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Old 11-11-11, 02:51 PM   #61
Rubini
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Stiebler,

Thanks by your reply. Btw below some feedback for your weather fix approach.

1. The 15m/s per second is now much more eventual only and last for no much time; it's very, very ok.
2. I now have a more variation on weather types, including rain and fog with small winds (7-9m/s); again very good.
3. I yet have, with certain frequency, rain/heavy fog that stay for long time (well, not as before the fixes), but yet a bit so much in duration IMO.

I agree with Hitmman's idea about fog, could be one more execellent touch for the hardfixes.

Another thing that always annoyed me on weather is that the sea foam only appears from 9m/s and above. In real sea we always have sea foam here and there obviously related to the wind speed/waves high. Could this be fixed adding the sea foam generation also to small winds attached to the waves high? (this way we will have sea foam but very few for small winds and so on). Or at least extend the actual foam generation to winds above lets say, 6m/s?
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Last edited by Rubini; 11-11-11 at 03:26 PM.
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Old 11-13-11, 07:11 AM   #62
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@Hitman, Rubini:

Thanks for the feedback about the envsim.act file.

A variant could be made, as I have outlined above, for fog around coastlines. It could be activated according to locality with JSGME, so really it would only be useful for U-boats patrolling around Britain, Iceland and Canada.

If there is any further demand for such a mod, then I shall make it. For some time, I have considered making another change to envsim.act, namely a forced end to fog after a maximum of four days of game-play.

Unfortunately, Rubini, I have no idea how to alter sea-foam in SH3, so this request cannot be met. Also, it is really only changes to game-play that interest me, not changes to game-appearance.

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Old 11-13-11, 08:06 AM   #63
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Quote:
A variant could be made, as I have outlined above, for fog around coastlines. It could be activated according to locality with JSGME, so really it would only be useful for U-boats patrolling around Britain, Iceland and Canada.

If there is any further demand for such a mod, then I shall make it. For some time, I have considered making another change to envsim.act, namely a forced end to fog after a maximum of four days of game-play.
Actually, SH3 Commander is the ideal tool for that, as it will activate the fog scene.dat depending on time and patrol area (Via flotilla), so yes it would be a worthy add-on

Regarding the current fog in the game, I would rather disable the soup one in the scene.dat, leaving only the distant horizon mist that shortens long range spotting, but never really becomes thick fog. Using 20km environments, I would set a maximum of 10-12 kms onwards being hidden by horizon fog (That's a Z value in the scene.dat of 50%, what most mods currently assign to "light" fog), representing not-clear days, and rough weather, and that's it. Below 12 kms, I would prefer to see fog only in realistic conditions as those suggested, i.e. near land and in certain places/months. It is interesting to note that in the well documented engagement between Bismarck and Hood, the sea was rough, in the Danemark Straits (Off the coast of Greenland) and in May, (not coincidentally chose by the commander to attempt the breakout into the Atlantic benefitting from the fog coming from the hot Gulf Stream) and yet both ships spotted each other at app. 28 kms! The fog is therefore very overdone in this game, and the soup fog in calm seas not properly represented
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Old 11-13-11, 02:44 PM   #64
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I don't know whether it's a good idea, but maybe one could solve the 'high-waves in port' problem with a work-around based on sea depth

Basically, the idea would be to limit the wind speed to < 4m/s if the water depth is, let's say, < 10m. This might be problematic with harbor raiding, but... Anyway, it's just an idea to remove the unrealistically high waves in harbors.

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Old 11-13-11, 03:37 PM   #65
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Quote:
I don't know whether it's a good idea, but maybe one could solve the 'high-waves in port' problem with a work-around based on sea depth

Basically, the idea would be to limit the wind speed to < 4m/s if the water depth is, let's say, < 10m. This might be problematic with harbor raiding, but... Anyway, it's just an idea to remove the unrealistically high waves in harbors.
Yes, I had also thought of that as well, getting calm seas in the harbours would be a plus But also one must reckon that the impact in the campaign is minimal, as you spend only little time there.
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Old 11-13-11, 04:10 PM   #66
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Hi Hitman,

yes, it's only a tiny, pure eye-candy mod. However, I thought that as soon as someone starts to add a sea-depth dependent wind speed, it might be only a tiny bit more work for this nice feature. And seeing the waves inside of harbors is really an immersion killer.

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Old 12-10-11, 11:39 AM   #67
Sittingwolf
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Guys, looks like I have been redirecting to the main subsim website and the links have already expired. So where can I find this mod addon and is it compatible with the new V16A3 patch?

Thanks.
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Old 12-10-11, 11:58 AM   #68
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Click the link in Stiebler's signature.
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Old 12-10-11, 01:46 PM   #69
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Ok. Another one: in Stiebler add-on I've got that folder additional files for V16A3. To be honest I have no the slightest idea how to get to it. Basically,
I wanted to apply everything in the following order:

1. V16A3 (let's say "main")
2. Stiebler's smoke on the horizon and surrender mod
3. And at the end that additional files.

Is that smoke on the horison and surrender option yet incleded in V16A3 or
I have to downloads and apply it separately and could you please tell me how I am supposed to do this all?

Thanks guys

PS: I'm running LSH3 last version at the moment
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Old 12-10-11, 03:12 PM   #70
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SittingWolf - I've sent to you a PM.

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Old 12-10-11, 04:05 PM   #71
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Thanks mate. I've got it.

But in your convenient option selector, there's no smoke on the horizon and surrender option available to tick off. In that case logically thinking there must be a way to add this function externally (somehow).
As I'm not modder, I would like to get some help here please.

To make matters worse, in spite of reading txt files given, I still can't apply that files of GWX sensors.
Do I have to put them according to their numeration or just at the end as last ones as stated in text file.

Last edited by Sittingwolf; 08-10-12 at 06:42 AM.
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Old 12-11-11, 05:14 AM   #72
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@Sittingwolf:

Make sure that you are using the Options Selector version 1.5. At the bottom, there is a button marked 'Stiebler Options'. Click on this to see the Stiebler Add-on options, where you can enable or disable them as you please.

Quote:
Is that smoke on the horizon and surrender option yet included in V16A3 or [do]
I have to download and apply it separately and could you please tell me how I am supposed to do this all?
H.sie's V16A3 mod does *not* include the Surrender or Smoke-on-Horizon options.
a) Install H.sie's V16A3 mod and its JSGME-ready folder, as in H.sie's instructions.
b) Modify H.sie's V16A3 variant of file SH3.exe with the Stiebler Add-on, as in the Stiebler instructions.
c) Install the Stiebler-patched SH3.exe and its JSGME-ready folder as in the Stiebler instructions.

Quote:
I still can't apply that files of GWX sensors.
Do I have to put them according to their numeration or just at the end as last ones as stated in text file.
You can do whichever you please, since SH3.exe reorders the contents as it loads the file. However, it is more convenient to add the GWX sensors section at the end of existing entries in your en_menu.txt file (or de_menu.txt, as appropriate).

I hope that helps.

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Old 12-11-11, 06:14 AM   #73
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Thanks Stiebler,

I'll try to do it today and report back.

Last edited by Sittingwolf; 08-10-12 at 06:43 AM.
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Old 12-11-11, 03:20 PM   #74
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Ok. I did it. And I added also that AI_sensors_GWX file to Library folder.
Am I suppose to delete that privious AI_sensors.dat and AI_sensors_WP files or leave them in Library folder as they were?
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Old 12-12-11, 05:00 AM   #75
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@Sittingwolf:

You *must* have both sensors '.dat' files in place. Both will be used in the game.

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