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Old 01-08-14, 02:51 PM   #1
gap
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Originally Posted by Captain73 View Post
P.S. In SHO I saw more realistic motion (mechanics) waves .... other foam .... submarine descends from the waves, and then rises!
Very realistic!
Don't forget that SHO's physics model is likely much more simplified compared to SH5. Wave motion and vessels' pitch and roll are probably no more than pre-set visual effects in SHO (smoother and nicer, but lesser real), whereas, in SH5, they must be calculated frame by frame and they affect units' performances.

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It is a pity that such waves we do not see in SH5!
Well, there are some limitations connected with SH5 waves (small units taking damage or getting submerged by big waves, wind speed limited to a maximum of 15 m/s, AI guns still too accuarate in rough seas, etc.), but I also think that there is a lot of space for improvement achievable by us modders

For a start, there are some physical constants regarding wave propagation and bodie's motion in a fluid that we should study before we can model realistic waves

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Originally Posted by Raven_2012 View Post
So is the Gale version the old normal version? I am trying to swap out from old to new the comparable ones.
The old 'normal version' is now called 'breeze', the medium version is now 'gale' and hurricane is... hurricane
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Old 01-08-14, 04:11 PM   #2
THE_MASK
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Why doesn't someone else have a go at the waves . Its just notepad . Put the game in windows mode and have a smaller resolution size than your monitor . With TDW New Ui mod you can change weather using single missions . Change a parameter in Silent Hunter 5\data\Env\SeaParameters with notepad then save and look at it in the single mission (load a mission after changing a parameter to look at the change then quit the single mission) . Exit back to the main game menu . Change the parameter again and look at it in the single mission again . etc etc . Someone might have some fresh ideas about how the SeaParameters work together .
My last waves mod was done like that to make it harder to use the deck gun , spot things with scopes . In other words to actually make it difficult in rough weather , something of a challenge .
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Old 01-08-14, 06:01 PM   #3
gap
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Originally Posted by sober View Post
Why doesn't someone else have a go at the waves

...

Someone might have some fresh ideas about how the SeaParameters work together .
Yes, good question. Why?

I have on my HD a collection of articles on ocean waves (with formulas) and a simplified spreadsheet for calculating average wave height, length, period and speed as a function of wind speed. There are many more parameters than these in SH%, but the above could be a starting point for simulating realistic waves in game. Due to the poor state of my system I cannot embark myself in long testing sessions, but I would be glad to share my little knowledge-base on the subject.

Similarly, I am sure that te other SH5 modders who have previously dealed with SH waves (sober, Volodya, Fifi), would be happy to help withe their knowledge on wave parameters.

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Originally Posted by sober View Post
My last waves mod was done like that to make it harder to use the deck gun , spot things with scopes . In other words to actually make it difficult in rough weather , something of a challenge .
I hope you didn't take my remarks in the wrong way, sober. My comments on your waves are only relative to the their visual aspect (or, more precisely, on the excessively glossy aspect of their surface). On the other hand, I think that their physical properties go in the right direction.

On a side note, I have just noticed that there are some wave parameter which might affect AI ship's gun aiming. I am talking about LargeWavesCoef, FarWavesScale and FarWavesStrength. Vdr1981 might be interested into this particular topic, as he is the one who noticed for the first time that close ships have a worst aim than far one.

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Old 01-08-14, 06:06 PM   #4
Raven_2012
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OK, thanks. I didn't realize normal was the low end wave mechanics.

Quote:
Originally Posted by gap View Post
Don't forget that SHO's physics model is likely much more simplified compared to SH5. Wave motion and vessels' pitch and roll are probably no more than pre-set visual effects in SHO (smoother and nicer, but lesser real), whereas, in SH5, they must be calculated frame by frame and they affect units' performances.



Well, there are some limitations connected with SH5 waves (small units taking damage or getting submerged by big waves, wind speed limited to a maximum of 15 m/s, AI guns still too accuarate in rough seas, etc.), but I also think that there is a lot of space for improvement achievable by us modders

For a start, there are some physical constants regarding wave propagation and bodie's motion in a fluid that we should study before we can model realistic waves



The old 'normal version' is now called 'breeze', the medium version is now 'gale' and hurricane is... hurricane
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Old 02-25-14, 09:45 PM   #5
RushTheBus
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Gap, stupid question. Can you enable Breeze, Gale & Hurricane sub mods to encompass all wind conditions?
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