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Old 07-22-22, 09:14 PM   #346
Leoz
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Finished first patrol.
Stable.
Fun.
Nice look.
Still holds the spirit of NYGM.

So... all in all....very nice.

Some highlights.
1. Day periscope attack against a convoy. Speed about 9 knots. Heard hits as diving. Sank two ships. Unable to account for 2 torps and what they did. After the convoy cleared the area, went back to the debris field at night and found a dead in the water small merchant with a French flag.
Could have been neutral but it was not illuminated and was part of an enemy convoy (which meant it was breaking the rules on both issues.) Looks like it took one of my torps from the initial attack. Gunfire to get a fire going. Then sank it with one torpedo. Game scored it as neutral for about 3k tons. It wasn't illuminated and was part of an enemy convoy so... in the spirit of the game, I am OK with that.

Some days later found a convoy at night in BF17. Evening. Visibility not great. Determined speed as only 3 knots. Night surface attack on two transports that were next to each other and sister ships. Sunk both and carefully exited at high speed avoiding two escorts.

Some days later saw a neutral American freighter and practiced a submerged attack on it (obviously not firing).

After about 32 days, getting low on fuel and went home. Fair bit of bad weather on this patrol so that limited what I could do.

Very fun.
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Old 07-23-22, 12:51 AM   #347
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Originally Posted by Randomizer View Post
So is the number of ships/objects related to loading time?

Your Mod loads in about 5-minutes whereas Onealex' Mod takes more than 16-minutes, CCoM 12 takes roughly seven minutes and that is about as long as I am prepared to spend waiting for a typical SH-3 session. Once loaded all are stable, run well and give excellent frame rates but un-modded NYGM and GWX load in ~2.5 and ~3.5 minutes respectively.

Quarter-hour plus load times are awful and typically I need to commit to several hours of SH to make the wait for the Onealex Mod to load a reasonable investment. The only problem is that these latest iterations of SH-3 Mods are all so great, deciding which to play is tough.

Thanks for making this.

-C
Not only the number of ships, but the data weight !
Compare the different sea folder global weight of each megamod, and it will give you the loading times differences …
Big sized tga can have heavy impact on loading time too.
Not to say the campaign files…
Some of the nice ships I took pictures above are over 10000 Ko just for the ship.dat… it’s way too much.
Average should turn around 4000 Ko max!

My goal is to not overpass the « fastidious » 5mn loading times in career
(On my pc anyway)
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Old 07-23-22, 04:07 AM   #348
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Experimenting better escort looking, keeping reasonable file weight.
Here the Tribal, Flower, C&D class...





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Old 07-23-22, 12:06 PM   #349
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Originally Posted by Fifi View Post
Experimenting better escort looking, keeping reasonable file weight.
Here the Tribal, Flower, C&D class...
Very promising
With all the ships added, my career loading time is 2mn 40 so far…
Continuing & investigating for other nice models.

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Old 07-24-22, 05:59 AM   #350
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Hi Fifi
I'm glad to see that you are progressing in this work..
Many here seem impatient it's great...
I myself am... to see all your work but take the necessary time, there's no hurry... I would have liked you to look at planes because they are not very pretty. Now it's only a suggestion... if it's possible Fifi but I know that with you nothing is impossible..
my best regards Kal Maximus U669
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Old 07-24-22, 11:06 AM   #351
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Hi Fifi
I'm glad to see that you are progressing in this work..
Many here seem impatient it's great...
I myself am... to see all your work but take the necessary time, there's no hurry... I would have liked you to look at planes because they are not very pretty. Now it's only a suggestion... if it's possible Fifi but I know that with you nothing is impossible..
my best regards Kal Maximus U669
Hi my friend,
I’m sorry, I will not improve planes…
Of course I could easily get better models but again at performance coast.
First reason is this performance coast, second reason is playing 100% realism we can’t see those planes from close!
Not to say when first plane spotted, you should be very soon underwater !
Looking at them from deck, they are enough nice in my opinion.

That being said, maybe in future I will make them better as an add-on mod for those with NASA computers… but honestly, ships are more important to me

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Old 07-24-22, 01:13 PM   #352
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Good luck, Fifi.
Keep it up!

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Old 07-26-22, 07:02 PM   #353
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This whole mod... pretty much perfect, given all the challenges of an old software architecture. And again, still maintains the spirit of how NYGM works.

