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-   -   [REL] Dynamic Environment SH5 (https://www.subsim.com/radioroom/showthread.php?t=202520)

volodya61 03-01-13 02:21 AM

Quote:

Originally Posted by Bothersome (Post 2017748)
By the way, if you have to insert a spy, you might need to save and reload to get the launch boat pop-up to happen. It might be part of OHII though.

Offtopic:
Not always.. sometimes.. but you're right, it's wrong place to mention this..

gap 03-01-13 12:10 PM

Quote:

Originally Posted by Bothersome (Post 2017748)
Just out of curiosity, would it be an easy thing to remove the underwater waving of the image?

yes, you can enable the Enhanced Visibility (high) optional mod or, if you don't want fog distances and other parameters to be affected, you can create a simple no uderwater fx patch.

The file you need to edit is data/Filters/Underwater.pfx. Open it with notepad, and set the 'Intensity' parameter to 0.000 :up:

Dogfish40 03-02-13 11:37 AM

Attack Scope glitch-
 
Found a little thing with the attack scope. I'm using the following folders in order;
  1. 1.Main
  2. 4.bCamera Filters-Vivid
  3. 10II Seafloor
  4. 11.a.II Sea plants
  5. 3.b Enhanced Visibility
  6. 8.b Wave Mech-Gale
I've got the sound folder installed later.
The problem- When I raise the attack scope, before the scope breaks the surface of the water, the screen is bright white with intermittent graphic lines like the picture is trying to show something but most of the screen is just bright white.
As soon as the scope clears the water, the picture becomes fine.
The Observation scope does not do this.
Just wanted to know if you can repeat this or not. It might be my card, but it's worked so well so far.
Everything else with this set seems to work and look fine.
Thanks
D40:up:

gap 03-02-13 12:34 PM

Quote:

Originally Posted by Dogfish40 (Post 2018633)
Found a little thing with the attack scope.

Try disabling the Enhanced Visibility and/or the Wave submod, and see if anything changes please.

I also recommend you to enable DynEnv's submods in the same order suggested by their progressive numbers :03:

Dogfish40 03-02-13 01:23 PM

Quote:

Originally Posted by gap (Post 2018687)
Try disabling the Enhanced Visibility and/or the Wave submod, and see if anything changes please.

I also recommend you to enable DynEnv's submods in the same order suggested by their progressive numbers :03:

Hi Gap,
Now there's something I didn't know. So, it's better if I place these mod folders in numerical order?! I always tried to guess the best way they would overwrite each other.
OK! One other thing, was the Sober file fixed (the wake) yet? I'll go ahead and Re-Download if it is.
Everything otherwise is excellent my friend. The basemod folder has all the seafoam, the underwater effects are just great. I am wondering if I can use The atlantic kelpbeds and coral reefs at the same time.
Danke mein Freund :up:


gap 03-02-13 01:45 PM

Quote:

Originally Posted by Dogfish40 (Post 2018719)
Hi Gap,
Now there's something I didn't know. So, it's better if I place these mod folders in numerical order?! I always tried to guess the best way they would overwrite each other.

In most cases submods order won't matter, in some other cases, yes. If you want to be sure not make mistakes, just follow the numerical order. :03:

Quote:

Originally Posted by Dogfish40 (Post 2018719)
OK! One other thing, was the Sober file fixed (the wake) yet? I'll go ahead and Re-Download if it is.

No, it is not. You can fix yourself the problem by following the method suggested by me a few posts back (just delete the data/Shaders/Wakes folder in DynEnv v2.9 - 9. Sobers Best Ever Tweaks, before you enable it :up:

Quote:

Originally Posted by Dogfish40 (Post 2018719)
Everything otherwise is excellent my friend. The basemod folder has all the seafoam, the underwater effects are just great. I am wondering if I can use The atlantic kelpbeds and coral reefs at the same time.
Danke mein Freund :up:

No, unfortunately not; submods with the same progressive number are alternative (they are overwriting each other): unlike trees, terrain etc, there's no way to set different seaplant textures to work at the same time for different climatic zones. Nonetheless, you can switch among them any time, even in mid patrol :salute:

Bothersome 03-03-13 01:59 AM

Quote:

Originally Posted by gap (Post 2018084)
yes, you can enable the Enhanced Visibility (high) optional mod or, if you don't want fog distances and other parameters to be affected, you can create a simple no uderwater fx patch.

