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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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nevermind
Last edited by hoarmurath; 04-11-08 at 02:14 PM. |
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#2 |
Captain
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The "put on water" parameter of the Hydro controller is only used when it's being initialized (that is while the player sees the patrol loading screen), to set the boat as floating on the water.
After the initialization of the controller, the mission file or the load file tells the boat how deep it's in the water. In short, it's not that. PS: take a look at Balao also, it too has that parameter set to false.
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#3 |
Pooped from posting
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there was a mod for pitch/roll of the
subs in the works, but it was given up. try this instead: ..edit the sim.cfg located in data\cfg change this: [Mech] Waves amplitude=0.2 Waves attenuation=0.75 into this: [Mech] Waves amplitude=0.5 Waves attenuation=0.03 these are the values from SH3 and look much better. |
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#4 |
Navy Seal
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this was fixed long ago (and recently too!)
The ROW guys fixed that! And of course Pacific Environments by kriller2 handles it very well. And the W_clear's new Environmental Mod fixes it too.
These great mods also fix dozens of other issues too. And they work well with SH4UBM.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#5 | |
Pooped from posting
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this added parameters to test?:hmm: i still recommend using the values i showed above, as they make for a more realistic wave behaviour for subs and surface vessels. |
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#6 | |
Grey Wolf
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#7 | |
Grey Wolf
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#8 |
Grey Wolf
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DCB- the submerged value is in the individual submarines.cfg file.
hoarmurath- interesting discovery. I'll have to look at that for the draft and dive rate mod. I will add though that this is not the only value affecting the way the sub floats in the water. The GC or geocentric center is adjustable and affects rolling and pitching also, as it does on a real submarine. My one concern with changing the float value is how does it affect the ability of the submarine to drive to the surface with flooding or engine damage? Such changes need to be tested thoroughly and under various conditions to ensure there are no "surprises" Thank you for sharing the information, I'll be investigating this too. Great job!
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#9 | |
Grey Wolf
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It's driving me crazy, I can't find where the surface depth value is stored ![]() |
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#10 | |
Rear Admiral
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Did you test for exploding ships? Are fishing boats, san pans, and life rafts sinking quickly? Are the people on the decks of above mentioned ships dying? Batteries recharging correctly? O2 not being replenished as a result? Test AI detection and how much its been compromised as a result? When i first got SH4, this was one of the very first things i did, and unless somethings changed in patch 1.5 - cases a host of problems with the game. Its not the magic bullet your looking for. At least, not without addressing a big heap of other problems that go along with it. |
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#11 | |
Machinist's Mate
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#12 | |
Pooped from posting
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the start and never experienced the problems you mentioned in normal to medium sea conditions. but i do agree that it needs testing for rough seas. with all the different environment mods now which alters the sea states it's hard to tell if it works out for everyone. values like this should not be given out without a warning. |
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