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Old 08-01-11, 11:36 AM   #1846
Wolfstriked
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Thanks Postal,when I remove the mod and run stock I actually laugh at the difference.I had a hard enough time making that video as I have a USB headset forcing me to unplug it,enable my audigy drivers,film the vid with no sound I can hear,disableing Audigy drivers,rebooting the PC,going into device manager and reenabling USB headset and finally just picking a video that stutters as little as possible.Then a four hour upload to Youtube.My movie making days are off to a wonderful start.

The skin is by Fubar and modified by Graf.
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Old 08-02-11, 07:46 AM   #1847
Anvart
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Quote:
Originally Posted by TheDarkWraith View Post
...
The water meshes are rendered first (water is divided into what I call patches) ...
Sorry, RB, it's Dev's terminology ... not your.
Quote:
Originally Posted by TDW/RB
...
while at the same time setting Z buffer entries as it does. Next reflections on the water are rendered. Next sky/atmosphere is rendered (Z write enable disabled). Next units and terrain are rendered (Z write enable restored and Z buffer tests are performed while rendering. If Z buffer entry has already been set by water then pixel is discarded - thus why no transparent water). Contrast this with SH5: SH5 renders everything first then renders water.

I will say that SH3 uses an ingenious system ... (culling, alpha-blending, Z-write enable), Streams set, Shaders set, etc.
...
One thing SH3 does well is frustrum testing/culling/clipping before trying to render anything.
...

WoW, how many "smart" words... I will say is easier, on your screenshot i see "switched off" rendering of water surface.
...
See another example... Here you can see "the patches" (animated) are not distributed in space, as well as you can see the "hole" (black) of fog object.



and wireframe view:

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Last edited by Anvart; 08-04-11 at 02:29 AM.
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Old 08-02-11, 09:19 AM   #1848
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Originally Posted by Wolfstriked View Post
Did some more work to the waves.

What wind-force/wave-height is this vid representing?
The waves look nice. It looks like wind-force 7.

Real wind-force 6-7 vid =>


Last edited by ETsd4; 08-02-11 at 09:33 AM.
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Old 08-02-11, 10:01 AM   #1849
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Quote:
Originally Posted by ETsd4 View Post
What wind-force/wave-height is this vid representing?
The waves look nice. It looks like wind-force 7.

Real wind-force 6-7 vid =>

20 knts max?! JESUS THATS.... THATS...... ALMOST 23 MPH!!
and in gale force winds!? nice vid to whoever captured that, i myself sail in the great lakes, (Michigan waters in the United states) ive done about 10-20 races..... but NEVER had a gale force storm, that Vid is INSANE!
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Old 08-02-11, 12:50 PM   #1850
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Quote:
Originally Posted by ETsd4 View Post
What wind-force/wave-height is this vid representing?
The waves look nice. It looks like wind-force 7.

Real wind-force 6-7 vid =>

Not modeled after anything really.Just went with the max wind speed in game of 15mph and made the waves big enough but not too large to where the boats look off in the water.I had the ocena at one point in the game looking so real with huge 15ft waves but sadly the boats would get stuck on the sides and do other weird stuff.Its a simple model of an ocean as is alot of the physics in game.

An example is the horsepower of boats and the mass of the boats are entered into the game at their correct stats but the game seems to make 700hp too powerful as if 700hp seems double or more of what 700hp should really do to a 250ton boat.I run around in my friends 400hp car at 3000 pounds and cant imagine a boat weighing 560,000 pounds and being propelled by two propellers having anything but terrible acceleration.I am no math wiz but it seems that the boats should accellerate at very slow rates.

I took a IXC and put its horspower from 4400hp to 600hp and the boat still hit 18kts at 1mph winds with 4400hp causing 27mph.To me it feels more real when you see the kts slowly creeping up instead of the way it is in stock.I was thinking of looking into the merchant and escorts to see what happens when their HP is halved or even lowered to 1/4 of what it is now.Thing is there are so many boats and who knows where to look for turn times and acceleration tables.Would be sweet though to see realistic backing to avoid collisions or to stop the excessive manuevers to sway away from torpedoes.I think that it was looked into but someone found that the boats start colliding due to bad AI.
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Old 08-02-11, 02:48 PM   #1851
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Quote:
Originally Posted by Wolfstriked View Post
Feedback is most welcome guys.

The way I want my game is a personal thing and I know many people have different ideas as to what is realistic.What I will do instead is just post here my findings and you guys can tweak it to fit your way.

I started tweaking with cutting the horsepower in half and upping the L/R drag from .3 to .75....ala Thompsen's ideas.Then the issues started.....