The file you need to edit is data/Filters/Underwater.pfx. Open it with notepad, and set the 'Intensity' parameter to 0.000 :up:

Unfortunately, this didn't work too well. Adding that option mod in causes the graphics to get really screwed when camera goes under water. Like big blocks of vision with everything else grey. Blocks were about 1cm squared each. Removing the option puts things back OK.

Had one crash to DT when a airplane was sighted.

But on another note, is it normal to have 15m/s winds with very high waves 90% of the time with medium fog 90% of the time?

That seems to be what I'm getting most all the time now. Time of year is May and June... Area is atlantic mostly west of Gibralter. In the Gulf of Gadiz and north and south of there.

gap 03-03-13 04:47 AM

Quote:

Originally Posted by Bothersome (Post 2018968)
Unfortunately, this didn't work too well. Adding that option mod in causes the graphics to get really screwed when camera goes under water. Like big blocks of vision with everything else grey. Blocks were about 1cm squared each. Removing the option puts things back OK.

I hope you are talking about the custom patch I suggested you to create, and not about the Enhanced Visibility (high) optional mod contained in DynEnv v 2.9 pack. :o

If so, change the 'Intensity' parameter of your self-made patch to 0.001 for very faint underwater FX (remember to disable it before you make your changes :03:), or enable the following patch after DynEnv Main Mod and Enhanced Visibility (medium), if you are using it: :up:

DynEnv v2.9 - No Underwater FX Patch

Quote:

Originally Posted by Bothersome (Post 2018968)
Had one crash to DT when a airplane was sighted.

Probably not related to Dynamic Environment :yep:

Quote:

Originally Posted by Bothersome (Post 2018968)
But on another note, is it normal to have 15m/s winds with very high waves 90% of the time with medium fog 90% of the time?

That seems to be what I'm getting most all the time now. Time of year is May and June... Area is atlantic mostly west of Gibralter. In the Gulf of Gadiz and north and south of there.

No, this is not normal. Can you please draw your approximate position on the following map?

http://imageshack.us/a/img21/1235/climatezones.jpg

gap 03-03-13 05:18 AM

On the topic of rain probability, started by Dogfish40, it just occurred to me that wind speed might be a factor affecting precipitations occurrence.

It that was true, the limited wind speed ranges introduced by DynEnv could reduce or zero their chance for some areas/seasons.

I will investigate :hmmm:

garren 03-03-13 01:09 PM

I'm using Sobers mega mod so I'm not using all of the submods in this currently. My problem is that when I use the external cam sea weed and kelp are stretched like 50 meters tall. I think this is a vanilla issue if I recall. Also, when I go put my sub on the seafloor it looks like it's still 10 meters off the bottom. I remember when I used The Dark Wraiths custom patcher I selected something that would let me bottom my uboat. Doesn't seem to be working. I hover 10 meters or so above the sea floor and my uboat takes damage even just sitting a 0 knots...

Bothersome 03-03-13 02:12 PM

OK I downloaded your NO underwater FX patch and will apply it and try it in a few minutes.

My locations were in the gulf south of Spain. It's in the yellow area. I made a trip to Freetown and Dakar which travel some orange areas. Medium Fog with high winds the whole way.

I can go to a port and the weather gets better but after I travel back into my hunting grounds in the gulf south of Spain, the fog and high waves and wind come back usually by the time I get into the shipping lanes.

Edit...

