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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
XO
![]() Join Date: Apr 2005
Location: Ft. Lauderdale, FL
Posts: 413
Downloads: 29
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#32 |
XO
![]() Join Date: Apr 2005
Posts: 416
Downloads: 68
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In heavy seas, torpedoes still fly in the air between large waves.
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#33 |
Swabbie
![]() Join Date: Mar 2010
Posts: 9
Downloads: 5
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Nice. I like it
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--== Just because you´re not paranoid, does not mean they are not after you. ==-- |
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#34 |
Lieutenant
![]() Join Date: Feb 2006
Location: Germany
Posts: 265
Downloads: 60
Uploads: 0
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Danke Han !
Das sieht deutlich besser aus wie das Original ! mfG Rolf aka Ottfried |
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#35 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
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any chances of an update soon? Could we see more pitch and roll?
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#36 |
A-ganger
![]() Join Date: Sep 2008
Posts: 72
Downloads: 118
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+1
I think heavy seas can use a bit more tweaking. I still get the "propellors out of water"
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#37 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
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Yeah this mod is certainly an improvment over the stock game. But i think this mod could use some more fine tuning. esspecially in heavy seas. The boat just remaings still way to steady.
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#38 |
Watch
![]() Join Date: Mar 2010
Location: Gdańsk, Poland
Posts: 15
Downloads: 53
Uploads: 0
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A while ago, I was trying to do some more tuning in heavy storms - and I failed. I was trying to get the effect of having the boat a little bit 'deeper' into the sea, and of course minimize the rail-sub effect.
I found it quite impossible to get done properly - if you manage to get the boat a little bit more 'reactive' to the waves and it even pitches nice, it will bounce out of the water way too much... I also wonder, how did u-boots pitch in the 'left-to-right' direction, especially when turning both on the surface and submerged. As for now, in the game, the boat pitches a little bit on the beggining of the manouver, but after a moment it goes back to the 'straight' position. I wonder if getting it right will require some serious adjustments... I don't feel good enough in modding the game to get it right, but of course, will try. |
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#39 | |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
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I agree...and feel if the devs were given triple the budget and 3 years dev time they would blow our socks off... and as always its a case of devs dreams vs. Ubistanks terrible business policy to push crap out the door. So I do not 100% blame the devs. BUT...with that said.... this has been an issue since SH 3. On SH 4 it got rediculous (sub on rails) to the point of blowing any realism/immersion when over half your sub was sticking out of a wave 15 ft in the air. It seems they tweaked it a small bit with SH5. But the devs have had years to work on this...and modders have fixed it for every release of the sH series to the point were not only does the sub NOT ride on rails, but also has a good bit of pitch and roll. In my mind the devs should have contacted the modders and asked "you did this better, can we use your mod in the next release". I think most modders here, that give thier time freely to improve a product we all love, and asking nothing in return would have agreed ![]() ![]() |
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#40 |
Watch
![]() Join Date: Mar 2010
Location: Gdańsk, Poland
Posts: 15
Downloads: 53
Uploads: 0
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Argh... This is just too much for me, I'm getting too nervous.
This game seems to lack gravity where there should be more, and there is too much gravity where it shouldn't be! What I started with was modyfing subs mass and displacement to historical values (as goblin editor says, both values are 'tonnes'). But then the sub is acting like a tank, both pitch and roll does not exist. So I had both mass and displacement set to half of the historical value. There was a shadow of effect. I changed the gravity center to 0.4 (I found materials regarding XXI type u-boat compartment masses, and counted about where it had its mass center). It gave a small effect too. With LR drag for surfaced boat set to 0.9 the boat does give a fair amount of roll... BUT only when turning. When going straight - it gives a slight roll but it has too big frequency. Pitch... First I set the surfaced draught parameter to 5.0 to get the sub a little deeper in the water... With that I was satisfied, till I saw what happens on heavy sea... Disaster, that's what it is. Changing the seaparameters.cfg gives a little effect too. Crappy look, when the wave passes the boat and it still goes perfectly straight. I'm just tired with this for today. There must be another way to get this right, I wanna see my u-boat rocking on the heavy seas. One thing though I am happy with... When you change the gravity center to something about 0.4, when you blow your ballast for emergency surface, the boat nicely jumps out of the water. It looks quite like in The Hunt For The Red October (of course it's far from the angle they got when surfacing, but for a moment you can see the diveplanes) I hope someone deals with this soon, I'll definately try, but I doubt I'll succeed. EDIT: what BumpScaleU and BumpScaleV stands for? For me changing this values gave weird effects... Last edited by Pumbator; 03-23-10 at 02:42 PM. |
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#41 |
Frogman
![]() Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
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Exactly how is the game making the uboat flow with the ocean surface? Does anyone know or have a qualified opinion?
