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Old 04-27-11, 07:06 AM   #211
stoianm
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Originally Posted by TheDarkWraith View Post
The max parameter will be defined by:
- calm seas
- running ahead flank
- diving the sub and seeing if the wake disappearing time is ok (which is dependent upon the sub's depth)
tnx
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Old 04-27-11, 08:15 AM   #212
stoianm
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We just got an ideea after Dagoland pop up his question about waves... so i need some advices... we want to put near big ports area in game not so big waves like in open sea... this will increase the immersivity of the game... so i need some suggestions... what you think should be the highest wind speed in areas near big ports?

Good point Dagoland

Also if you have another sugestion about weather to increase the immersivity of the game and if is posible to do that your sugestions are more than welcomed...

So please give me a maxim number for the wind near ports areas

regards

EDIT: just go in hystoric mission... go near port area... put wind 15 and see if is wired... and lower the wind until you will catch the right value... i can not to do that because i was never in a port and i never saw how big waves are in ports

Last edited by stoianm; 04-27-11 at 08:28 AM.
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Old 04-27-11, 09:12 AM   #213
Zedi
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Depends on location. You will never have waves like in Hawaii in LaSpezia etc. Is not just about wind power, but also the shore geology. I dont think this a good idea because pushing things beyond the game limits will cause side effects. Enviro mod had some nice rogue waves tho...



If the waves are just too high a sub would dive anyway is pointless to ride a hurricane.
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Old 04-27-11, 09:15 AM   #214
stoianm
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Originally Posted by Zedi View Post
Depends on location. You will never have waves like in Hawaii in LaSpezia etc. Is not just about wind power, but also the shore geology. I dont think this a good idea because pushing things beyond the game limits will cause side effects. How is now in stock is just ok, I even had meet a rogue wave once ..



If the waves are just too high a sub would dive anyway is pointless to ride a hurricane.
It is easy for us... we already tested those zones in tga and we already have the cfg made for them... we need t know wich will be the max limit realistic and we will just change some numbers in some cfg files... will take less than 5 minutes... we do not push the game more... we just make some limitations on those areas
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Old 04-27-11, 02:49 PM   #215
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Hey stoianm in taking a look at the GR2 and .sim for the undersea objects, there are always 3 controllers lost upon loading up the .sim in Goblin. Why is that, do you know? And, where is the GR2 that has nodes for the controller which gives the sea floor caustics?
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Old 04-27-11, 04:46 PM   #216
Stevepine
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one of the things about storms until now in SH5 for me is that you have thunder, lightning and heavy rain but the waves are just not storm size. (sigh)

I really.... really... will love your mod if you can produce really large storm waves.
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Old 04-27-11, 05:22 PM   #217
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Calling Privateer, or TDW. I think we have a GR2 mystery here to solve. I really cannot figure out where the extra caustic controllers found in the undersea.sim file are supposed to go. I would guess they are for the sea floor, but I cannot find the GR2 that contains the proper nodes for that. I even looked into the hex and I can't figure enough out to track down the missing nodes.
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Old 04-27-11, 05:44 PM   #218
Budds
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Protected Ports, as in mostly surrounded by land/barrier islands, should never have more than a two foot chop/waves unless VERY extreme weather.

Coastline Ports.... Anyones guess depending on geography and wind direction, tides , ect.

One thing that would be intresting....
Sand Bars/Shallows.
When approaching port a Captain scans the surface for "Turbulent water" which indicates depth changes.... as in there will be small waves over a shallow sand bar on calm days.
You can find the channel on a swift moving tide this way as well.

If there was a way to "simulate" this with waves, color change in water, maybe some "foam" over extreme shallows when calm ?
That would be awsome !
Hard to do I guess tho... as it would be for relatively small "Zones", and the transition may be rough... if its even possible at all.

