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Old 03-18-15, 05:05 AM   #106
HertogJan
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TorpX, got yet another question for you.

I have to say, first impression is astonishing, First thing I noticed directly after loading the game and going on deck is the sub rocks and rolls naturally, I only had fair weather up'till now so I can't tell how it will react in moderate or stormy conditions and can't wait the see whats gonna happen then.
A big thank you for that!


I've tested IPS with ISP 2.x_SW_Patch for TMO and I noticed the waves are moving at a slower rate, almost like it's in slowmotion?

Is there a reason you slowed the sea movement (waves) down by 'half?'... Tested 2xTC and it feels (at least to me) like its back to a more realistic movement.
I also checked to see if I was mistaken (altho I didn't need to.. its one of those things you notice right of the bat) and run the game without your Mod but with ISE v2 (without Scene.dat) and it's 'normal' again.



Will changing it back break anything?
And could you (if it doesn't break anything) tell me where to change those value(s) back, you changed so much I can't begin to search for it.
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Old 03-18-15, 05:57 AM   #107
HertogJan
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Nevermind, I found it (sensor.dat_Node 6_ 9.Env.Data_Sea speed: )
I set it to 0.08 and it looks perfect (set it to 0.1 but after consideration I tweaked it some and found 0.08 to be best).


One question remains, why did you change that setting, does it influence your Mod in any way besides wave speed?
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Old 03-18-15, 12:49 PM   #108
HertogJan
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First impression of this Mod.... ooh yeah!

Departing from Manila at sunrise the weather was calm, small breeze with no more than 5kph winds, all the way to Darwin where I refueled.



I came up the Banda Sea through Molucca Sea in fair weather again but in the morning when I got on deck there was some light fog with no wind what so ever I when I hit my first contact around 13h00, a small convoy consisting of 2 destroyers and one troupe transport, they came straight at me so I didn't have to do much to get in position.
After a little hide and seek I managed to escape with minor damage to my bow tubes which was easily repaired by the crew.

Around 17h00 all hell broke loose, wind picked up and a storm raged over the sub with 15kph winds, rain,fog the lot!... couldn't make more then 10mph on average at standard speed (I was so impressed I forgot to make screenshots .. will do that some other time and post a few screens).

Anyhow... the storm continued for most of the day and night, luckily for me after some 24h rain and fog lifted but the winds kept banging my sub all the way to Davao which was still 120Nm due North (weather raged for 183Nm in all) as I had seen enough of what this weather is like I wanted to test something. Would Ctrl-N work and do what normally happens... I know it's cheating and I normally don't do this when I am in my patrol zone or in enemy territory but I wanted to see if it did something.


Generic Mod Enabler - v2.6.0.157
[D:\Games\Silent Hunter IV\MODS]

A.1_ TriggerMaru_Overhaul_2-5
A.2_ TMO_25_small_patch
A.3_ IJN_Rad_Fix_for_TMO2_betaupdate
B.0_ 1.5_Optical Targeting Correction 031312 for TMO 2.5
B.1_ 1.5_OTC_Realistic Scopes for 16 to 9_TMO
C.0_ Improved Ship Physics 2.4_TMO
C.1_ Improved Ship Physics 2.x Patch
D.0_ Improved Stock Environment_v2
D.2_ Better Sand
D.3_ Compass Mod
E.0_ LST_TMO_v2
E.1_ TDW_Ship_Plane_Fire_Damage_v1_3_SH4
E.2_ TheDarkWraith_DC_Water_Disturbance_v2_0_SH4
E.3_ TMO Smoke Mod
F.0_ Nav Map Make-Over v2.1
F.1_ NMMO Airbase Add-on
F.2_ NMMO v2.1 Patch 1 with AB
G.0_ Bigger Better Protractors
G.1_ Webster's Missing Voices
G.2_ Magnified Hud Dials for v1.5_Medium
G.3_ own Clock Mod
G.4_ Own Command.cfg & Crew Fix & AI.cfg
G.5_ Conversion chart to Gramophone Mod
G.6_ Webster's Better Air Patrols
G.7_ 3000 Yard Bearing Tool (1920x)
G.8_ OTC_US Radar from Start for TMO

I notice a slight deviation in measurement readings in OTC but I its no big deal, other then that, everything looks to be working as it should.



Thank you TorpX for this great Mod!
And to every other Mod maker too obviously.
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Old 03-18-15, 09:25 PM   #109
TorpX
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Quote:
Originally Posted by HertogJan View Post
TorpX, got yet another question for you.



I've tested IPS with ISP 2.x_SW_Patch for TMO and I noticed the waves are moving at a slower rate, almost like it's in slowmotion?


Is there a reason you slowed the sea movement (waves) down by 'half?'... Tested 2xTC and it feels (at least to me) like its back to a more realistic movement.

Will changing it back break anything?
I used a slower sea speed, because the original (RFB?) seemed too fast. I looked like I was watching a toy boat in a bathtub to me. Keep in mind, the waves and ships are supposed to be of large dimensions.

