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Old 09-01-10, 07:49 AM   #1
Kromus
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There is simply NO solution for this in SH5.
All you can have is what is done in "UHS" mod - draft is set to 5,45 instead of 4,5 = sub does not fly as much as when stock setting used.

Believe me, ppl tried to tweak this for weeks (including me) so unless ubi does not change their wave engine/sub mass algorythm, it will always look like it moves on rails.

Or, of course, you can do what we done here 100 times - increase submerged mass/displacement and lower up/down drag for surfaced "obj_hydro".
I`ve had a little success when editing "sim.cfg":
---------------------------
[Mech]
Waves amplitude=0.3
Waves attenuation=0.75
---------------------------
These values govern how waves affect surcafe behavior too, but also detecting times for AI ships etc. so tweak this with caution.

I`ve also tried to tweak "submerged draught" to 7,5m (6 was stock I think) -> it also helped a bit so ship pitched up and down the waves but it also slowed surfacing procedure - sub stopped to surface at 7,5M and it was surfacing only very slowly up to 5,45m which is surface draft (about 2 min until fully surfaced when not using "blow ballast"- if you do then you surfaced faster)

Try it if you want its easily done and you`ll understand what i meant
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Old 09-01-10, 08:19 AM   #2
andycaccia
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Quote:
Originally Posted by Kromus View Post
There is simply NO solution for this in SH5.
All you can have is what is done in "UHS" mod - draft is set to 5,45 instead of 4,5 = sub does not fly as much as when stock setting used.

Believe me, ppl tried to tweak this for weeks (including me) so unless ubi does not change their wave engine/sub mass algorythm, it will always look like it moves on rails.

Or, of course, you can do what we done here 100 times - increase submerged mass/displacement and lower up/down drag for surfaced "obj_hydro".
I`ve had a little success when editing "sim.cfg":
---------------------------
[Mech]
Waves amplitude=0.3
Waves attenuation=0.75
---------------------------
These values govern how waves affect surcafe behavior too, but also detecting times for AI ships etc. so tweak this with caution.

I`ve also tried to tweak "submerged draught" to 7,5m (6 was stock I think) -> it also helped a bit so ship pitched up and down the waves but it also slowed surfacing procedure - sub stopped to surface at 7,5M and it was surfacing only very slowly up to 5,45m which is surface draft (about 2 min until fully surfaced when not using "blow ballast"- if you do then you surfaced faster)

Try it if you want its easily done and you`ll understand what i meant
No no...I know, I have done some testing myself without viable results. I hoped someone else had found another way. Now I realize, and you are confirming that to me, that there is no solution for both problems at the same time with SH5.
My fix is perfect (almost perfect) for depth keeping, but has a very heavy "submarine on rails" effect.

Thank you for the help and infos.
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Old 09-01-10, 08:33 AM   #3
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Sorry if I sound too negativistic here, you are of course free to try anything that could help, I`d be very happy if someone could finally do it right if there`s really some "hidden" solution for this...
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Old 09-01-10, 09:01 AM   #4
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This bug is real pain... it ruins gameplay, realism and is difficult to fix. It was also present in SH4 and in some measure even in SH3 ( I remember tweaking a VIIC/42 and bringing it down to 400m. At such depth it slowly started sinking. I would like to see the .sim files of SH3 and search for clues, since the game engine is very similar at the core.

Dont worry, if I ever will be able to find a solution for this I will tell.

One last thing: do you know what the "put_on_water" thing is? How does it affect gameplay? It should have something to do with the physic model of the ship...

Cheers
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Old 09-01-10, 09:23 AM   #5
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Originally Posted by andycaccia View Post
One last thing: do you know what the "put_on_water" thing is? How does it affect gameplay? It should have something to do with the physic model of the ship...
Maybe it can float and reacts on water behavior (not a static object or something) Really no other idea sorry.
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Old 09-01-10, 09:25 AM   #6
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Quote:
Originally Posted by Kromus View Post
Maybe it can floats and reacts on water behavior (not a static object or something) Really no other idea sorry.
My thought as well, thanks. I am messing around with everithing... sorry to bother.

