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04-21-14, 04:22 PM | #3196 |
Black Magic
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04-21-14, 04:24 PM | #3197 |
Black Magic
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04-21-14, 04:57 PM | #3198 |
Ace of the deep .
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Does the sub get blown off course with real nav with 60 ? When I go to change a wind speed parameter in a single mission it doesn't allow to go above 15m/s .
Last edited by THE_MASK; 04-21-14 at 05:12 PM. |
04-21-14, 05:47 PM | #3199 | |
Black Magic
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I haven't updated the feature in my UIs mod yet to allow you to specify windspeeds > 15m/s. You have to currently hand edit the file to adjust the wind speed. Some interesting tidbits I uncovered today during some of my flights: When the game encounters a GR2 file to load it also looks for the following extensions of the same file to load: .prt .fx .val .cam .zon .sim .dsd .dat In those files the first 12 bytes (it's version #) have to be: A4 0D 6D 71 02 00 00 00 00 00 00 00 Or the game will NOT load the file. |
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04-22-14, 12:30 PM | #3200 | |||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Stock SeaParameters.cfg only contains wave settings for winds up to 15 m/s. The same goes for all the wave mods released so far. I don't get from where your patch reads wave settings relative to winds higher than than 15 m/s
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On a side note: by any chance have you stumbled upon the random function which generates current wind speeds? I would like to know how it looks like Quote:
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In order to further increase randomness I would also extend the wind ranges of other weather zones by keeping, if possible, average wind unvaried. If for instance we had a zone/season with min and max wind speeds respectively of 13 and 15 m/s (average: 14 m/s), we should change the wind settings into 0 and 28. I think sober is the one among us who knows most about the various wave parameters. All I know about them (see below) is desumed by common sense: Code:
[SeaType #] WindSpeed= the wind speed that each sea type applies to ScaleX= main wave width. In game units? (1 unit = 10 m) ScaleY= main wave height ScaleZ= main wave length ScaleNormal= ? BumpScaleU= how many times waves' bump map (which file is that?) is sampled over a square of sea surface (in width) (?) BumpScaleV= how many times waves' bump map is sampled over a square of sea surface (in length) (?) NormalSharpness= ? BumpScale= the size of the sea surface square that the bump map is sampled on (in game units?) BumpStrength= bump map sharpness? FarWavesScale= this could be a wave scale (X, Y, and Z) modifier, applied to waves far from player's sub (?) FarWavesStrength= this could be a wave strength (the force applied to seagoing vessels) modifier, applied to waves far from player's sub (?) FresnelBias= applies to water reflections FresnelPower= applies to water reflections LargeWavesArmonics= max number of large waves travelling in a string (?) LargeWavesCoef= ? SeaSpeed= how fast waves are travelling compared to wind speed (?) WaveChoppinessFactor= self explanatory ReflectionIntensity= self explanatory ReflectionDeformation= self explanatory TransparencyDistance=? TransparencyDistanceUnder= ? SpecGlossiness= specular reflections glosiness SpecIntensity= specular reflections strength SpecSpread= specular reflections angle of spread (?) UnderSpecGlossiness= ? UnderSpecIntensity= ? ExtraSpecGlossiness= ? ExtraSpecIntensity= ? ExtraSpecSpread= ? HeightColorFactor= ? [SeaFoamParameters] UseSlope= this must be a boolean parameter IncreaseSpeed= ? DecreaseSpeed= ? IncreaseAngleMin= ? IncreaseAngleMax= ? TextureScale= the scale of the texture used for sea foam (makes bubbles bigger/smaller) MaskTextureScale= ? AnimationSpeed= the speed of foam's animation WindSpeed= this is probably the wind speed at which white caps become noticeable on the sea surface Weather type cfg files (WetTropS_Hig.cfg, etc.) contain weather change intervals and wind ranges for each season/zone set in the ClimateZones.tga map. How each wind speed will affect ocean waves is determined by SeaParameters.cfg. The latter applies to all the weather zones/seasons. |
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04-23-14, 01:39 AM | #3201 |
Captain
Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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As always, thank you for all the hard work going on in this thread.
Since someone earlier posted a list of things that could be improved in SH5, I was wondering how hard it would be to add some sort of a crew management system to replace the current roster of never-changing officers? I assume this wouldn't be easy, but considering how much the game has been changed so fat, a man can at least dream. |
04-23-14, 02:18 AM | #3202 |
Sparky
Join Date: Apr 2013
Posts: 151
Downloads: 50
Uploads: 0
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Id also like to have a crew management panel like in SH3. I know big pain in the ass, well I liked that method of hands on control. I liked when you had more guys work on a task that were skilled, it went faster, reloading torps, damage control. That sorta thing.
This may be a pipe dream in SH5 because I know they built the game around interaction menus but well they suck. No offense to the mod crew, they are better than when they started but they still, there is little point. I also find that sometimes when you try an activate things via the buttons or key commands, things work different than when you talk to the guys. Vice versa. Hmmmmm? Thats sorta weird. |
04-23-14, 09:23 AM | #3203 | |
Swabbie
Join Date: Jun 2011
Posts: 9
Downloads: 118
Uploads: 0
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Best, Shunter |
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04-29-14, 11:38 AM | #3204 |
Count Dracula
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heya tdw after some test with the sextant i have see that is a -8 degree error in angle ( sextant angle measurement is less with 8 degree )... i have made this test and compared with stellarium ....