Of course, you can experiment as much as you want, but I don't really recommend it; I have no idea what effect it will have on the sea-keeping aspects.


Quote:
Originally Posted by HertogJan View Post
One question remains, why did you change that setting, does it influence your Mod in any way besides wave speed?
I put in a lot of time fiddling with the waves to get them so they exercise a realistic influence over the boats; meaning they will slow you down when they get rough. Eye-candy considerations were secondary. There are a number of subtle aspects to all that. Suffice it to say here, that there are limits as to what I could accomplish. If the waves are too big, fast or whatever, you can end up with a S-class boat being unable to move in 15 m/s winds - not a desirable situation.



Quote:
Originally Posted by HertogJan View Post


Anyhow... the storm continued for most of the day and night, luckily for me after some 24h rain and fog lifted but the winds kept banging my sub all the way to Davao which was still 120Nm due North (weather raged for 183Nm in all) as I had seen enough of what this weather is like I wanted to test something. Would Ctrl-N work and do what normally happens... I know it's cheating and I normally don't do this when I am in my patrol zone or in enemy territory but I wanted to see if it did something.
Every time I've tried the 'Ctrl-N' thing, all that happens is the clouds skip a beat, and the weather looks the same. The navigator says the wind is 0 m/s, but the waves are as violent as before. What does it do for you?

The issue of 15 m/s 'storms' (of long duration), is why I came out with the latest patch. (I hope you read the docs, and didn't just jam in into the mods folder?)
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Old 03-19-15, 05:31 AM   #110
HertogJan
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Quote:
Originally Posted by TorpX View Post
I used a slower sea speed, because the original (RFB?) seemed too fast. I looked like I was watching a toy boat in a bathtub to me. Keep in mind, the waves and ships are supposed to be of large dimensions.
I never played RFB so I can't comment on that, TMO's sea speed was 1.0 in the Nodes and looked to be fine but I have to agree with you in that, because you changed the waves, (wave tops are different) setting them back to 1.0, altho looking good at standstill, is to fast for standard cruising speed.
I played one patrol with 0.08 settings and it's slightly to fast when sailing, so I'll get back to that when I'm back in port.
Your setting however gave a slight 'glitch' on my screen (horizontal stripes every 3cm) when moving the mouse looking left and right. (like one thing was moving in slowmotion and the rest was at normal time. (its hard to explain otherwise).
(I didn't have this playing without your Mod so therefor noticing the 'sea decreased speed' made me think and went digging in the settings.
(Side note: I'm playing this game behind a laptop and it may be rendering the those waves is over stretching my graphics card a tad).

Quote:
Originally Posted by TorpX View Post
Of course, you can experiment as much as you want, but I don't really recommend it; I have no idea what effect it will have on the sea-keeping aspects.
Nothing much except maybe this, winds were 15kph this was the convoy I attacked, troupe transport was doing its best to stay afloat doing 2knts while the escorts were bobbing around like this. They never sank by themselves either, put one to the bottom with a fish but couldn't sink the second (torp's kept running through it like it was a ghost... aimed just right of second funnel on both occasions).




Quote:
Originally Posted by TorpX View Post
I put in a lot of time fiddling with the waves to get them so they exercise a realistic influence over the boats; meaning they will slow you down when they get rough. Eye-candy considerations were secondary. There are a number of subtle aspects to all that. Suffice it to say here, that there are limits as to what I could accomplish. If the waves are too big, fast or whatever, you can end up with a S-class boat being unable to move in 15 m/s winds - not a desirable situation.
I notice that indeed... could not make more then 10knts on average at standard speed in the storm, also after plotting a course, at least it seems that way, the sub would drift away from it (liked that part very much).

Quote:
Originally Posted by TorpX View Post
Every time I've tried the 'Ctrl-N' thing, all that happens is the clouds skip a beat, and the weather looks the same. The navigator says the wind is 0 m/s, but the waves are as violent as before. What does it do for you?
 
Besides re-adding clouds to the skies after prolonged Time Compression, it removes fog instantly and it changes to clear weather within 1h game time.


Quote:
Originally Posted by TorpX View Post
The issue of 15 m/s 'storms' (of long duration), is why I came out with the latest patch. (I hope you read the docs, and didn't just jam in into the mods folder?)
I did read the initial doc's, read what the patch does and what to do with the update and... I didn't jam it in , I carefully copied and pasted the patch in the MODS folder and activated it.

I do have slightly more storms as I used to (could be the time of year: July 20 1942) but I can deal with that, started the patrol with almost 7 day's of clear weather so it seems to be ok.


There's one think I didn't mention yesterday and that is the repeated "current depth 20 feet" sound speech by the ?XO?
When in a storm this really starts to irritate me.. The guy goes like this every time the sub goes slightly under or at 20ft:
Current depth 20f, Current... Current depth t.... Cur.... Current d... Current depth 20f. and so on, luckily it stops at higher TC but its spamming the chatbox and can't read any course change, contact report and whatnots.
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Old 03-19-15, 09:26 PM   #111
TorpX
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Quote:
Originally Posted by HertogJan View Post
There's one think I didn't mention yesterday and that is the repeated "current depth 20 feet" sound speech by the ?XO?
Yes, that's annoying. Usually, I am at 32x, so I don't have to listen to it.

