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Old 02-25-13, 06:42 PM   #1
gap
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Originally Posted by GT182 View Post
Wow, you guys have been busy.

I'd try it out but I'd have to start all over again with my campaign. Not going to happen for a while I'm afraid, but I will download it and have it in a safe place for later on.
Hi Gary,

If you were using Dynamic Environment v 2.1, you can enabled the new version any time
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Old 02-28-14, 07:31 PM   #2
GT182
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Originally Posted by gap View Post
Hi Gary,

If you were using Dynamic Environment v 2.1, you can enabled the new version any time
By that I take it you mean I wouldn't have to start a new career? And yes I do have the Dyn Env v2.1 mod installed right now. Just uninstall 2.1 and install 2.9 in the same lines where 2.1 was?
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Old 02-28-14, 08:22 PM   #3
gap
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Originally Posted by RushTheBus View Post
Gap, stupid question. Can you enable Breeze, Gale & Hurricane sub mods to encompass all wind conditions?
Hi RushTheBus, sorry for the late reply.

The naming of DynEnv's submods have probably misleaded you into thinking that they apply to different wind ranges, and that they can therefore be enabled together. I and stoianm could have actually called them "normal version", "very high waves version" and "high waves with abnormal frequency version". They all, especially the last two, are sort of experimental, as they try to address a limitation of the game engine (which limits the wind speed to max 15 m/s) by increasing dramatically wave strenght leawing wind speeds unaltered. The settings of the three of them are found in the same file, and enabling more than one would mean that only the one enabled last would be applied. On the other hand, their merging into one file, would require a delicate averaging/finetunig of parameters from different version applying to the same wind speeds, rather than a simple copy/paste process.

Waiting for a proper wave mod, I suggest you sticking to one of the following:

- breeze version (as included in DynEnv's package);
- gale version with Fifi's improvements (available as an external download at post #1);
- sobers wave mod (also available from post #1)

Quote:
Originally Posted by GT182 View Post
By that I take it you mean I wouldn't have to start a new career? And yes I do have the Dyn Env v2.1 mod installed right now. Just uninstall 2.1 and install 2.9 in the same lines where 2.1 was?
yep, v 2.9 is an optimization of v 2.1, but core files are mostly unchanged. More in general, not being saved in save games, environmental parameters can be edited during campaign with relative safety. This is on the pro side, the cons being that on game reload, weather is never the same as when you saved it
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Old 03-02-14, 02:58 PM   #4
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installed the mod, everything looks ok but underwater i see lots of white textures, what did i miss?!

LE: installed the critical update and everything is fine ! nice graphics ! nice mod! 10/10 !!!!
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Old 03-02-14, 04:10 PM   #5
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Originally Posted by R1fl3M4n View Post
installed the mod, everything looks ok but underwater i see lots of white textures, what did i miss?!

LE: installed the critical update and everything is fine ! nice graphics ! nice mod! 10/10 !!!!


Since you are enjoying the mod so mutch, you might be pleased knowing that it was started as a solo project by a country mate of you. I take the occasion for praising (once more) our friend stoianm and all the subsim buddies who have contributed to it!
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Old 03-02-14, 04:18 PM   #6
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A Big Thank you to Stoianm