Short of that....
How about some channel markers ?
Every Port I've been in has them.... Some are lit, some radar reflectors, some mere wood poles !
Had a Skipper once that would beat this old phrase into you when driving home, as we took shifts at the wheel...... "Red on Right when Returning.".
Lord pitty the fool that ran aground.... as Every Skipper in Port would be sure to hear about it, and the jokes never cease !

Anywyas......
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Old 04-27-11, 07:00 PM   #219
stoianm
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Quote:
Originally Posted by SteelViking View Post
Hey stoianm in taking a look at the GR2 and .sim for the undersea objects, there are always 3 controllers lost upon loading up the .sim in Goblin. Why is that, do you know? And, where is the GR2 that has nodes for the controller which gives the sea floor caustics?
Hi,

There are 3 granny caustics controlr for rocks... the one for plants gived me errors and i added... so finnaly i had 3 for rock and 3 for grass.... i supouse the parameter is the ''STRENGHT'''.... but even if i change and globin show me chages, in game i du not see caustics on rocks or plants

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Old 04-27-11, 07:17 PM   #220
stoianm
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Quote:
Originally Posted by Budds View Post
Protected Ports, as in mostly surrounded by land/barrier islands, should never have more than a two foot chop/waves unless VERY extreme weather.

Coastline Ports.... Anyones guess depending on geography and wind direction, tides , ect.

One thing that would be intresting....
Sand Bars/Shallows.
When approaching port a Captain scans the surface for "Turbulent water" which indicates depth changes.... as in there will be small waves over a shallow sand bar on calm days.
You can find the channel on a swift moving tide this way as well.

If there was a way to "simulate" this with waves, color change in water, maybe some "foam" over extreme shallows when calm ?
That would be awsome !
Hard to do I guess tho... as it would be for relatively small "Zones", and the transition may be rough... if its even possible at all.

Short of that....
How about some channel markers ?
Every Port I've been in has them.... Some are lit, some radar reflectors, some mere wood poles !
Had a Skipper once that would beat this old phrase into you when driving home, as we took shifts at the wheel...... "Red on Right when Returning.".
Lord pitty the fool that ran aground.... as Every Skipper in Port would be sure to hear about it, and the jokes never cease !

Anywyas......
.... channel markers... to complicate for me... sorry
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Old 04-27-11, 10:18 PM   #221
Budds
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More of a thought than a request...Lol !
Looking forward to your efforts !

Be Well............
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Old 04-27-11, 10:29 PM   #222
Dagoland
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Quote:
Originally Posted by stoianm View Post
We just got an ideea after Dagoland pop up his question about waves... so i need some advices... we want to put near big ports area in game not so big waves like in open sea... this will increase the immersivity of the game... so i need some suggestions... what you think should be the highest wind speed in areas near big ports?

Good point Dagoland

Also if you have another sugestion about weather to increase the immersivity of the game and if is posible to do that your sugestions are more than welcomed...

So please give me a maxim number for the wind near ports areas

regards

EDIT: just go in hystoric mission... go near port area... put wind 15 and see if is wired... and lower the wind until you will catch the right value... i can not to do that because i was never in a port and i never saw how big waves are in ports
Well try to help even a little, because my knowledge in what you do is limited, at least I can do is give some suggestions, and put some small idea.
You guys are doing the SH5, something completely different than it was, no wonder that at some point, use the engine of SH5 and experience in the MODs created a simulator, entirely new someday.

The last image you uploaded, that's the kind of waves that one expects to find in the Atlantic Ocean. Now however, the biggest waves seen in the English Channel, was a few days before the proposed date of D-Day, and after D-Day, there was another major storm that destroyed the artificial harbors that were created with shipwrecks.
The waves that gets screwed the landing bridges and piers, were of the order of 2 to 3 mtrs high, although this is a less common, in my opinion I think the really big waves should be alone at sea.

I enjoyed the image of the wave, bigger than the sub, excellent wallpaper.
I think a good idea of the waves, which can be seen at sea, is where you see in DAS BOOT, now that's a rough sea.

