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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Which wave mod do you use/find more realistic? | |||
none (stock wave settings) |
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1 | 4.17% |
Improved Waves V1.1 |
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0 | 0% |
Real Environment - Rev 3 / DynEnv v2.9 - Breeze |
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4 | 16.67% |
DynEnv v2.9 - Gale |
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6 | 25.00% |
DynEnv v2.9 - Gale Improved |
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9 | 37.50% |
DynEnv v2.9 - Hurricane |
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3 | 12.50% |
sobers waves mod (specify which version) |
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3 | 12.50% |
Multiple Choice Poll. Voters: 24. You may not vote on this poll |
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#1 |
Count Dracula
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i just voted ... and really like your work gap
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#2 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thank you mate
![]() Just a quick remark on your preferences. Both DynEnv v2.9 - Gale and DynEnv v2.9 - Gale Improved, use six seatype definitions (respectively for 0, 3, 6, 9, 12 and 15 m/s), instead of the four stock seatypes (0, 5, 10 and 15 m/s). Going by what TDW is stating in this post, the game should ignore the last two sets of parameters (12 and 15 m/s). Yet, both mods seem to work perfectly even for wind speeds equal to or higher than 12 m/s. I still don't get where the game gets the missing sea types from, since after 9 m/s wind speed (SeaType 3) there wouldn't be a seatype that the game can interpolate. ![]() |
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