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View Poll Results: Which wave mod do you use/find more realistic?
none (stock wave settings) 1 4.17%
Improved Waves V1.1 0 0%
Real Environment - Rev 3 / DynEnv v2.9 - Breeze 4 16.67%
DynEnv v2.9 - Gale 6 25.00%
DynEnv v2.9 - Gale Improved 9 37.50%
DynEnv v2.9 - Hurricane 3 12.50%
sobers waves mod (specify which version) 3 12.50%
Multiple Choice Poll. Voters: 24. You may not vote on this poll

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Old 04-22-14, 02:17 PM   #1
gap
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Default Which wave mod do you use/find more realistic

As the title says: after the release of the wind speed patch by TDW, allowing winds as strong as 60 m/s, it is about time to replace all the previous wave mods with a proper one.

Rather than starting from scratch, I was thinking to use one or more of the currently available mods as template for the upcomig wave mod. For this reason I ask you to join the poll.

Should you have more than a preference, just drop a line here and tell me which are the aspects that you like/dislike of each mod. The same goes if vote just one mod, but you aren't fully satisfied with it: should that be the case, feel free to list the pros and cons of the mod you voted. Videos and/or screenshots pointing to the problems you might want to report, are very appreciated.

Thank you for your cooperation
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Old 04-22-14, 02:37 PM   #2
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i just voted ... and really like your work gap
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Old 04-22-14, 03:09 PM   #3
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Originally Posted by Sjizzle View Post
i just voted ... and really like your work gap
Thank you mate

Just a quick remark on your preferences. Both DynEnv v2.9 - Gale and DynEnv v2.9 - Gale Improved, use six seatype definitions (respectively for 0, 3, 6, 9, 12 and 15 m/s), instead of the four stock seatypes (0, 5, 10 and 15 m/s). Going by what TDW is stating in this post, the game should ignore the last two sets of parameters (12 and 15 m/s). Yet, both mods seem to work perfectly even for wind speeds equal to or higher than 12 m/s. I still don't get where the game gets the missing sea types from, since after 9 m/s wind speed (SeaType 3) there wouldn't be a seatype that the game can interpolate.
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Old 04-22-14, 03:40 PM   #4
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latest version sobers waves mod V30 SH5
The sub doesn't all of a sudden jump up and down or rock from side to side occasionally .
It is the only wave mod that makes the game harder while submerged by hiding ships from view with the waves rolling in . Not just choppy waves but rolling waves .
Anyway I am not going to do another waves mod . Someone else can do one (apart from gap , too many other important mods to work on ) .

Last edited by THE_MASK; 04-22-14 at 05:38 PM.
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Old 04-22-14, 05:41 PM   #5
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I use DynEnv v2.9 - 08.b Wave Mechanics - Gale tweaked with DynEnv Gale wave mechanics by Fifi.
I definitely look forward to seeing the higher wind speeds and longer rolling waves.
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Old 04-23-14, 04:03 AM   #6
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Quote:
Originally Posted by gap View Post
As the title says: after the release of the wind speed patch by TDW, allowing winds as strong as 60 m/s, it is about time to replace all the previous wave mods with a proper one.

Rather than starting from scratch, I was thinking to use one or more of the currently available mods as template for the upcomig wave mod. For this reason I ask you to join the poll.

Should you have more than a preference, just drop a line here and tell me which are the aspects that you like/dislike of each mod. The same goes if vote just one mod, but you aren't fully satisfied with it: should that be the case, feel free to list the pros and cons of the mod you voted. Videos and/or screenshots pointing to the problems you might want to report, are very appreciated.

Thank you for your cooperation
Hi mate, first of all, thank you for all your hard work on the modding. All you guys pitching in, make SH5 "the" subsim. In my humble opinion one of the best representations of wave action is in Silent Hunter Online. Those long steep swells are very close to the real thing ( I know this from first hand experience i.e. On a barge crossing the North sea in a force 8 gale) It's so real in fact, that on a big screen I actually start to feel queasy (Sick).
EDIT!! Just installed sobers waves mod V30 SH5....Wow, this is definitely the one to work from, simply amazing!! Fantastic work Sober, thank you.
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Last edited by Nufsed; 04-23-14 at 04:17 AM.
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Old 04-23-14, 11:34 AM   #7
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Quote:
Originally Posted by Nufsed View Post
In my humble opinion one of the best representations of wave action is in Silent Hunter Online. Those long steep swells are very close to the real thing ( I know this from first hand experience i.e. On a barge crossing the North sea in a force 8 gale) It's so real in fact, that on a big screen I actually start to feel queasy (Sick).
You cannot compare SHO with any of the previous versions of the SH franchise, but if someone points me to a good SHIII/IV wave mod, I will be glad to look into it