Quote:
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Since you are enjoying the mod so mutch, you might be pleased knowing that it was started as a solo project by a country mate of you. I take the occasion for praising (once more) our friend stoianm and all the subsim buddies who have contributed to it!
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Old 03-03-14, 10:47 AM   #7
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Stoianm - he is the man!
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Old 04-22-14, 03:43 PM   #8
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[SeaType #]
WindSpeed= the wind speed that each sea type applies to
ScaleX= main wave width. In game units? (1 unit = 10 m)
ScaleY= main wave height
ScaleZ= main wave length
ScaleNormal= ?
BumpScaleU= how many times waves' bump map (which file is that?) is sampled over a square of sea surface (in width) (?)
BumpScaleV= how many times waves' bump map is sampled over a square of sea surface (in length) (?)
NormalSharpness= ?
BumpScale= the size of the sea surface square that the bump map is sampled on (in game units?)
BumpStrength= bump map sharpness?
FarWavesScale= this could be a wave scale (X, Y, and Z) modifier, applied to waves far from player's sub (?)
FarWavesStrength= this could be a wave strength (the force applied to seagoing vessels) modifier, applied to waves far from player's sub (?)
FresnelBias= applies to water reflections
FresnelPower= applies to water reflections
LargeWavesArmonics= max number of large waves travelling in a string (?)
LargeWavesCoef= ?
SeaSpeed= how fast waves are travelling compared to wind speed (?)
WaveChoppinessFactor= self explanatory
ReflectionIntensity= self explanatory
ReflectionDeformation= self explanatory
TransparencyDistance=? Transparent water distance from the players view . Wider or narrower view . When looking over the side of the sub you could make the water transparent 18 mts deep by a few meters wide etc . or 25 mts deep x 100 meters wide view . You will get the same view with external camera . stoianm did a transparent water altering the shaders but that made the entire water transparent .
TransparencyDistanceUnder= ? Transparent water distance from the players view . Depth of transparency .
SpecGlossiness= specular reflections glosiness
SpecIntensity= specular reflections strength
SpecSpread= specular reflections angle of spread (?) shape of specular glossiness http://stevesfsxanalysis.wordpress.c...lour-of-water/
UnderSpecGlossiness= ?
UnderSpecIntensity= ?
ExtraSpecGlossiness= ?
ExtraSpecIntensity= ?
ExtraSpecSpread= ?
HeightColorFactor= ? You can give the trough of waves a darker appearance giving the impression of depth . Too much and it looks terrible

Last edited by THE_MASK; 04-23-14 at 06:19 PM.
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Old 04-23-14, 05:40 AM   #9
gap
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Thank you sober. Please keep your comments coming
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Old 04-26-14, 08:59 AM   #10
vdr1981
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Quote:
Originally Posted by sober View Post
[SeaType #]
WindSpeed= the wind speed that each sea type applies to
ScaleX= main wave width. In game units? (1 unit = 10 m)
ScaleY= main wave height
ScaleZ= main wave length
ScaleNormal= ?
BumpScaleU= how many times waves' bump map (which file is that?) is sampled over a square of sea surface (in width) (?)
BumpScaleV= how many times waves' bump map is sampled over a square of sea surface (in length) (?)
NormalSharpness= ?
BumpScale= the size of the sea surface square that the bump map is sampled on (in game units?)
BumpStrength= bump map sharpness?
FarWavesScale= this could be a wave scale (X, Y, and Z) modifier, applied to waves far from player's sub (?)
FarWavesStrength= this could be a wave strength (the force applied to seagoing vessels) modifier, applied to waves far from player's sub (?)
FresnelBias= applies to water reflections
FresnelPower= applies to water reflections
LargeWavesArmonics= max number of large waves travelling in a string (?)
LargeWavesCoef= Drag coef. introduced to the vessel when it hits large wave, O-no drag, 1- shiping goes nowhere...
SeaSpeed= how fast waves are travelling compared to wind speed (?)
WaveChoppinessFactor= self explanatory
ReflectionIntensity= self explanatory
ReflectionDeformation= self explanatory
TransparencyDistance=? Transparent water distance from the players view . Wider or narrower view . When looking over the side of the sub you could make the water transparent 18 mts deep by a few meters wide etc . or 25 mts deep x 100 meters wide view . You will get the same view with external camera . stoianm did a transparent water altering the shaders but that made the entire water transparent .
TransparencyDistanceUnder= ? Transparent water distance from the players view . Depth of transparency .
SpecGlossiness= specular reflections glosiness
SpecIntensity= specular reflections strength
SpecSpread= specular reflections angle of spread (?) shape of specular glossiness http://stevesfsxanalysis.wordpress.c...lour-of-water/
UnderSpecGlossiness= ?
UnderSpecIntensity= ?
ExtraSpecGlossiness= ?
ExtraSpecIntensity= ?
ExtraSpecSpread= ?
HeightColorFactor= ? You can give the trough of waves a darker appearance giving the impression of depth . Too much and it looks terrible
Small digression...
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