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Old 08-29-10, 08:13 PM   #16
ddrgn
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Please note that I did in no way, shape or form attempt to take credit for your work ddrgn
Ya I know, just wanted to clear it up before others got confused
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Old 08-29-10, 10:27 PM   #17
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Originally Posted by ddrgn View Post
Quick FYI - I made UHS not Krauter, I do appreciate that its a popular mod and may refine it to fit with some of the current mods....

Can someone help me understand the problem with the stock game is exactly?

Is this all about the boat being at depth and continuously sinking at slow speeds?
yes ddrgn the issue is the viia and viib (its the only two ive used thus far), continually sink after about 80-90meters at slow speeds, any speed that I have encountered below 5knts the boat constantly sinks.
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Old 08-29-10, 10:31 PM   #18
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Cheers just didn't want anyone to get the wrong idea
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Old 08-29-10, 10:41 PM   #19
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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
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Old 08-30-10, 02:47 AM   #20
eon850aye
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Quote:
Originally Posted by ddrgn View Post
Quick FYI - I made UHS not Krauter, I do appreciate that its a popular mod and may refine it to fit with some of the current mods....

Can someone help me understand the problem with the stock game is exactly?

Is this all about the boat being at depth and continuously sinking at slow speeds?
Pretty much, down to 175m, I've got no problems, any more than that is when it happens for me @ minimum speed.

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Please note that I did in no way, shape or form attempt to take credit for your work ddrgn
My bad guys, please accept my appologies for the confusion
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Old 08-30-10, 04:11 AM   #21
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Originally Posted by sober View Post
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
VIIC works fine yes. It's the VIIA and B that has the "bug". If it stops diving for you it must be a mod that fixes it or you have used a mod previously that hasn't removed it self properly.
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Old 08-30-10, 07:16 AM   #22
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Originally Posted by eon850aye View Post
@ andycaccia,
have tried your method, and the depth fix works a treat, but...
...when surfaced the sub looks like it's on rails, fine in calm waters, but as soon as the wind picks up, well, it doesn't look good.
In a perfect world, I'd like to have UHS1.4mod on the surface and your mod when submerged.
Any chance of Krauter & yourself tying the (mod) knot.

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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Old 09-01-10, 07:14 AM   #23
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Originally Posted by eon850aye View Post
@ andycaccia,
have tried your method, and the depth fix works a treat, but...
...when surfaced the sub looks like it's on rails, fine in calm waters, but as soon as the wind picks up, well, it doesn't look good.
In a perfect world, I'd like to have UHS1.4mod on the surface and your mod when submerged.
Any chance of Krauter & yourself tying the (mod) knot.

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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Old 09-01-10, 07:49 AM   #24
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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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Old 09-01-10, 08:19 AM   #25
andycaccia
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Originally Posted by Kromus View Post
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
No no...I know, I have done some testing myself without viable results. I hoped someone else had found another way. Now I realize, and you are confirming that to me, that there is no solution for both problems at the same time with SH5.
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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Old 09-01-10, 08:33 AM   #26
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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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Old 09-01-10, 09:01 AM   #27
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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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Old 09-01-10, 09:23 AM   #28
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Originally Posted by andycaccia View Post
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...
Maybe it can float and reacts on water behavior (not a static object or something) Really no other idea sorry.
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Old 09-01-10, 09:25 AM   #29
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Originally Posted by Kromus View Post
Maybe it can floats and reacts on water behavior (not a static object or something) Really no other idea sorry.
My thought as well, thanks. I am messing around with everithing... sorry to bother.

Have a nice day!
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Old 09-01-10, 09:45 AM   #30
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Originally Posted by andycaccia View Post
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...
maybe this will help you all figure it out (also tells you what put on water does):

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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