OK I applied your patch and it works like a charm. I must have screwed something up when I tried.

here is my mod list as applied at the moment in case anyone wants to know.
Quote:

FX_Update_0_0_21_ByTheDarkWraith
Remove Electric Torpedo Wakes
sobers see thru wake fix
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
TDW_Ship_Inertia_1_1_0
OPEN HORIZONS II_full v2
NewUIs_TDC_7_1_0_ByTheDarkWraith
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No Underwater FX Patch

Fifi 03-04-13 06:36 AM

Something i've been thinking of, because i noticed when medium fog night times we can still see stars as if no fog, would be nice to get blurred stars as like sun in day time with medium fog...:hmmm:

Is it possible? :D

volodya61 03-04-13 07:50 AM

Quote:

Originally Posted by Fifi (Post 2019664)
Something i've been thinking of, because i noticed when medium fog night times we can still see stars as if no fog, would be nice to get blurred stars as like sun in day time with medium fog...:hmmm:

Is it possible? :D

cut of the post #1

Quote:

Originally Posted by gap (Post 2016079)
Known bugs and limitations:
  • low precipitations occurrence, excessive medium fog occurrence, presence of fog even during wind storms, stars visible during foggy and/or cloudy nights, weather resetting to foggy after loading a save game (whatever was the weather before saving), and Navigation Officer reporting the wrong weather after a save game reload, are known SH5 limitations that cannot be addressed with the present mod;


gap 03-04-13 09:00 AM

Quote:

Originally Posted by garren (Post 2019253)
My problem is that when I use the external cam sea weed and kelp are stretched like 50 meters tall. I think this is a vanilla issue if I recall.

Yes, I retained stock sizes because it is known that some species of kelp can grow up to 50 m long, but scaling them down (with the same method used by echolot for trees) is possible. Good idea for one of the next releases :up:

Quote:

Originally Posted by garren (Post 2019253)
Also, when I go put my sub on the seafloor it looks like it's still 10 meters off the bottom. I remember when I used The Dark Wraiths custom patcher I selected something that would let me bottom my uboat. Doesn't seem to be working. I hover 10 meters or so above the sea floor and my uboat takes damage even just sitting a 0 knots...

I don't think it to be related with DynEnv in any way; I suggest you to check the correct working of the sub on bottom patch with DynEnv disabled. If nothing changes, you might want to report the problem on TDW's patches thread.

Quote:

Originally Posted by Bothersome (Post 2019299)
OK I downloaded your NO underwater FX patch and will apply it and try it in a few minutes.

Edit...

OK I applied your patch and it works like a charm. I must have screwed something up when I tried.

Thank you for testing Bothersome. I am going to add the patch to the forst page :up:

Quote:

Originally Posted by Bothersome (Post 2019299)
My locations were in the gulf south of Spain. It's in the yellow area. I made a trip to Freetown and Dakar which travel some orange areas. Medium Fog with high winds the whole way.

I can go to a port and the weather gets better but after I travel back into my hunting grounds in the gulf south of Spain, the fog and high waves and wind come back usually by the time I get into the shipping lanes.

here is my mod list as applied at the moment in case anyone wants to know.

Wind speed range for your current date/patrol area (yellow band SW of Spain) should be 1-7 kph; season: summer; weather change interval: 5-48 h. I have just checked DynEn settings for it, and everything seems okay. Looks like something is wrong with your game, or at least with your DynEnv installation.
By any chance, have you started using this mod (any version) in mid patrol?

If so, you should try disabling Main Mod and Ambient Settings - Darker Nights optional mod, and reenable them the next time you are in bunker;
if it doesn't work, disable them again, and reenable them once more at the start of a new campaign;
if it still doesn't work, try restarting a new career.

If you were using v 2.1 whe you started your current career, switching to v 2.9 shouldn't cause any problem though :hmm2:

Quote:

Originally Posted by Fifi (Post 2019664)
Something i've been thinking of, because i noticed when medium fog night times we can still see stars as if no fog, would be nice to get blurred stars as like sun in day time with medium fog...:hmmm:

Is it possible? :D

Quote:

Originally Posted by volodya61 (Post 2019682)
cut of the post #1

Thank you for the reminder, Volodya :salute:

I don't exclude that some of the known limitations won't be fixed sometime in the future, but I cannot make guarantee on it, because either they are hardcoded, or we don't know the settings controlling them :-?

Dogfish40 03-04-13 12:21 PM

Quote:

Originally Posted by gap (Post 2018732)
In most cases submods order won't matter, in some other cases, yes. If you want to be sure not make mistakes, just follow the numerical order. :03:





No, it is not. You can fix yourself the problem by following the method suggested by me a few posts back (just delete the data/Shaders/Wakes folder in DynEnv v2.9 - 9. Sobers Best Ever Tweaks, before you enable it :up:

:03:Got it!

