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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Jan 2007
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Hi
Im currently playing around with settings and different mods ![]() For realism Im running some big wave mechanics. I was interested, in large wave conditions surely the waves would go over the conning tower and the deck crew would have to hold their breath? What happened historically in this situation? What if tactically at night they really need the diesels to be on to recharge depleted batteries but the wave height is so bad its drowning the watch crew and the engines are in danger of ingesting water? Also, I see there is some mods like sobers underwater realism fx mod that basically makes seeing underwater impossible. Is this what the open ocean is like at say periscope depth underwater? I realise that light fades rapidly but at shallow depths cant a diver see underwater? Thanks for the insights |
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#2 | ||
Eternal Patrol
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The larger the ship the more difficult time it has with heavy seas. Corvette sailors used to joke about how easily one would roll, but in heavy seas the corvette would ride the waves where a larger destroyer had a bigger tendence to "go green", or plow under each wave as it passed. The u-boat was somewhere in between. If the waves were far apart the boat would just ride over them. If they were very close there might be problems, but mostly the bow might dip under and spray the crew. Having the conning tower go under like it does in the game was rare. When it was that bad they would have to dive and hope by the time the batteries had drained the sea would have subsided somewhat. It almost always did. The three-week-long storm portrayed in Das Boot happened, but they were very rare. Quote:
I keep my underwater visibility set so from the bow I can see the conning tower, about half the length of the boat.
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#3 |
Lieutenant
![]() Join Date: Jan 2012
Posts: 252
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1.)Windforce 8 or more produces wave heights of 6 m or above. The average expected days of windforce 8 or above in the atlantic is 500, 50 or 5 days a year. Guess what?
2.) Weather messages were an important element of the u-boat radio messages. And a u-boat crew was not retarded unable to"read" the actual weather. There was no "wow, we have here a unforeseeable heavy storm and we have to dive immediately" situation.
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Robert Schmidt, LTJG U-43 |
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#4 |
Ensign
![]() Join Date: Jan 2007
Posts: 234
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Thanks guys
In particular Sailor Steve You know Steve as I get older I wonder if my youth was wasted chasing a professional career and not something exciting like yours?! Mid life crisis maybe, but dam, all those experiences you had, and being on a destroyer how exciting. I made good money in IT but its mostly flourscent lights and cubicles for the "eye candy" and the action amounts to conflict in meetings.... I'd love to hear more about your first hand experiences at sea and whatever you want to share its really fascinating to me. ![]() |
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#5 | ||
Eternal Patrol
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#6 |
Samurai Navy
![]() Join Date: Jan 2004
Posts: 571
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I feel the exact same way..... I wondered if this could be modeled correctly? This part of the game has always seemed off and unrealistic. I remember on deployment I would go to the back of the ship to relax...and seeing the slow rollers... The open ocean is hardly ever flat as there are always disturbances from somewhere. Interesting if they/we can decode the wave structure to a point of modeling open ocean as well as coastal waters realistically.
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Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD The Wolves of Steel 1.06 The Wolves of Steel 1.06 Update 05c |
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#7 |
Navy Seal
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![]() ![]() And would be nice if waves could interact with wind! (meaning coming from wind direction - don't think it's already the case?)
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#8 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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Hi guys, have a look into the following settings please:
Code:
[SeaType 0] WindSpeed=0.000000 ScaleX=0.800000 ScaleY=0.025000 ScaleZ=1.200000 ScaleNormal=2.000000 BumpScaleU=10.000000 BumpScaleV=7.000000 NormalSharpness=0.035000 BumpScale=10.000000 BumpStrength=0.350000 FarWavesScale=1.500000 FarWavesStrength=0.500000 FresnelBias=0.150000 FresnelPower=8.000000 LargeWavesArmonics=3 LargeWavesCoef=0.050000 SeaSpeed=1.100000 WaveChoppinessFactor=1.000000 ReflectionIntensity=0.500000 ReflectionDeformation=1.900000 TransparencyDistance=3.200000 TransparencyDistanceUnder=9.000000 SpecGlossiness=162.096069 SpecIntensity=1.000000 SpecSpread=0.262010 UnderSpecGlossiness=32.000000 UnderSpecIntensity=4.000000 ExtraSpecGlossiness=1.000000 ExtraSpecIntensity=0.070000 ExtraSpecSpread=0.070000 HeightColorFactor=2.000000 Code:
[SeaFoamParameters] UseSlope=1 IncreaseSpeed=2.500000 DecreaseSpeed=0.200000 IncreaseAngleMin=0.100000 IncreaseAngleMax=0.500000 TextureScale=60.000000 MaskTextureScale=0.750000 AnimationSpeed=35.000000 WindSpeed=10.000000 ![]() |
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#9 |
Samurai Navy
![]() Join Date: Jan 2004
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Is this a trick question to stump us idiots who don't read code?
![]() The only thing I see is farwavescale......whatever that means.
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Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD The Wolves of Steel 1.06 The Wolves of Steel 1.06 Update 05c |
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#10 |
Navy Seal
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Waves spacing couldn't it be related to both fresnel stuff?
I tweeked lately a scene dat in SH4, and fresnel value seemed to space waves animation ![]()
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#11 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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...and, by the way, they can be edited in notepad ![]() This one should be a dimensional factor, probably it gets multiplied to ScaleX, ScaleY and ScaleZ for determining respectively the width, height and lenght of far waves. This leads me to think that the parameter we are looking for could be ScaleZ (= wavelenght); the bigger the wavelenght, the lower waves frequency ![]() Anyone wants to try? ![]() Quote:
![]() I don't think so. According to their name, those parameters should affect light reflection: http://en.wikipedia.org/wiki/Fresnel_equations |
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#12 |
Navy Seal
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perhaps a PM to Pintea
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#13 | |
Navy Seal
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So it was a visual effect of reflection wich made me thought waves were more spaced!
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#14 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Yes, Pintea might point us in the right direction, but I am pretty sure that increasing the ScaleZ factor should at least improve waves a bit. Unfortunately atm I am quite busy with other stuff. Is there anyone who wants to take care of them?
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#15 |
Eternal Patrol
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I would love to, but my old computer won't even run SH5. Still working on getting a new one.
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