What class of boat are you driving?

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Old 03-19-15, 11:22 PM   #112
derekb525
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TorpX
Great work on the mod. I know how much work is involved with doing work like this, I've been involved in many mods for various games over the past few years.

I have a question though. I'm running TMO, RSRDC, and Travellers mod. I also have a few smaller mods going on for aesthetics, with yours being installed after everything else. I started a new career from Pearl. After leaving Pearl, and on my way to Midway I tried the different telegraph settings and noticed I couldn't make better than 14 knots on flat, glassy seas with 0mph wind. Standard and Full both produce a max of 14 knots. Even if I manually select the speed to a higher setting I only get 14 knots total. Going to battlestations flank I could get up to 20kts.

Is this intended? Or, am I not doing something correctly?

*edit, forgot to add I am in a Balao
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Old 03-20-15, 01:02 AM   #113
TorpX
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Hmmm............ I'm not sure.

There is a relationship between the crew efficiency and what speed you can get. I never tried to pin it down exactly, but being at GQ will often give you a boost. You should be able to go faster than 14 kn., though.

I would look at a few things:
Is your engine room crew up to snuff?

Are you using the Diesel Engines Specialist correctly?
[Read the documentation if in doubt.]

Have you tried things without Trav's mod?
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Old 03-20-15, 04:33 AM   #114
HertogJan
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Quote:
Originally Posted by TorpX View Post
Yes, that's annoying. Usually, I am at 32x, so I don't have to listen to it.

What class of boat are you driving?
USS Salmon

I't one of those voices you can do without and get, while others you need don't get
I wonder if putting the XO on deckgun duty will shut him up, all three of 'em for that matter

On a more serious note, I'm thinking of getting rid of that particular voice file, does anyone have a clue as to where to find it.

Thinking out loud here:
I don't suppose simply removing it will work (prolly get CTD as soon as its triggered), there has to be some other file which triggers the voice file, maybe removing that or block that will stop it


As promised, a few stormy weather screens.





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Old 03-20-15, 09:42 PM   #115
TorpX
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Nice pics. Your ocean looks nicer than mine somehow.

***
derekb525,
I ran some tests to study the issue you have. As it is a technical issue, I posted the results in the ISP thread in the Mod Workshop Section.
The short version is that the crew/compartment efficiency is important to the speed you can make.
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Old 03-21-15, 04:30 AM   #116
HertogJan
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Running Improved Stock Environment_v2 over your Mod.


About the voice issue, looking through the files would suggest a combination of four separate files "Current Depth", "2", "0" and "feet". If so, removing it would be impossible
Altho, it doesn't make sens as it says "twenty feet" and not "two - zero feet".
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Old 03-21-15, 04:42 AM   #117
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Copied over to Improved Ships Physics in the Workshop.

Can be deleted!
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Old 03-25-15, 10:56 AM   #118
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Is there any point in rolling the dice when I have stormy weather while the patch is disabled?
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Old 03-25-15, 07:58 PM   #119
TorpX
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Quote:
Originally Posted by nionios View Post
Is there any point in rolling the dice when I have stormy weather while the patch is disabled?
Yes, on a roll of 11+, save the game, quit, and enable the severe weather 'patch', before you start it up again. Otherwise, you will never have severe weather. The idea is to alternate with the patch and without, so you have severe weather sometimes.



For example:

I follow directions and put in the correct scene.dat file in ISP 2.15.

Then I start the game and go out on patrol. My mod list looks like this:
Generic Mod Enabler - v2.6.0.157
[C:\Special Games\Silent Hunter Wolves of the Pacific\#MODS]
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
Improved Ship Physics_2.15

The above gives me moderate weather. Winds at 15 m/s will produce 'rough' weather, but not really stormy.

Rolling the dice each day, I later roll a '11'. So I save the game, exit, and enable the ISP 2.15_SW_Patch. My list is now thus:
Generic Mod Enabler - v2.6.0.157
[C:\Special Games\Silent Hunter Wolves of the Pacific\#MODS]
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
Improved Ship Physics_2.15
ISP 2.15_SW_Patch
This will give me more severe weather, mainly at 10+ m/s winds. I continue rolling the dice every day, and when I roll a 11+, I save, exit, and disable the ISP 2.15_SW_Patch. Then my mod load goes back to the list at top. In this way, I get alternating periods of moderate and severe weather.

If you are using the TMO versions, it works the same way; only you use the "ISP 2.x_SW_Patch for TMO" mod.

I hope I explained this clearly.


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Old 03-25-15, 08:44 PM   #120
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Even when I have good visibility according to the weather report with RFB, it doesn't extend to the horizon. How many yards is good visibility?

Sometimes I can see the horizon so I would assume that is excellent visibility.

Thanks for the great mod!
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