I imagine that the uboat would be best off by being elevated up and down with the height of a wave, but also dampened by the scale of the wave so that the uboat doesn't elevate to the crest of the waves. So by the time the crest has reached its peak height, the uboat would still be moving sluggishly upwards. Hm, maybe modified by the actual wave height as well. So that smaller waves doesn't make the uboat jump up and down with the numerous small crests of the waves in a rather calm ocean. I don't know I thought this made sense. |
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#42 |
Watch
![]() Join Date: Oct 2006
Location: New Mexico(USA)
Posts: 30
Downloads: 2062
Uploads: 0
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I don"t get it. I have SH3-good, SH4, ok. But this SH5 lol. Half my keys don't
work. I put generic mod enabler in the [ ubisoft game launcher directory ] and a directory called mods. Nothing. Iv'e tryed 2 dozen different mods, nothing. I hand walked a few mods one called dials.dds to it's proper dir [gui] i think, nothing!!. no dials no under keel key [u]. Don't know why my SM20 mod mission isn't working. I put were the other SM's is located. huh!! And i Don't now were I go to play those missions. If it's the Historic missions I dont see it. I want to load the Artic Campain same issue. SCREAM!!!!!!!!! I don't get it. Please any and all sugestions sure would be appreaciated. Besides all that I think the SH5 is great. THANK YOU, RICH. WHEN are we gona the see this new v.2 update? WINDOWS 7 ULTMATE 64-bit [ all drivers up to date ]. Raidmax Smilodon [Darktooth] Gaming Case w/added xtras 1100w Topower SLI P/Supply [PowerBird Series] Evga nForce 790i Ultra SLI MCP M/Board Samung SyncMaster T220 22" @ 1 ms r/r QUAD Core 2 Extreme QX9650 3.O MHZ 45nm RUNNING @3650mhz 33C & 35c games EVGA e-GeForce 9800GX2 SSC EXTREME 1000mb @675MHZ and 65c [idle] 70c gaming RAID-0 WITH 2-WD VELOCIRAPTOR 300GB each [Sata] HD @ 10,000 RPM] Domino ALC Coolit h2/0 CPU Cooler AND 10 FANS OCZ PLATINUM 8G PC1600 2000mHz memory running 1800mhz Sound Blaster X-Fi Fatal1ty X-treme Sound Card APC Back-UPS-NS SERGE 1250 w |
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#43 | |
Canadian Wolf
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Should help you. |
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#44 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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So that's why your mods aren't working. The default keys aren't working since they were simply left out of the game for whatever reason. |
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#45 |
Lieutenant
![]() Join Date: Mar 2007
Posts: 250
Downloads: 140
Uploads: 0
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Look at this
![]() ![]() Explanation ![]() Black and red line - behavior of sub during storm Blue line - theoretical sea level (when wind is calm) Orange line - difference Now what I was thinking here... My theory is that mass of submarine isn`t enough simulated here. As you can see on first graph, when sub is falling into water, it does not fall enough (difference between orange lines above and below sea level ). All we can do here is that we are trying to compensate this by adding mass into *.sim files of submarine (sub gets heavier so it falls down a bit faster). But this also negatively affects buoyancy so we are loosing control at higher depths and can`t hold depth at low speeds. I think that developers should change "mass and gravity algorythm" to simulate more fluid falling into water (under theoretical sea level) as you can see on second graph where differences between orange lines above and below theoretical sea level are not as big as on first one. I hope you understood a bit what i was trying to explain - sub isn`t reacting too good on gravity effect (wave throws it out of water, which is ok, but doesn`t fall back as it should) that should be under theoretical sea level = it acts like "sub on rails" = it isn`t falling into water as deep as it should and looks like it`s flying... P.S.: Those 2 graphs aren`t exact, I was just trying to explain my theory they were painted really fast ![]() |
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