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Old 02-28-11, 07:08 PM   #1
THE_MASK
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Default [WIP] sobers base wave mechanics V16 SH5

Use the current waves mod
http://www.subsim.com/radioroom/down...o=file&id=2895

Last edited by THE_MASK; 03-29-11 at 05:44 PM.
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Old 02-28-11, 07:11 PM   #2
stoianm
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Quote:
Originally Posted by sober View Post
Why is it a whip ?
because it is a radical change from previous base wave mods .

What am i trying to do ?
I am trying to get the sub to pitch the nose up and down .
It is the wave action on the sub that makes the sub pitch up and down .

Install anytime either in base or on patrol with the mod enabler (jsgme).

Feedback please.
http://www.gamefront.com/files/20052...cs+V16+SH5.rar
HMOG - i was dreaming for a mod like this - so happy you started something like this
i will test wright away
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Old 02-28-11, 07:45 PM   #3
Budds
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Using v15 now, and for my taste it pitches and rolls just a touch too much.... but thats just me.

Something about Sh and the way Subs ride in the water....
Tend to "Bob" too high, and not "Smash" into waves with the force something that heavy would.
Hope you can find the Happy Place between "Sub on Rails", and "White-Knuckle" Ride.

Will try this new Version.....
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Old 02-28-11, 08:47 PM   #4
7thSeal
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Well I've only tried it while loaded over MO which the sub rides a little deeper on the surface I believe than stock. At half speed with 5m/s waves I'm a bit heavy on the front with the pitch. At speeds above this I see it less though as it tends to level out a little more. Screenshot of what I'm getting.


Last edited by 7thSeal; 02-28-11 at 11:38 PM.
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Old 03-01-11, 10:23 AM   #5
mobucks
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After testing v16, I think you're on to something here Sober!

Havent had large waves yet, but the sub seems to ride the 0-5ms waves pretty good!

A possible side effect, I cants get my sub to go flank speed above 16.5kts. Mind you my sub is a 7a fresh into a new campaign, so i dont know if its just that. But I think stock MO you top out at 17.5kts.

I do not have a lower sitting sub or a soaked bow going 5kts in calm seas, as 7thSeal reported.

While I have your attention, the 0-5ms waves, have a whitecap. This wouldnt happen unless a huge gust of wind was hitting such a flat wave. Is it possible to have whitecap waves only in high seas?
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Old 03-01-11, 11:44 AM   #6
WillyVic
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Tested the V16. Can't say I am a fan my friend. If the wind is set to anything other than 0 degrees the sub wake when viewed from the conning tower has anomolies (scattered foam, track of wake off set, a general choppiness to wave action). The sub looks to be suspended within the waves. In other words it looks like the waves come to meet the sub instead of the sub ploughing through the waves.

I thoroughly enjoy your earlier incarnations of the mod and think I will stick with v12.

Hope this has been helpful with troublehshooting.

WV
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Old 03-01-11, 03:01 PM   #7
Magic1111
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Quote:
Originally Posted by WillyVic View Post
Tested the V16. Can't say I am a fan my friend. If the wind is set to anything other than 0 degrees the sub wake when viewed from the conning tower has anomolies (scattered foam, track of wake off set, a general choppiness to wave action). The sub looks to be suspended within the waves. In other words it looks like the waves come to meet the sub instead of the sub ploughing through the waves.

I thoroughly enjoy your earlier incarnations of the mod and think I will stick with v12.

Hope this has been helpful with troublehshooting.

WV
I must agree ! After testing I don´t like this version and I´ve disabled it ! I prefer v12 !

Best regards,
Magic
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Old 03-01-11, 05:38 PM   #8
charognard
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It s a WIP guys, i m sure sober will release a great mod at end
But in actual stat i agree, it s not good...
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Old 03-01-11, 05:43 PM   #9
THE_MASK
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I cannot get it any better so scrap it .
I would like someone else to have a go at the waves .
Its just 1 file and its just moving numbers around .
My mods are on ly there until someone makes something better .
So i wish someone would .
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Old 03-02-11, 04:08 AM   #10
kiwi_2005
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This looks brilliant even what you have (in the picture) looks good.

Ive always wish SH5 had rolling waves not the mostly choppy type. Silent Hunter 2 kinda was close to the rolling wave. A yacht game I use to play few years back forgot the name but the rolling waves in the game were the best ive seen.
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Old 03-02-11, 08:54 AM   #11
pascal4541
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Thank you sober but i I prefer the version 12 which seems to me more realistic. V16 is Really nice but for the coast and and V12 for the open sea...
It's just my opinion
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Old 03-03-11, 03:38 AM   #12
Pintea
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Quote:
Originally Posted by sober View Post
What am i trying to do ?
I am trying to get the sub to pitch the nose up and down .
It is the wave action on the sub that makes the sub pitch up and down .
Best of luck, although you may hit a few technical limitations there because of the collision detection & physics code.
The system has been improved over SH3/4 but it still doesn't work flawlessly. You might still be able to improve it a little bit, however bear in mind that it will look worse as the waves go higher.
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Old 03-03-11, 08:39 AM   #13
Bilge_Rat
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this is indeed a tricky issue. I tried the mod, but somehow the waves don't look right.
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Old 03-03-11, 11:16 AM   #14
mobucks
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yeah the waves dont look right, but looking at sub from outside, especially at TCx2, it rides the waves better than ive seen in the game so far.

Hats off Sober, your work has always been valuable.
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Old 03-05-11, 01:49 PM   #15
7Infanterie19
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Is v12 available? How does it compare to v15?
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