Have a nice day!
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Old 09-01-10, 09:45 AM   #7
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Quote:
Originally Posted by andycaccia View Post
One last thing: do you know what the "put_on_water" thing is? How does it affect gameplay? It should have something to do with the physic model of the ship...
maybe this will help you all figure it out (also tells you what put on water does):

HydroCtrl.cpp.The object's front-rear drag coef...FR..The object's up-down drag coef..UD..The object's left-right drag coef...LR..The object's drag (water resistance) coefs [F=C*v^2]....The object's draught [m]. If 0, then the geometric bounding box height is taken.....draught.....The object's displacement [Tons]. If 0 then it is automaticaly computed.....displacement....The object's submerged parameters...Submerged.......The object's draught [m]. If 0, then it is taken from the object's global position......The object's displacement [Tons]. If 0 then the object's mass is taken..The object's surfaced parameters....Surfaced....Put the hydro object on the water at the surfaced draught...bool....put_on_water........Gravity center horizontal position [>0]. 1=FRONT, 0.5=MIDDLE, 0=REAR....fr_ratio........Gravity center height from the object's bottom [m]. If 0, then the half of geometric bounding box is taken..gc_height...The object's mass [Tons]. If 0, then the object's surfaced displacement is taken....mass....Display the object's submerged draught..SD..Display the object's gravity center.....GC..Display the object's parameters.....params..Debug display settings..Debug...Hydro controller: controlls an object that can float....obj_Hydro...hull
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Old 09-01-10, 02:17 PM   #8
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Hello, you can copy the drag etc values from VIIC to VIIA/B to correct sinking, i don't know deeper than 200 what happens.
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Old 09-01-10, 02:24 PM   #9
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Hello, you can copy the drag etc values from VIIC to VIIA/B to correct sinking, i don't know deeper than 200 what happens.
I fear it's not that easy. I've done this but it doesn't work for me. Cloning a VIIC sim file still leaves the sinking effect. Does it work for you?
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Old 09-01-10, 02:19 PM   #10
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Quote:
Originally Posted by TheDarkWraith View Post
maybe this will help you all figure it out (also tells you what put on water does):

HydroCtrl.cpp.The object's front-rear drag coef...FR..The object's up-down drag coef..UD..The object's left-right drag coef...LR..The object's drag (water resistance) coefs [F=C*v^2]....The object's draught [m]. If 0, then the geometric bounding box height is taken.....draught.....The object's displacement [Tons]. If 0 then it is automaticaly computed.....displacement....The object's submerged parameters...Submerged.......The object's draught [m]. If 0, then it is taken from the object's global position......The object's displacement [Tons]. If 0 then the object's mass is taken..The object's surfaced parameters....Surfaced....Put the hydro object on the water at the surfaced draught...bool....put_on_water........Gravity center horizontal position [>0]. 1=FRONT, 0.5=MIDDLE, 0=REAR....fr_ratio........Gravity center height from the object's bottom [m]. If 0, then the half of geometric bounding box is taken..gc_height...The object's mass [Tons]. If 0, then the object's surfaced displacement is taken....mass....Display the object's submerged draught..SD..Display the object's gravity center.....GC..Display the object's parameters.....params..Debug display settings..Debug...Hydro controller: controlls an object that can float....obj_Hydro...hull
Thank you, but those descriptions are the same displayed by goblineditor, so I guess everybody already knows them. My question was about the actual effects it could have in game. but don't worry: I found the answer on my own: basically nothing changes if you turn this off.
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Old 11-12-10, 04:49 PM   #11
THE_MASK
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Quote:
Originally Posted by TheDarkWraith View Post
maybe this will help you all figure it out (also tells you what put on water does):

HydroCtrl.cpp.The object's front-rear drag coef...FR..The object's up-down drag coef..UD..The object's left-right drag coef...LR..The object's drag (water resistance) coefs [F=C*v^2]....The object's draught [m]. If 0, then the geometric bounding box height is taken.....draught.....The object's displacement [Tons]. If 0 then it is automaticaly computed.....displacement....The object's submerged parameters...Submerged.......The object's draught [m]. If 0, then it is taken from the object's global position......The object's displacement [Tons]. If 0 then the object's mass is taken..The object's surfaced parameters....Surfaced....Put the hydro object on the water at the surfaced draught...bool....put_on_water........Gravity center horizontal position [>0]. 1=FRONT, 0.5=MIDDLE, 0=REAR....fr_ratio........Gravity center height from the object's bottom [m]. If 0, then the half of geometric bounding box is taken..gc_height...The object's mass [Tons]. If 0, then the object's surfaced displacement is taken....mass....Display the object's submerged draught..SD..Display the object's gravity center.....GC..Display the object's parameters.....params..Debug display settings..Debug...Hydro controller: controlls an object that can float....obj_Hydro...hull
Could we have 2 sets of parameters . 1 for if is surfaced and 1 for if is submerged .
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