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Some theoretical considerations now; look at the following link: The Probability Distribution of Sea Surface Wind Speeds. Part I: Theory and SeaWinds Observations. Ignore the complicated calculations and skip to the graphs at p. 6. The first graph is representig average annual wind speeds at the sea level. As you can see, there are just a few spots on the world map where it exceeds 12 m/s. The second graph shows the annual deviation from mean wind speed, which on turn never exceeds ca. 5 m/s. By coupling this information with some basic statistics, we get that in the most extreme case (i.e. a theoretical spot on the map where the highest mean and highest standard deviation are coinciding), 84% of the times maximum wind speed won't exceed 17 m/s (= max. mean + 1 max. standard deviation), and 97.75% of the times it won't exceed 22 m/s (= max. mean + 2 max. standard deviations). Indeed this is ignoring skewness and kurtosis (3rd and 4th graphs) which are a measure of how asymmetrical a probability distribution is. Those factors can be simulated only partly in game, by setting different min-max wind speed ranges for each climate area based on season. Doing so would result in a slight increase of the maximum "likely" wind speed estimated above (i.e. not more than 22 m/s in 97.75% of the cases) for some seasons/areas; whence my proposed value of 25-30 m/s which, I repeat, would only apply to the windiest season of a few spots on the world map. A similar approach (it is: simulating asymmetrical wind speed distributions by introducing different max-min ranges for the same area, based on season) is already used in Dynamic Environment, within the 15 m/s limit imposed by the stock game, but increasing it reasonably would allow us to create more variability where needed/possible. Quote:
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gap off :salute: |
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I've been looking for where the Generic Patcher inserts the new values into the EnvSim.act but could not find the position offset, Offset=0x3BED8 and just realised why while writing this...because I'm an idiot! I don't have the patch enabled! :oops: From initial observations, it appears that the EnvSim.act contains the min and max values but calls up the various .cfg files and uses those values to assemble and present the overall environmental conditions for that particular scenario. This appears to be the same with .exe and .dll files as there appears to be no variable values in the assembly call ups. As Vdr was saying, to make this patch useable to it's full capability, the SeaParameters.cfg would have to be extensively reworked to make the waves etc look realistic as well as the m/s values for weather reports etc to name just a few. Off topic while looking through the SH5.exe searching for weather related entries, I came across the CO2 rate of change entry ~ the CO2 level increases 10x faster than is should on the analogue gauge in the control room. I'll find the controlling value one of these days and factor it by 10 :yep: CPU Disasm Address Hex dump Command Comments 0145AAF4 . 43 4F 32 4C 65 76 65 6C 49 6E 63 72 65 61 73 65 ASCII "CO2LevelIncrease" ; ASCII "CO2LevelIncreaseRate" CPU Disasm Address Hex dump Command Comments 0145AB04 . 52 61 74 65 00 ASCII "Rate",0 |
@gap only found this picture about wind speed at 0/ms and 60/ms in your dynamic env. thread and now some of my memories came back and all the discussion was DynEnv v2.9 - Wave Mechanics - Gale (Improved) now i am on page 1k on tdw's patcher hope that today i will find or read all pages from the patcher thread :D
http://img15.hostingpics.net/pics/861435Zerowind7.jpg |
If I understood you correctly guys , you're trying to say that 30m/s patch would be more useful then 60m/s patch, right?
Still, I fail to see what could you actually accomplish with 30/60m/s that you already can't with stock wind settings??:06: Also, how would you solve fast moving smoke/clouds problem with patch enabled? Are you aware at all that 15m/s waves with stock seaparam.cfg (0,5,10,15) and 60m/s waves with modified seaparm. cfg (0,20,40,60) will actually look exactly the same??? We can continue like this forever but you'll understand what I'm trying to say when you do some testing for your self... Is that mighty laptop of your finally ready for sea trials Gap ???:D What's more important for me and the biggest problem actaully is the fact that almost all of your hard work on DynEnv is completely canceled with save/reload bug/limitation and actual weather in game appears completely random and stuck. Can we actually do something to bypass this problem?? |
By the way, patch/hotfix 4 is ready for download...
