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07-30-12, 03:52 AM | #3976 | ||
Engineer
Join Date: Apr 2012
Location: Poland
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07-30-12, 07:25 AM | #3977 |
Bosun
Join Date: Mar 2010
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Stock game?
... I'll see if I can stomach it, for science! EDIT: Yes, it seems like it's a normal maps thing. The streak doesn't appear with normal maps enabled stock but is present with normal maps on TMO. Last edited by Tanedin; 07-30-12 at 09:51 AM. |
07-30-12, 03:30 PM | #3978 |
Engineer
Join Date: Apr 2012
Location: Poland
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You can do one more 'experiment'. When creating normal maps dont switch channels, so the nm remains bluish, and see if those streaks will show up.
The sub will be very dark with such NM, I tried that some time ago, but didnt look for streaks... |
07-30-12, 03:54 PM | #3979 | |
Sonar Guy
Join Date: Jul 2007
Location: Oregon, USA
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I got a good test for this view when I torpedoed a Light Cruiser (Sulu Sea). Submerged attack, SONAR attack only once I got the PK locked on the target. Fired 4 torpedoes at 6 second intervals. +/- 2 degrees from Zero attack angle. Range: 1800 yds, Speed: 18 Kts. He was all alone (no escorts) and not zig-zagging. First two torps were hits, missed on the 2nd two. How can I adjust 'Scene.dat'? Its all machine language!
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07-30-12, 04:39 PM | #3980 |
Engineer
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It's simple as opening Word, writing and then saving
In this case, you open Silent Editor, in s3d open scene.dat, after file is loaded navigate to (expanding the tree on the left, double-click to expand): Node - Sky, then expand EnvData, click EnvData propetries (blue icon), you will see a lot of things listed in main window, scroll down through that list to Underwater, there you will find Fog, and in Fog tree, there is ZMax, change its value to higher one (dont go to high, increasing it by 1, will have noticable effect, and its not on "down" axis, but forward, I think). You can make brighter color when looking down underwater by changing Downlight > Color. After all is done go to File, select Save in a mod, and then Save in new mod folder; enter name for a mod, OK and done. This option (saving as a mod) is only available if you have JSGME, but I'm pretty sure you have. Final thing: enable it with JSGME. Done (unmodded ZMax value is 18, TMO is 9 - I think, I could have changed it in my file) (Or you can try mine: http://www.mediafire.com/?j5fxs8o54hs7cbw - two files: both with zmax=10, one with a little bit brighter "downlight, second with probably too bright "downlight") Last edited by stanger; 07-30-12 at 05:44 PM. |
07-30-12, 07:12 PM | #3981 | |
Sonar Guy
Join Date: Jul 2007
Location: Oregon, USA
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So . . . I downloaded and installed S3D, opened the scene.dat file and changed the ZMax back to the original value of 18.0 . You're right, TMO had changed this value to ZMax=9.0 . I saved this as a MOD, and all I have to do enable it and test. I used the original ZMax value since I was happy with it to begin with it - I can always adjust it down later if the change is too much. Thanx for the EXPLICIT instructions Otherwise I would have no idea of what to change or how.
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07-30-12, 07:27 PM | #3982 |
Seasoned Skipper
Join Date: Mar 2008
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S-boat dive depth
So I started an S-boat career for a change of pace. Did a test dive with the S-42 class in a training mission. She popped at about 405 ft. Is this right? I thought the S-boat was only able to go to around 250 or 300 ft in this game? Is this by design for TMO? Historical? A problem with my mod?
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07-30-12, 08:05 PM | #3983 |
Sea Lord
Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
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Boats could go passed the "test depth" on the dial, but how much more, or for how long? If you find out, you won't be surfacing.
That is how TMO is set up. I've taken a Balao boat down to almost 700ft, and made it back up after the DDs were done trying to ruin our day.
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07-30-12, 09:12 PM | #3984 | |
Seasoned Skipper
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Is each boat given a random/different crush depth when you start a mission or campaign?
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07-30-12, 10:11 PM | #3985 |
Silent Hunter
Join Date: Sep 2010
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07-30-12, 10:35 PM | #3986 |
Seasoned Skipper
Join Date: Mar 2008
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That's what I thought. On top of TMO I'm running the new OTC mod. Would that possibly effect sub stats?
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07-30-12, 10:59 PM | #3987 | |
Sonar Guy
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200'/33 = 7 atmospheres of pressure @ 15 lbs/sq.in. = 105 lbs/in.ft. 400'/33 = 13 atm X 15 = 195 lbs/sq.in. Figures are rounded off for clarity. One atm (air pressure) is added to the water pressure (ft./33) for correction. Thus, at 33 ft depth, you get 2 atmospheres of pressure, not one. S-Boats (1918-1925), as mentioned, were all-rivet construction. The Electric Boat-built Porpoises (1933-1937) had been built to an all-welded design. Conservative engineers and shipfitters at the Government yards stuck with tried and true riveting. Electric Boat's method proved superior, providing a stronger and tighter boat, as well as preventing leakage of fuel oil tanks after depth charge attacks. Finally convinced of the efficacy of Electric Boat's innovation, Government yards finally converted wholesale to welding for their three Salmons and the Navy was entirely happy with the results. God Bless Electric Boat!
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07-31-12, 06:24 AM | #3988 | |
Sea Lord
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Based on logbook entries, Ducimus made it so boats could go beyond test depth and survive. As newer better designed boats came along, they could go deeper than previous designs. But remember, if your boat is damaged, your operating depth will be affected.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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07-31-12, 07:51 AM | #3989 | |
Seasoned Skipper
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07-31-12, 03:57 PM | #3990 | |
Sonar Guy
Join Date: Jul 2007
Location: Oregon, USA
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I looked into some of the files in the game for references to the Depth Gauges, and found: From: Data/Menu/cfg/Dials.cfg [Dial24] ; will be changed by code Name=DeepDepthFdbk Type=75; DIAL_DEPTH_INTERNATIONAL Cmd=Set_depth_dial_international,Crew Dial=0x3F1F0001 CrtVal=0x3F1F0002 NewVal=0x3F1F0003 DialVal=-150,150; -163,163 RealVal=15,165; 0,450; meters (sh3) -> feet (sh4) Circular=Yes There are references to Instruments (Equipment 3 to 7), but I don't know what they are referring to, and can't find any link to anything like NSS_Instrument anywhere else. From: Data/Submarine/NSS_s18/NSS_S18.eqp [Equipment 3] NodeName=I01 LinkName=NSS_Instrument01 StartDate=19240403 EndDate=19451029 The program may have confused the Depth Gauges between the S-Boats and the Balao class boats (Test Depth = 400').
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