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#16 |
Ensign
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Interesting to read all this. I think I`ll check the wave speed on my own right now - I found the original one a bit too fast indeed. And if there was no bowspray sound, well... I can survive this
![]() By the way I`ll check IF slowing the waves down has an impact on fps. :hmm:
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#17 |
Planesman
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The waterspeed setting is listed under the heading "Water Droplets". Seems that this would not affect ocean waves? It might, instead, affect the speed of the water spray from a boat's wake or maybe the blurry effect of water draining off of the glass of the periscope? Just wondering.
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#18 | ||
Mate
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So yes you can change that .bak file you have to set up the "backup" file directory in "Advanded/configuration..." you have a "Backup" setting and you can give the default backup directory. You can use something like C:\WINNT\TEMP\ or any other directory you use to store temporary files. hope it helps |
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#19 | |
Navy Seal
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#20 |
Electrician's Mate
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I thought it was to do with the wavelap rate on the periscope . I must have been imagining it .
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#21 |
Ensign
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I suppose there`s a mod for the periscope water drops et c., but that`s other thing.
Interesting issue: I`ll check if I can set the speed to, let`s say, 1.5 As for now, 2 is still slightly too fast for me while 1 seems a bit too slow.
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#22 | |
Commodore
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The speed of a wave through the water is a function of the distance between wave peaks. Experimental data suggests the minimum ratio of wavelength to wave height is 7:1. See this site, among others, for the gory details. You can also "ask Dr. Google" about "ocean wave speed." ![]() I have no idea whether ocean wave physics are implemented in SH3, but the existence of variables such as "waterspeed" indicate the dynamic (i.e., realistic) relationship between wave height and wave speed, like that between a submarine's depth and its minimum sonar detection range, is modeled in SH3 as a constant. It may be possible to estimate the maximum realistic in-game wavelength by doing the following:
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#23 | |
XO
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#24 | |
Silent Hunter
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