The Wolves of Steel 1.03 - Patch 5_HotFix 4 changelog: Snapshot changes: - Other tweaks: - Menu.txt: various tweaks to make crew reports more realistic. Watch crew will not be able to distinguish between troop transport and freighter. They are all merchants now. - Smaller New UI's teleport buttons - Init.aix: AI detection abilities - DBSM speech periscope sound - Increased number of days spent in the bunker from 14 to more realistic 25 - Fixed small issue in campaign.cfg files that can prevent few macro objectives to be date activated (space behind "=" mark) - Tweaked armor and HP values in zone.cfg file (from next RSD update) - Tweaked armor and HP values in submarines .zon files (from next RSD update) - Removed some of less important/duplicated and merged charts in order to meet 50 charts limit. - Less jumpy sub at lower wind speeds - Added few new sounds - torpedo tubes/opening ect... Added mods: - SD_MapLocationNameFix_v1_2 - RadcapricornLarge Optics No Milliradian Scale Binoculars - AilBubbles 1.0 - AilImpurity 1.2 - IO_MapCourseLine_sharp pencil_mod - autoscripts1.0_WOS_tuned - Sjizzle's - Charts for NewUIs part 5_23.05.2015 - sobers hud sounds V1 SH5 - SteelViking's Sky Banding Mod Removed mods: - Installation: 1. This is Hotfix is not cumulative so it has to be enabled with JSGME after The Wolves of Steel 1.03-Patch 5 and before optional patches. Your activated modlist should look like this: The Wolves of Steel 1.03 The Wolves of Steel 1.03 - Patch 5 The Wolves of Steel 1.03 - Patch 5_HotFix 4 The Wolves of Steel 1.03 - TDW Real Navigation *(optional mod) The Wolves of Steel - *x* Resolution Patch *(optional mod) You can remove The Wolves of Steel 1.03 - Patch 5_HotFix 3 from your JSGME * Enable hotfix in the bunker. * Some smaller changes will kick in after camping restart or after player's advance to the next campaign. * Grossdeutscher Rundfunk New Remix 1939-1945_CTD Fix is not needed anymore... |
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http://ufraw.sourceforge.net/Install.html RAW file format plugins for Paint.NET: http://paint.net.amihotornot.com.au/...Camera_Images/ http://forums.getpaint.net/index.php...-paintnet-403/ Hope it helps :) |
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I'm just a bit skeptical after all this testing about final outcome (not without a reason IMO) but if you think that something can actually be done , we can focus or efforts, don't you worry...:up::up: One more question though... I noticed that when I load my campaign in North sea or in northeast Atlantic first weather change will always kick in after aprox 72 hours?? Further on, I really dont know what is going on because I rarely stay in the game for so long... Is this change controlled by DynEnv files and can this time be lowered to something like 12/24h? On the other hand when I was playing Happy Times campaign it seems that weather changes in central Atlantic are much more dynamic (like it should be with your DynEnv I guess) with first weather change kickig in after only 6-12h which actually gave me feeling that weather is actually "alive"... |
Video: https://youtu.be/9Ui2tDvupc4
Testing:Testing: new sounds, meny.txt entries, early war magnetic detonators, underwater view range ect... What do you think about new torpedo firing sounds? P.S. I know , FPS and quality suck...:D:D |
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I myself am not sure wether there is anything that can be done about wind speeds and waves as far as the 60 m/s wind speed patch is concerned, we need for more data on this topic. We will see. :up: Quote:
There are evidences that weather in general is affected by land proximity, though I am not sure wehether this factor affects weather changes as well, or not. After a weather change is triggered, there are no ways to prevent the game from generating again the same weather as before. Wind speed dropping from 15 to 1 m/s after a single weather change is unlikely in game: the game engine favours smooth transitions somehow. Similarly, wind speed, cloud coverage, rain and fog, are related in an unknown way, i.e. their combination is not totally random; there are some configurable parameters in scene.dat which might apply to weather generation routines, but I am not sure that they are actually applied in game (they might be SHIV leftovers). In any case having exactly the same combination of weather factors after a weather change should be a rare occurrence. You can still go through several cycles of medium fog (:-?), but at least wind direction or whatever other factor, should change between them. :salute: |
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