Horsepower is cut in half giving a much nicer acceleration and drag is increased removing the excessive(IMO)rocking back and forth to the Uboats.Thing is that now with higher drag and less HP the boats slow down too much in turns.This means that the TypeIIA just went from 2:05secs to 3:25secs.Easily remedied by a large increase to rudder drag but that has negative aspect of making the initial turn of the Uboat seem like a speed boat.I am going for turn speeds listed below

TypeIIA=2:10....initial=2:05
TypeVII=3:00....initial=2:20
TypeIX=4:00.....initial=2:43

So I dropped down the COG from 1.95 to 0.25 and was able to bring the L/R drag down to comfortable 0.25.Any lower drop of the Left and right drag and you get a weird bug where the boat will not go where you set it to heading wise.Harrrrrd nut to crackThis allows a lower rudder drag setting for a slower initial turn and brings the turn time of the IIA down to 2:10.I also put the L/R drag for surfaced and submerged equal....if you do not then the boat jerks when it dives into water.

UD drag setting controls the way the boat rides over the water.This is a hard one because it goes for all wave sizes.Small number makes small waves having the boats rock and jump up and down....fixed by higher setting but then the boat looks off on big waves .I go for .25(TypeII) .50(VII) and .75(IX).This works very well and tweaking it up or down just causes issues at different wave heights.

Then the submerged UD drag setting.I put to 0.0 as it allows the TypeIIA to drop into water and then rise rapidly.If you put higher it causes the boats to get stuck in the water and slowly rise as if in mud.Can be tweaked but again its just this one setting for all wave heights.

FR_ratio....this is how the boat travels over a wave so that a more forward setting drops the nose quick while a more rearward settings....doesn't

The difference in mass of surfaced displacement to submerged displacement....this is the factor that shows the buoyancy of the boat ON the water surface.The difference of the initial mass compared to the surfaced is what determines the buoyancy while submerged.

What elseThe manBT_flood_speed determines how fast the boat dives.

Dive plane drag settings....hard to tweak because I noticed that by going lower on the big boats(as it should be)causes a smaller dive angle to occur sadly.

I also changed the scene.dat by removing the 4 wind speed stages.I use only two settings with 0 wind and second at 15mph wind speed.This way the waves slowly get bigger as wind speed increases .In game at stock the waves go from 0.05 to 0.14 at 4mph wind.This makes the slow wind speed waves bigger than they should be.Same with the say 12mph waves being very close in size to 15 etc.With just two stages the waves get gradually bigger as wind speeds pick up.

Largewavesarmonics=the amount of large waves that will appear.Setting it to 0 makes for some truly magnificent seas but the SH3 boats look way off seeming to get stuck on the sides of them.The Largewavescoef=a way to get larger or smaller Largewavesarmonics since there is no way to add say 1.5 Largewavesarmonics.Instead you would do Largewavesarmonics=2 and Largewavescoef=0.5
So is this what you did to make the video look the way it did? Cause I was thinking about jumpering this into my personal mod for peri positions and interiors...
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Old 08-02-11, 03:10 PM   #1852
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Originally Posted by postalbyke View Post
So is this what you did to make the video look the way it did? Cause I was thinking about jumpering this into my personal mod for peri positions and interiors...
Yes Mate but be warned its really frustrating stuff.I will send you what I have done so far and you can pull out what you want.I noticed in other thread that u use NYGM and MAguiF.I use GWX and NYGM but it was made with the GWX16km mod as base so give me a bit and I'll dump it into my NYGM game and see if its trouble free.
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Old 08-02-11, 08:11 PM   #1853
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Postal,I am running into many issues trying to change the NYGM scene.dat.For some odd reason my changes are making the water look awful and I have no idea why.Also,I think its too much hassle as many changes on my end will disrupt the "delicate" balance these super mods aim for.One is for example the GWX16km mod I based off and that NYGM is set for 20km.Plus I think I read that light levels in scene.dat being different will affect visual sensors.This means that the sensor work will be screwy.

If you want you can try it anyway as it does work,just do not know with what consequences.PM me your email,if your interested.
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Old 08-03-11, 10:34 AM   #1854
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My computer won't run anything but the vanilla scene.dat, so I wind up loading the original into both my GWX and NYGM folders... I recently started a career in GWX to compare enemy AI and ship design :P
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Old 08-03-11, 12:03 PM   #1855
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Yes they both have good and bad points.Last night in GWX I fired at that torpedo boat thats always around when leaving Kiel.3 torpedo salvo at minimal dispersion and something happened that I never seen before.The torpedo boat got blown out of the water and then exploded in midair leaving only some crates and an oil slick.The whole port of Kiel then went on an attack with every weapon in vicinity firing at me and all spot lights searching in the dark.My PC went down to 5fps.
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Old 08-03-11, 01:31 PM   #1856
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Now imagine that fps every time you're lining up a shot on any single ship... :P
That's why I stopped playing GWX.
Now that I've fixed it... ooh, I could re-try the OLC Gold Gui...

edit: Right! So I was going to request minimal changes to scene.dat as far as world size based on its severe effect on FPS on my laptop. If you guys want a bigger enviro, tho, I will respect that, and just change the "scene" back quietly on my rig
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Old 08-03-11, 01:43 PM   #1857
Wolfstriked
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Dude thats suck...I know I have been there many times in my life.Thats why I build a new pc every 3 yrs with expensive parts.