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Old 07-27-22, 02:27 AM   #354
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Quote:
Originally Posted by Fifi View Post
Not only the number of ships, but the data weight !
Compare the different sea folder global weight of each megamod, and it will give you the loading times differences …
Big sized tga can have heavy impact on loading time too.
Not to say the campaign files…
Don't forget the library files which may be very heavy (example : files including the weapon devices coming from World of Warships : each device is very highly detailed...).

Quote:
Originally Posted by Fifi View Post
my pc can’t handle all those new ships… way too heavy.
Single missions are ok but career overpass the capacity.
And loading times are awful

So I will have to make choices
Sad news I’m sorry.
Still investigating …
I think that the_frog's models have the best "level of detail / weight" ratio for SH3. Looking close to his ships, we can realize that he has been very careful to not create too complexe 3D meshes, and tried hard to keep things simple without being simplistic.

In contrast, WoWS' models and textures are way too much detailed for a game like SH3... They may be a good choice for a specific single mission, but not for a campaign.

That's why I'm trying to "convert" WoWS's models into simpler models, but actually I'm stuck on the texturing process... See here for example : https://www.subsim.com/radioroom/sho...d.php?t=251309
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Old 07-27-22, 05:33 AM   #355
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Quote:
Originally Posted by Mister_M View Post
Don't forget the library files which may be very heavy (example : files including the weapon devices coming from World of Warships : each device is very highly detailed...).



I think that the_frog's models have the best "level of detail / weight" ratio for SH3. Looking close to his ships, we can realize that he has been very careful to not create too complexe 3D meshes, and tried hard to keep things simple without being simplistic.

In contrast, WoWS' models and textures are way too much detailed for a game like SH3... They may be a good choice for a specific single mission, but not for a campaign.

That's why I'm trying to "convert" WoWS's models into simpler models, but actually I'm stuck on the texturing process... See here for example : https://www.subsim.com/radioroom/sho...d.php?t=251309

The part, in Magenta, was after a thought & conversation on... looking into the idea, of putting SH3... (& quite possibly, 4, at the least... not sure if 5 would bene... not to say it couldn't... ) on a diet, to lower the 3D count on ships... which seems to be the biggest area (as I understand it... I admit, that 3D rendering, is NOT My strong suite... by far. ) of contention... where it pertains to load time.

The idea & concept of that... original thought idea, was... to have ships not be so, load intensive, so as to be able to better be able to include things that were.... not quite right, with things like land areas, not being in where they should be, ports... being more... correct in not just placement, but... be a bit more... active.


At least, that was the basis for it... to make the game better. I guess, like Icarus, I guess my idea, flew too close to the sun. *sigh* Ahh well.








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Old 07-27-22, 09:15 AM   #356
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Originally Posted by Mad Mardigan View Post
The part, in Magenta, was after a thought & conversation on... looking into the idea, of putting SH3... on a diet, to lower the 3D count on ships... which seems to be the biggest area of contention... where it pertains to load time.

You're right, I remember now. I'm sharing your point of view. It's not a problem for me to have low-poly ships (or aircrafts) if they are historically correct and with nice textures...
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Old 07-27-22, 01:54 PM   #357
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Originally Posted by Fifi View Post
Hi my friend,
I’m sorry, I will not improve planes…
Of course I could easily get better models but again at performance coast.
First reason is this performance coast, second reason is playing 100% realism we can’t see those planes from close!
Not to say when first plane spotted, you should be very soon underwater !
Looking at them from deck, they are enough nice in my opinion.

That being said, maybe in future I will make them better as an add-on mod for those with NASA computers… but honestly, ships are more important to me

Fifi ,
just a little remark .
the swordfish torpedo has no pilote like a drone .......
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Old 07-27-22, 03:39 PM   #358
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Originally Posted by Mister_M View Post
Don't forget the library files which may be very heavy (example : files including the weapon devices coming from World of Warships : each device is very highly detailed...).
I know… and there are plenty objects non used… one day I will clean all that.

Quote:
Originally Posted by torpille View Post
Fifi ,
just a little remark .
the swordfish torpedo has no pilote like a drone .......
I know. All the planes are stock NYGM, and I don’t plan to enhance them…
Ram memory for ships first!
(If you stay on sub deck, you won’t notice this )
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Old 07-28-22, 03:26 AM   #359
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Quote:
Originally Posted by Fifi View Post
(If you stay on sub deck, you won’t notice this )

If you see the pilot from the submarine, then you've done something wrong or you're already sinking.
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Old 07-28-22, 06:52 AM   #360
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Quote:
Originally Posted by torpille View Post
Fifi ,
just a little remark .
the swordfish torpedo has no pilote like a drone .......
Decided to fix it finally… at extremely low coast of file weight



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