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Old 04-07-08, 01:57 PM   #11
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by bert8for3
Re big waves, I haven't really followed this discussion, but how does this fit in with selection of seasonal option in SH3Cmdr? I haven't tried the mod with that so far, as am in middle of patrol.
I have no idea what seasonal waves does.

@Rubini

Here,

I increased the waves lenght and width by 3 times. Look what happens to the uboat.
@bertfor3: that seasonal option on Sh3Cmdr just uses avery old tweak on scene.dat that makes the waves major or minor in size. BUT it only mess with the size not the behaviour of the wave mechanics. So, this option will not solve our problem.

@PT: I will look in a minute, but read my reply here to bertfor3, just raising the waves size isn't enough and is alreday an old well know fix by the community. What we need to try is really mess with waves mechanics, what also already was tryed on the past but not so much...so always news discoveries could be find on the matter!
You got it all wrong, Rubini. I changed the waves LENGTH AND WIDTH, not the size. Its a tweak that I've never seen before and I bet neither did you. It looks REALLY GOOD, but what happens to any vessels in those waves is just ridiculous. The game mechanics instead of making the vessels go with the waves, takes the avarage wave amplitude and makes the vessels floats in that avarage lane. Its just pathetic.
I just looked at your video a minute ago. The waves are good! (Good that you already had noticed that size issue. )

And, yes, the floating movement is ridiculous. In the .sim as you must know we have a UP/DOWN settings for the uboats balance. Could this make any positive effect on your research? I yet think that something more could be hide on scene.dat on the matter (sail/wave mecahnics).:hmm:
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