Greetings
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Old 04-27-11, 11:44 PM   #223
stoianm
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Originally Posted by Dagoland View Post
I enjoyed the image of the wave, bigger than the sub, excellent wallpaper.
I think a good idea of the waves, which can be seen at sea, is where you see in DAS BOOT, now that's a rough sea.

Greetings
You know... i like a lot Das Boot... but, sometime me and Gap, we have a word... that movie is our worst enemy sometime... because he spoiled some things ...people think that everything from that movie was true... well not everything is true... the underwater in Atlantic were they were pretended to be is blue not green ... and so on... about the waves i do not know if they exagerate in that movie... but i tell you for sure not everything that you saw in Das Boot is realistic (same thing for interior of submarine.... i saw some images and pictures and seems that in reality was not so dark inside)
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Old 04-28-11, 12:57 AM   #224
Silent Steel
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Default @ Stoianm - test report

Ahoy Stoianm

Now I've tested all various versions of the beta2 with and without the Sky Correction and in as many locations I could think of. Surfaced and submerged. In all kinds of weather.

I can say here on my rig the mods have worked without any whatsoever issues!

Maybe a tiny FPS drop when travelling in port or close to land.
My only problem still is that the beauty of the scenery still makes me stay on the bridge for too long and forgetting to take care of my crew.

The ongoing progress I see here in the forum is promising and I'm excited to get the released version. Can't wait.

The impression of the differences in places in the world where I've been diving myself is spectacular. (The Caribbean/Thailand/Philippines and the Baltic)
The light, visibility in bad/fair/good weather both under and on the surface are very good.

Surprising is that even in the Baltic I can say is good, maybe just a tiny bit too bright and too greenish.
And I miss a bit the pretty high waves when riding the waves in very bad weather.
But as I see here in the forum this matter is being discussed as I write.

(As maybe some of you know until recently all young men had to do about one year compulsory military service at the age of approx. 18 - 20 years.
I joined the navy and did my service on one of the few swedish subs for 16 months. I stayed for 3 more years.
We were offered to take courses in diving and that's an offer you can't decline. So the Baltic I think I know pretty well )

Greetings from an impressed sailor, grateful to be part of the testing team.

BTW, works flawlessly with the DBSM by Stormy (reqires Venatore's German U-Boat Crew Language Pack). Haven't found any conflicts.
/

Last edited by Silent Steel; 04-28-11 at 01:08 AM.
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Old 04-28-11, 01:06 AM   #225
stoianm
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Quote:
Originally Posted by Silent Steel View Post
Ahoy Stoianm

Now I've tested all various versions of the beta2 with and without the Sky Correction and in as many locations I could think of. Surfaced and submerged. In all kinds of weather.

I can say here on my rig the mods have worked without any whatsoever issues!

Maybe a tiny FPS drop when travelling in port or close to land.
My only problem still is that the beauty of the scenery still makes me stay on the bridge for too long and forgetting to take care of my crew.


The impression of the differences in places in the world where I've been diving myself is spectacular. (The Caribbean/Thailand/Philippines and the Baltic)
The light, visibility in bad/fair/good weather both under and on the surface are very good.

Surprising is that even in the Baltic I can say is good, maybe just a tiny bit too bright and too greenish.
And I miss a bit the pretty high waves when riding the waves in very bad weather.

Greetings from an impressed sailor, grateful to be part of the testing team.


/
Tnx....

The new version has changed a lot underwater visibility and bright.... now is more close to realism
The problem with big waves i hope i will find a solution... i am working on it (i am waiting sober also.... he is the guru of the waves)
In baltic and over manny places i fixed the greenish problem... i reworked a lot all the colors near lands... we will have a bit to greenish water somethime (in trpics and temperate near tropics somethime)... but not so ugly like before... the greenish vivid color will popu-up only between 8 and 9:30 in the mornig and between 16 and 17 in the evening (i can not do better than this because i will lose some other very nice colors in those areas... so we will still have to greenish in some areas near land at those hours in day but it is far better than the version you are testing now).

Tnx for your feedback
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