$500.00 dollars for a video card is totally nuts!!

Skip free games 3 yrs later=priceless
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Old 08-03-11, 02:43 PM   #1858
makman94
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Quote:
Originally Posted by Wolfstriked View Post
Feedback is most welcome guys.

The way I want my game is a personal thing and I know many people have different ideas as to what is realistic.What I will do instead is just post here my findings and you guys can tweak it to fit your way.

I started tweaking with cutting the horsepower in half and upping the L/R drag from .3 to .75....ala Thompsen's ideas.Then the issues started.....

Horsepower is cut in half giving a much nicer acceleration and drag is increased removing the excessive(IMO)rocking back and forth to the Uboats.Thing is that now with higher drag and less HP the boats slow down too much in turns.This means that the TypeIIA just went from 2:05secs to 3:25secs.Easily remedied by a large increase to rudder drag but that has negative aspect of making the initial turn of the Uboat seem like a speed boat.I am going for turn speeds listed below

TypeIIA=2:10....initial=2:05
TypeVII=3:00....initial=2:20
TypeIX=4:00.....initial=2:43

So I dropped down the COG from 1.95 to 0.25 and was able to bring the L/R drag down to comfortable 0.25.Any lower drop of the Left and right drag and you get a weird bug where the boat will not go where you set it to heading wise.Harrrrrd nut to crackThis allows a lower rudder drag setting for a slower initial turn and brings the turn time of the IIA down to 2:10.I also put the L/R drag for surfaced and submerged equal....if you do not then the boat jerks when it dives into water.

UD drag setting controls the way the boat rides over the water.This is a hard one because it goes for all wave sizes.Small number makes small waves having the boats rock and jump up and down....fixed by higher setting but then the boat looks off on big waves .I go for .25(TypeII) .50(VII) and .75(IX).This works very well and tweaking it up or down just causes issues at different wave heights.

Then the submerged UD drag setting.I put to 0.0 as it allows the TypeIIA to drop into water and then rise rapidly.If you put higher it causes the boats to get stuck in the water and slowly rise as if in mud.Can be tweaked but again its just this one setting for all wave heights.

FR_ratio....this is how the boat travels over a wave so that a more forward setting drops the nose quick while a more rearward settings....doesn't

The difference in mass of surfaced displacement to submerged displacement....this is the factor that shows the buoyancy of the boat ON the water surface.The difference of the initial mass compared to the surfaced is what determines the buoyancy while submerged.

What elseThe manBT_flood_speed determines how fast the boat dives.

Dive plane drag settings....hard to tweak because I noticed that by going lower on the big boats(as it should be)causes a smaller dive angle to occur sadly.

I also changed the scene.dat by removing the 4 wind speed stages.I use only two settings with 0 wind and second at 15mph wind speed.This way the waves slowly get bigger as wind speed increases .In game at stock the waves go from 0.05 to 0.14 at 4mph wind.This makes the slow wind speed waves bigger than they should be.Same with the say 12mph waves being very close in size to 15 etc.With just two stages the waves get gradually bigger as wind speeds pick up.

Largewavesarmonics=the amount of large waves that will appear.Setting it to 0 makes for some truly magnificent seas but the SH3 boats look way off seeming to get stuck on the sides of them.The Largewavescoef=a way to get larger or smaller Largewavesarmonics since there is no way to add say 1.5 Largewavesarmonics.Instead you would do Largewavesarmonics=2 and Largewavescoef=0.5
ahoy Wolfstriked ,

it seems that you have spend a lot of your time to prepare these tweaks . i am sorry that haven't replied to you yet but i haven't tested it yet (real life is very 'pressing' this period) .i will let you know asap
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Old 08-03-11, 02:49 PM   #1859
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Damn the 20th Centuary

Quote:
Originally Posted by Wolfstriked View Post
$500.00 dollars for a video card is totally nuts!!
It's called progress mate, and boy how we all suffer. You replace the vid card to find out the CPU has been upgraded, which means a new mobo, leading to perhaps more/different RAM. A bottomless pocket would be nice, however we do what we can. I remember paying way over £1300 for two 8800gtx's golden sample editions, then likewise a few years later for x2 GTX295............ One failed after 20 mins and couldn't be replaced.... No one had one! Later it was announced Nvidia dropped them!!!! Still stuck with one which is a PhysX only card, damn shame I know, but better than in the bin

Best regards.

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Old 08-03-11, 02:57 PM   #1860
makman94
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Originally Posted by Fubar2Niner View Post

.....It's called progress mate, and boy how we all suffer. You replace the vid card to find out the CPU has been upgraded, which means a new mobo, leading to perhaps more/different RAM. A bottomless pocket would be nice, however we do what we can.....

Best regards.

Fubar2Niner
hehehe....you are so right Fubar2Niner ! thats why ...we build the system all together and never look back ( and noway....forward ) ! we will look forward after some (many years) and build again a whole pc and so on....

other way....the pocket will always be full of ...holes !
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