?

Here is some screenshots of what I am trying to do with the waves in storm, look how the waves are rolling from right to left making the sub roll as RL.





__________________
Kriller2.
[MODs]

Real Environment mod

and Pacific Enviroments 4 mod
kriller2 is offline   Reply With Quote
Old 04-22-08, 08:54 AM   #430
Gezoes
XO
 
Join Date: Nov 2006
Location: The Netherlands
Posts: 435
Downloads: 22
Uploads: 0
Quote:
Originally Posted by swdw
Quote:
Originally Posted by Gezoes
SH4_1.5_ Uboat_freeCamFix mod

Searched over an hour now, but I can't find this baby.

Sorry guys, black sonar here. I want to fix it badly, 'cause this mod is amazing.
Try this one
http://www.subsim.com/radioroom/show...highlight=free
Thank you very much sir!
__________________
If I wasn't a little mad, I'd go mad.
Gezoes is offline   Reply With Quote
Old 04-22-08, 09:04 AM   #431
kriller2
Ace of the Deep
 
Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
Default Video of the roll effect

Sometimes it's better to see the effect in motion, you can allso see the depthcharge effects Nisgeis has made.
__________________
Kriller2.
[MODs]

Real Environment mod

and Pacific Enviroments 4 mod

Last edited by kriller2; 04-22-08 at 09:19 AM.
kriller2 is offline   Reply With Quote
Old 04-22-08, 09:30 AM   #432
DrBeast
The Old Man
 
Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by kriller2
Welcome back Dr. Beast Your latest files work awesome performance wise , but do I still have to install the cargo.def file?
Heh, not really back...still have 13 days to go! But I promise to pop in whenever I'm at an internet cafe!
Hm...to be honest, I never tried the SFX without the cargo.def. I'm inclined to think that you'll need it though, as the new cargo types listed in cargo.def are incorporated into the zones.cfg file. :hmm:

ETA: Just watched the screenies and the video. Rolling seems mighty fine in the video, and I didn't discern any "sub on rails" effect in the pics. Also, if those are 15m/sec waves, then you've found just the sweet spot. Looks like you finally nailed it, my friend!
__________________



Let the Beast inside you free!
DrBeast is offline   Reply With Quote
Old 04-22-08, 11:15 AM   #433
ReallyDedPoet
Canadian Wolf
 
ReallyDedPoet's Avatar
 
Join Date: Jul 2006
Location: Canada. The one and only, East Coast
Posts: 10,895
Downloads: 946
Uploads: 5


Default

Quote:
Originally Posted by kriller2
Sometimes it's better to see the effect in motion, you can allso see the depthcharge effects Nisgeis has made.
Looks good kriller, the roll effect in the video, nice to see this being worked on
for the mod


RDP
__________________

Back in the Day



ReallyDedPoet is offline   Reply With Quote
Old 04-22-08, 12:53 PM   #434
akdavis
Samurai Navy
 
Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
Downloads: 0
Uploads: 0
Default

Awesome stuff there. Would it be possible for the particles effects of the surface disk shockwave to be smaller/lower to the surface and more instantaneous (they seem to be a bit staggered right now, more like a "splash" animation)?
__________________
-AKD
akdavis is offline   Reply With Quote
Old 04-22-08, 01:01 PM   #435
rcjonessnp175
Weps
 
Join Date: Jul 2006
Location: Panzer barracks, Germany
Posts: 363
Downloads: 82
Uploads: 0
Default

Looking awesome Kriller
__________________


The mother ship,Coolermaster HAF, I7 intel overclock 4ghz, , 6gb mem, 5870 crossfire, soundblaster Xfi titanium , Oh and 52 inch samsung 750 120hz. 7.1 onkyo 1200 wattss system
rcjonessnp175 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:34 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.