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Old 03-03-13, 02:12 PM   #91
Bothersome
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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

Last edited by Bothersome; 03-03-13 at 02:29 PM.
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Old 03-04-13, 06:36 AM   #92
Fifi
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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...

Is it possible?
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Old 03-04-13, 07:50 AM   #93
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Quote:
Originally Posted by Fifi View Post
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...

Is it possible?
cut of the post #1

Quote:
Originally Posted by gap View Post
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;
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Old 03-04-13, 09:00 AM   #94
gap
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Quote:
Originally Posted by garren View Post
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

Quote:
Originally Posted by garren View Post
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 View Post
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

Quote:
Originally Posted by Bothersome View Post
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

Quote:
Originally Posted by Fifi View Post
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...

Is it possible?
Quote:
Originally Posted by volodya61 View Post
cut of the post #1
Thank you for the reminder, Volodya

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
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Old 03-04-13, 12:21 PM   #95
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Quote:
Originally Posted by gap View Post
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.





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

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
Again, Thanks my friend.
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Old 03-04-13, 12:23 PM   #96
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Quote:
Originally Posted by Dogfish40 View Post
Again, Thanks my friend.
Gute Jagd
My pleasure
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Old 03-04-13, 03:19 PM   #97
Fifi
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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!

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
Well, maybe one day you'll discover the soluce!
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Old 03-04-13, 03:30 PM   #98
gap
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Well, maybe one day you'll discover the soluce!
I hope so
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Old 03-04-13, 04:47 PM   #99
Bothersome
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Quote:
Originally Posted by gap View Post
Thank you for testing Bothersome. I am going to add the patch to the forst page

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
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.
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Old 03-04-13, 05:25 PM   #100
gap
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Quote:
Originally Posted by Bothersome View Post
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.

Quote:
Originally Posted by Bothersome View Post
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
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Old 03-04-13, 07:21 PM   #101
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Gap, I really appreciate your hard work with this but...

Now if I upgrade Dynamic Environment to 2.9, I've gotta start my campaign all over again. I'm gonna . I will save it tho for when Dead Is Dead happens to my crew.

Keep up the good work.
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Old 03-04-13, 07:42 PM   #102
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Gap, I really appreciate your hard work with this but...

Now if I upgrade Dynamic Environment to 2.9, I've gotta start my campaign all over again. I'm gonna . I will save it tho for when Dead Is Dead happens to my crew.

Keep up the good work.
If you had started your current campaign with DynEnv 2.1 enabled, you don't need to start a new one

Last edited by gap; 03-04-13 at 07:54 PM.
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Old 03-04-13, 07:46 PM   #103
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Do I unintall 2.1 then install 2.9 and all is Ok. Or just install 2.9 and overwrite 2.1?
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Old 03-04-13, 07:53 PM   #104
gap
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Do I unintall 2.1 then install 2.9 and all is Ok. Or just install 2.9 and overwrite 2.1?
unintall 2.1 then install 2.9
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Old 03-04-13, 08:35 PM   #105
Wetton
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Gap,your dynamic enviroment mod is awesome!!!I have used v2.1 for a long time and i decided to switch to 2.9 in an existing career.I deactivate 2.1 and activate 2.9 while i'm in the bunker.I kept my mod soup exactly the same.Unfortunately i face ctd everytime i approach the eastern english coast.Ctd happens when i am at the strategic map screen only!has this happened to anyone else?
My Mod List

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 12. Sounds
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
FX_Update_0_0_21_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys DBSM SH5 v1.3 optional scary creaks
RemoveLogoIntroTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_AltAdvSpeedGraphics_by_naights
Better Torpedo Graphics v2
SH5_7A_Conning_Fix
Manos Scopes-patch for 16x9
gap - HD 1 deg Scope Bearing v 1.0
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith-Patch
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
TDW_No_Contact_Colors_1_1_0
TDW_No_Contact_Tails_1_1_0
Accurate German Flags
GHG test missions
Fuel Gauge WoGaDi_SteelViking's Interior
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
Reworked Morale and Abilities v.1.1
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
EUF_UBoat_FX_v0_0_3_ byTheBeast
Sub_Exhaust_1_0_5_byTheDarkWraith
smaller flags for Warships 1_0b
EQuaTool 01.01 by AvM - Large Style
stoianm pitch&roll for SH5 V1 (normal)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Trevally Tutorial - All v0.2(for OHIIv1.3)
Updated_Depth_Scales_by_gap_for_v7_1_0
Patrol Routine Scripts v. 01.03 by AvM
Krauters Automated Scripts (v5_0_0 compatible)
AOB slide ruller for TDW UIs and MO by stoianm (german)
Church's Compass Dials Mod v2.2 - Option Two
gap - Sonar Sound Collection v 1.0 for SH5 - Booming
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
Bearing only visual contacts_NewUI7_1
Dark_Interiors_V1
MadMaxs_SH5_Subdiesel (mono) v2
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
IO_StrategicMap_4_7_for_TDWv710
IO_MapCourseLine_normal pencil_mod
OH II Minefield map
TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_Test
Ferocious Fire SFX
German U-Boat Hydrophone SFX
TDW_gui_aob_reset_fix
Fix SteelViking-HotSoup-WaterDrips
SC_Music_DasBoot
Old Style Explosions V1.1
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Torpedo Splash
U-Boat Sounds SFX
stoianm wwii color(gray)
TDW_GenericPatcher_v_1_0_74_0

Last edited by Wetton; 03-04-13 at 09:05 PM.
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