No, unfortunately not; submods with the same progressive number are alternative (they are overwriting each other): unlike trees, terrain etc, there's no way to set different seaplant textures to work at the same time for different climatic zones. Nonetheless, you can switch among them any time, even in mid patrol :salute:

:up: Again, Thanks my friend.
Gute Jagd

gap 03-04-13 12:23 PM

Quote:

Originally Posted by Dogfish40 (Post 2019811)
:up: Again, Thanks my friend.
Gute Jagd

My pleasure :salute:

Fifi 03-04-13 03:19 PM

Thanks for your answers Volodya and Gap.
Ok, missed those lines in the first post...there is always so much to read and learn everywhere in this forum! :haha:

I'm no modder expert in any case, but seeing sun being blurred with fog in day time, i don't see why it can't be done with stars in night time...
Both are above clouds and fog :D
Well, maybe one day you'll discover the soluce!

gap 03-04-13 03:30 PM

Quote:

Originally Posted by Fifi (Post 2019917)
Well, maybe one day you'll discover the soluce!

I hope so :)

Bothersome 03-04-13 04:47 PM

Quote:

Originally Posted by gap (Post 2019707)
Thank you for testing Bothersome. I am going to add the patch to the forst page :up:

Wind speed range for your current date/patrol area (yellow band SW of Spain) should be 1-7 kph; season: summer; weather change interval: 5-48 h. I have just checked DynEn settings for it, and everything seems okay. Looks like something is wrong with your game, or at least with your DynEnv installation.
By any chance, have you started using this mod (any version) in mid patrol?

If so, you should try disabling Main Mod and Ambient Settings - Darker Nights optional mod, and reenable them the next time you are in bunker;
if it doesn't work, disable them again, and reenable them once more at the start of a new campaign;
if it still doesn't work, try restarting a new career.

If you were using v 2.1 whe you started your current career, switching to v 2.9 shouldn't cause any problem though :hmm2:

No this game was started as a new Campaign with OHII V2.0 and DynEnv 2.9. I'll try removing the Darker Nights mod next time I'm in a bunker and see if that has an effect on waves... but now I'm in July 29 and going northeast to take out the British supplies. So far the waves seem pretty normal. Fog has been ok too for most part. Ran into a patch of heavy rain once too. But it didn't seem to last but about 12 hours or so.

One thing I've noticed is the radio guy will not give me a radar contact on my nav map or any verbal notice. Yet the radar is picking up contact blips from as far as 8000 meters or there abouts. Granted this is the first version of the radar that has the antenna panels on the conning tower. Only a 60 degree coverage both sides I believe. But much testing reveals the guy doesn't even know what a rader unit is. I don't know if this is DynEnv causing this or something else. Seems like a bug in the executable of radar detection notification.

gap 03-04-13 05:25 PM

Quote:

Originally Posted by Bothersome (Post 2019995)
No this game was started as a new Campaign with OHII V2.0 and DynEnv 2.9. I'll try removing the Darker Nights mod next time I'm in a bunker and see if that has an effect on waves... but now I'm in July 29 and going northeast to take out the British supplies. So far the waves seem pretty normal. Fog has been ok too for most part. Ran into a patch of heavy rain once too. But it didn't seem to last but about 12 hours or so.

Okay, weather around England seems regular for your current season, but what happened W of Gibraltar is not normal. Let me know in case you bump again into unusual weather. Disabling the Darker Nights submod alone would be pointless: it only affects environment colors. :up:

Quote:

Originally Posted by Bothersome (Post 2019995)
One thing I've noticed is the radio guy will not give me a radar contact on my nav map or any verbal notice. Yet the radar is picking up contact blips from as far as 8000 meters or there abouts. Granted this is the first version of the radar that has the antenna panels on the conning tower. Only a 60 degree coverage both sides I believe. But much testing reveals the guy doesn't even know what a rader unit is. I don't know if this is DynEnv causing this or something else. Seems like a bug in the executable of radar detection notification.

Very little is known about radars in SH5. No one seemed to care much about them. Despite this lack of information, I can give you as fact that DynEnv cannot affect radar contact reports. If there's a problem with them, it must come from stock game :03: :yep:


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