Quote:
Originally Posted by Katze View Post
I use DynEnv v2.9 - 08.b Wave Mechanics - Gale tweaked with DynEnv Gale wave mechanics by Fifi.
I definitely look forward to seeing the higher wind speeds and longer rolling waves.
DynEnv Gale Improved (tweked by Fifi) replaces the previous version of the same mod. You don't need to enable them both.

Quote:
Originally Posted by sober View Post
latest version sobers waves mod V30 SH5
The sub doesn't all of a sudden jump up and down or rock from side to side occasionally .
It is the only wave mod that makes the game harder while submerged by hiding ships from view with the waves rolling in . Not just choppy waves but rolling waves .
Anyway I am not going to do another waves mod . Someone else can do one (apart from gap , too many other important mods to work on ) .
Quote:
Originally Posted by Nufsed View Post
EDIT!! Just installed sobers waves mod V30 SH5....Wow, this is definitely the one to work from, simply amazing!! Fantastic work Sober, thank you.
Personally I also like DynEnv's Gale Improved wave settings by Fifi. I love especially its low wind waves: the ripples on the water surface look so real that you feel you can almost touch them. Other than that, I must agree that sober's waves are also very well done. His long, rolling waves have no rivals, as far as SH5 is concerned. Yet, imo there is still a couple of shortcomings that must be addressed:
  • wave lenght, width and speed of most wave mods are based on the liking of their authors, rather than on real data. This is partly due to the fact that, given the 15 m/s limit, real waves would have looked too tiny to simulate Atlantic stormy waters, and wave heights had to be exaggerrated correspondingly. Thanks to TDW we can now simulate a wider range of wind speeds, and make wave properties in game proportional to the ones of real waves at various wind speeds. Real data collection is not a problem. There are a lot of wave charts and formulas on the web, and I have created a spreadsheet for calculating the most relevant wave properties based on wind speed.
  • in my opinion, sober's waves look a bit too glossy (as if the water surface was plastic wrapped) at low wind speeds.
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Old 04-23-14, 12:20 PM   #8
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Tough question gap...

If we could somehow merge Sobers v30 waves mod with something like this it would be really awesome...

I'm working on it currently but I must say that this is the perfect way to get a headache and to kill your spare time...So many variables...
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Old 04-23-14, 02:00 PM   #9
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Quote:
Originally Posted by gap View Post
...
DynEnv Gale Improved (tweked by Fifi) replaces the previous version of the same mod. You don't need to enable them both.
...
Thanks, I hadn't visited the Dyn Env thread in a while. I just go with my mod list and slowly adjust it as things come along. Next campaign I'll go with Gail Improved.. or the new mod that comes out of the latest wind changes!
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Old 04-23-14, 03:12 PM   #10
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I think I'm going nowhere...


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Old 04-23-14, 04:06 PM   #11
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Quote:
Originally Posted by vdr1981 View Post
Tough question gap...

If we could somehow merge Sobers v30 waves mod with something like this it would be really awesome...
Personally I would go for a merge between Fifi's and Sober's settings, respectively for high and low wind sea types.

The main problem is that if the game only reads the first four sea types, we should set them for 0, 15, 45 and 60 m/s wind speed, in order to cover the new wind range made possible by TDW's patch. That means a major rework of all the wave settings previously deviced for the mentioned mods.

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I think I'm going nowhere...
lol, how did you do it?
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Old 04-23-14, 04:09 PM   #12
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Quote:
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I think I'm going nowhere...


Join the club One wave setting will effect another one
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Old 04-23-14, 05:37 PM   #13
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i have this wave mod DynEnv v2.9 - Wave Mechanics - Gale (Improved)
this is with 2m/swind speed and medium fog i realy like this wave mod ...

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Old 04-23-14, 05:39 PM   #14
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I think I'm going nowhere...



this one is good for titanic movie
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Old 04-24-14, 04:52 AM   #15
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Do torps have issues with depth keeping with waves . Just something to watch when adjusting waves .
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