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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#17 | |
Frogman
![]() Join Date: Jul 2007
Location: Nebraska...
Posts: 303
Downloads: 102
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I'm a gas pumpen, tire and brake changin, fix anything, jet fuel drinken, USAF Crew Chief. |
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#18 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
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Cheers
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#19 |
Ace of the deep .
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No matter what depth i go to the sub holds depth at stop or any speed . I play on 100% realism . I just tried going to 135 meters in a Vii and it held depth for 1 hour at 0 knots and 1 knot the same . It must be mods or lack of .
Generic Mod Enabler - v2.5.0.150 [C:\Ubisoft\Silent Hunter 5\MODS] Accurate German Flags RemoveLogoIntroTheDarkWraith SD_MapCourseLine_tiny_arrows_ocred Loading Screens Mod 2.0 Lite Campaign LC 1.2 No magic skills v1.5 MightyFine Crew Mod 1.2.1 Alt faces Grossdeutscher Rundfunk Sh5EnvModGold Capthelms SH5 Audio Mod AilClouds 3.0 AilMoon 1.5 German U-Boat Internal Routine SFX North Atlantic Green 1.1 sobers 100% underwater FX sobers hyrophone fix sobers base wave mechanics for SH5 v3 No Ship Wakes 1.2 sobers no footstep sound mod sobers silent hud sobers talking conning crew mod Speech fixes and additions (english version) sobers multi color mod No Damn Bubbles, No Damn Halo Mod NDB,NDH OM#1 - No Dialog Indicator NewUIs_TDC_4_1_0_ByTheDarkWraith NewUIs_TDC_4_1_0_alt_officer_wounded_by_naights NewUIs_TDC_4_1_0_Waypoint_Contacts_Same_Shape_No_C olor MRP 1.3 Krauters Automated Scripts IRAI_0_0_22_ByTheDarkWraith IRAI_0_0_22_No_hydrophone_on_surface_No_Aircraft_s potting |
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#20 | ||
Mate
![]() Join Date: Apr 2007
Location: Hertfordshire UK
Posts: 56
Downloads: 19
Uploads: 0
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#21 | |
Seasoned Skipper
![]() Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
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Intel I7-7800x CPU. 16Gb G.skill DDR4 3600MHz. Asrock Taichi X299 mb Palit RTX 2080Ti. Fortron 1000W PSU. BenQ XR3501R LCD. |
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#22 | |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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That's because I have made only the depth keeping modifications, leaving avery other value like stock. UHS also tweaks the center of gravity plus something else to make the physics more lifelike. I think theese two mods can be merged...
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"Memento Audere Semper"
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#23 | |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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Well, after a little more testing I am afraid that a "merging" can not be done. ![]() In fact, the submarine on rails is a direct effect of the very small difference between surfaced and submerged displacements, and unfortunatly, is this diffarence that makes the submarines sink down. I fear the we can not have both realistic sailing and proper depth keeping using this method, but I am considering the idea of apening a new thread and discuss possible solutions. ![]()
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"Memento Audere Semper"
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#24 |
Lieutenant
![]() Join Date: Mar 2007
Posts: 250
Downloads: 140
Uploads: 0
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There is simply NO solution for this in SH5.
All you can have is what is done in "UHS" mod - draft is set to 5,45 instead of 4,5 = sub does not fly as much as when stock setting used. Believe me, ppl tried to tweak this for weeks (including me) so unless ubi does not change their wave engine/sub mass algorythm, it will always look like it moves on rails. Or, of course, you can do what we done here 100 times - increase submerged mass/displacement and lower up/down drag for surfaced "obj_hydro". I`ve had a little success when editing "sim.cfg": --------------------------- [Mech] Waves amplitude=0.3 Waves attenuation=0.75 --------------------------- These values govern how waves affect surcafe behavior too, but also detecting times for AI ships etc. so tweak this with caution. I`ve also tried to tweak "submerged draught" to 7,5m (6 was stock I think) -> it also helped a bit so ship pitched up and down the waves but it also slowed surfacing procedure - sub stopped to surface at 7,5M and it was surfacing only very slowly up to 5,45m which is surface draft (about 2 min until fully surfaced when not using "blow ballast"- if you do then you surfaced faster) Try it if you want its easily done and you`ll understand what i meant ![]() |
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#25 | |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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![]() My fix is perfect (almost perfect) for depth keeping, but has a very heavy "submarine on rails" effect. ![]() Thank you for the help and infos ![]()
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"Memento Audere Semper"
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#26 |
Lieutenant
![]() Join Date: Mar 2007
Posts: 250
Downloads: 140
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Sorry if I sound too negativistic here, you are of course free to try anything that could help, I`d be very happy if someone could finally do it right if there`s really some "hidden" solution for this...
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#27 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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This bug is real pain... it ruins gameplay, realism and is difficult to fix. It was also present in SH4 and in some measure even in SH3 ( I remember tweaking a VIIC/42 and bringing it down to 400m. At such depth it slowly started sinking. I would like to see the .sim files of SH3 and search for clues, since the game engine is very similar at the core.
Dont worry, if I ever will be able to find a solution for this I will tell. ![]() One last thing: do you know what the "put_on_water" thing is? How does it affect gameplay? It should have something to do with the physic model of the ship... Cheers ![]()
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"Memento Audere Semper"
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#28 | |
Lieutenant
![]() Join Date: Mar 2007
Posts: 250
Downloads: 140
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#29 | |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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![]() Have a nice day!
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"Memento Audere Semper"
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#30 | |
Black Magic
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HydroCtrl.cpp.The object's front-rear drag coef...FR..The object's up-down drag coef..UD..The object's left-right drag coef...LR..The object's drag (water resistance) coefs [F=C*v^2]....The object's draught [m]. If 0, then the geometric bounding box height is taken.....draught.....The object's displacement [Tons]. If 0 then it is automaticaly computed.....displacement....The object's submerged parameters...Submerged.......The object's draught [m]. If 0, then it is taken from the object's global position......The object's displacement [Tons]. If 0 then the object's mass is taken..The object's surfaced parameters....Surfaced....Put the hydro object on the water at the surfaced draught...bool....put_on_water........Gravity center horizontal position [>0]. 1=FRONT, 0.5=MIDDLE, 0=REAR....fr_ratio........Gravity center height from the object's bottom [m]. If 0, then the half of geometric bounding box is taken..gc_height...The object's mass [Tons]. If 0, then the object's surfaced displacement is taken....mass....Display the object's submerged draught..SD..Display the object's gravity center.....GC..Display the object's parameters.....params..Debug display settings..Debug...Hydro controller: controlls an object that can float....obj_Hydro...hull |
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