EDIT my bad sorry i didn't calculated the time btw UTC and and my location time take a look here i made the first tutorial using your sextant http://www.subsim.com/radioroom/showthread.php?t=206103
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Last edited by Sjizzle; 05-01-14 at 12:57 AM. |
05-05-14, 12:41 PM | #3205 |
A-ganger
Join Date: Jan 2012
Posts: 78
Downloads: 59
Uploads: 0
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@TDW! I spent a experiment: added cmdr_AIShip to cmdr_AISubmarine. The result - a submarine fires a cannon and AAguns, surfaced, submerged, shoots torpedoes, at all everything is fine, as it should be, this is working in the missions and campaign.
Yes, yes, I know, it's is not right, and it is the cause of CTD in the museum. Actually I think: cmdr_AISubmarine | x <----------------error here | -->cmdr_AIShip | | -->cmdr_AIFight <---or here | | -->cmdr_AIUnit May be worth paying attention to? This will open up new opportunities. |
05-08-14, 04:21 PM | #3206 |
Nub
Join Date: Aug 2010
Posts: 3
Downloads: 44
Uploads: 0
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Hello,
Nice job with all the patches! I've just made them work on my steam version! Nothing tricky. For those in my situation the steps are the following : 1-Find a no steam version 2-install it 3-patch it to 1.2 version 4-Replace your steam sh5.exe version by this one. 5-Youre done! Enjoy the patches. Or simply ask someone to give you the original no steam 1.2 patched exe of his version. Last edited by evildragon44; 05-09-14 at 04:51 AM. |
05-17-14, 02:29 PM | #3207 |
Swabbie
Join Date: Mar 2009
Location: Canada
Posts: 8
Downloads: 23
Uploads: 0
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Hi all,
Nice work here !! Thanks alot !! I am going back to SH5.. My problem is : as soon as a try to patch sh5.exe (no modifications yet, just clicking yes to allow file modification by the patcher) my game won't start after that. Error message is Application error sh5.exe (0xc0000005) Do you have an idea of the problem ? My SH5 version is UPLAY patched to 1.2 thanks ! |
05-17-14, 02:50 PM | #3208 |
Grey Wolf
Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 672
Uploads: 0
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OK,
I'll assume you have the dvd or non-steam version and it's patched (1.2 or 1.02 whatever it is) So games in and patched Get a known working vidcard driver (sometimes the latest is not always the best/most stable ) Go google for something like cccleaner and display driver uninstaller Get latest free version of ccc and ddu is free always Run ccc to check for malware etc Run ddu from windows, it will auto reboot to safemode (it will prompt for this) Remove all traces of your vid driver Follow prompts if asked and install fresh driver Before the above check to see what MS visual C ++ you have (post back asap) And one more thing, check your anti-virus/firewall settings, some like norton cause sh5 to not run, you have to set it to allow etc (don't ask me i hate norton and alike, always seemed like bloatware to me) Most cases of that error are due to vidcard driver problems/malware (never had this myself) or ram going south (extremely rare) Food for Thought EDIT : best add, it's either one/some of the above or something you're doing, it's not the patcher Don't dl the tool, but makes good reading doubleya doubleya doubleya 0xc0000005.com/
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Have Fun Bye Def Last edited by Defiance; 05-17-14 at 03:01 PM. Reason: added link |
05-17-14, 03:00 PM | #3209 | |
A-ganger
Join Date: Jan 2012
Posts: 78
Downloads: 59
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Quote:
APPCRASH Application Name: SH5.exe Application Version: 1.2.0.0 Application Timestamp: 4bce9a96 Fault Module Name: SHSim.act Fault Module Version: 0.0.0.0 Fault Module Timestamp: 4bce9a5c Exception Code: c0000005 Last edited by Serge65; 06-25-14 at 01:36 PM. |
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05-17-14, 03:15 PM | #3210 |
Grey Wolf
Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 672
Uploads: 0
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Problem signature:
Problem Event Name: APPCRASH Application Name: sh5.exe Application Version: 1.2.0.0 Application Timestamp: 4bce9a96 Fault Module Name: AIFramework.dll Fault Module Version: 0.0.0.0 Fault Module Timestamp: 4bce98d8 Exception Code: c0000005 Exception Offset: 0000da19 Problem signature: Problem Event Name: APPCRASH Application Name: sh5.exe Application Version: 1.2.0.0 Application Timestamp: 4bce9a96 Fault Module Name: ntdll.dll Fault Module Version: 6.1.7601.18247 Fault Module Timestamp: 521ea8e7 Exception Code: c0000005 Exception Offset: 000326f1 Problem signature: Problem Event Name: APPCRASH Application Name: sh5.exe Application Version: 1.2.0.0 Application Timestamp: 4bce9a96 Fault Module Name: SH_NClient.dll Fault Module Version: 0.0.0.0 Fault Module Timestamp: 4bce99b3 Exception Code: c0000005 Exception Offset: 0008de37 Just a quick selection of having mods installed when trying to patch, or mods conflicting Best idea, make a post in main forum, mention the error code, saves all this detracting from the topic
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Have Fun Bye Def |
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