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Old 07-20-23, 02:57 PM   #16
clone155
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Hello! I am new to the KSD 2 mod, and am also experiencing this problem. Was a solution found? I am a little confused trying to follow this thread.
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Old 07-20-23, 07:06 PM   #17
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Basically, the mod devs used multiple tga files for the wake, instead of the singles as in the Stock game. If you have a regular SH4 install on your computer, navigate into the Game folder, "Data \Misc" folder, and copy the "Wake_Back.tga" file and paste it over the KSDII version in the same folder. It looks like that file is not correct in KSDII. Then delete the files "Wake_Back_Sub.tga" and "Wake_Front_Sub.tga". You could probably also delete the "Wake_Torp1.tga", which appears to be a "darker" version of the game's similarly named file. You will lose the intended effect the mod devs were trying for, but at least the wake won't be all over the place.

I am not certain that is what Kal did, but he even said he's not sure... lol - it would be a good idea to backup those four files to a "safe" place on your hard drive, just in case...
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Old 07-20-23, 09:48 PM   #18
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Quote:
Originally Posted by propbeanie View Post
Basically, the mod devs used multiple tga files for the wake, instead of the singles as in the Stock game. If you have a regular SH4 install on your computer, navigate into the Game folder, "Data \Misc" folder, and copy the "Wake_Back.tga" file and paste it over the KSDII version in the same folder. It looks like that file is not correct in KSDII. Then delete the files "Wake_Back_Sub.tga" and "Wake_Front_Sub.tga". You could probably also delete the "Wake_Torp1.tga", which appears to be a "darker" version of the game's similarly named file. You will lose the intended effect the mod devs were trying for, but at least the wake won't be all over the place.

I am not certain that is what Kal did, but he even said he's not sure... lol - it would be a good idea to backup those four files to a "safe" place on your hard drive, just in case...
That was it! I did exactly that, and now the wake is gone! Thank you
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Old 07-21-23, 07:07 AM   #19
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Excellent!
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Old 07-21-23, 11:56 AM   #20
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Quote:
Originally Posted by clone155 View Post
That was it! I did exactly that, and now the wake is gone! Thank you
Indeed if you touch these files you will lose the Waters Spray is the Sillage...

See your graphics settings in the save

GameplaySettings
[Current]
LimitedBatteries=true
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=true
RealisticRepairTime=true
ManualTargetingSystem=true
NoMapUpdate=false
RealisticSensors=true
DudTorpedoes=true
RealisticReload=true
NoEventCamera=true
NoExternalView=false
NoStabilizeView=true
MPShowPlayerNames=false
MPShowTorpedoes=false

[MiscSettings]
CurrentNation=German
MeasurementUnits=metric

GFXSettings
[Current]
DepthBufferEffects=0
Filters=1
Glare=0
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=1
Ship3DDamage=2
CharacterDetail=1
ParticlesDetail=10
TerrainObjectsDensity=10
TerrainObjectsLODSize=10
GammaCorrection=52
VolumetricFog=1

In Nvidia

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Old 07-21-23, 12:03 PM   #21
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Excellent!
Hey Boss, don't touch them...
My best regards to the team..
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Old 07-25-23, 09:40 PM   #22
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Quote:
Originally Posted by Kal_Maximus_U669 View Post
Hey Beanie ...
.Best regards
Strange files here "A" are doubled as you can see..
it works with "B" the foam train is other .. I took files from an old basic version which worked ...
It seems that the Val file values are not the same...
during the assembly I tinkered so much that I don't really know what I did..!!! I used "reshade" to modify the graph...(Not recommended for the moment) I modified "GFXSettings" values as well as Nvidia inspector which make the "MdR"..
I use very different settings in Nvidia Inspector
if we compare with your FoTrS it has nothing to do...
too much tinkering to kill tinkering...
I wanted to ask the designer but I am no longer in contact with Lukner.. plus I got angry with Anvart1061 and Alex@ since these war problems in Ukraine so I doubt he would have helped me.. There you go Boss you know all! !!!


Ah yes Boss... the family is important so don't abuse it too much...
Probably you should look into dat file with S3d for better solution, see what's the maker first intended to do. I found quite some bugs in KSDII and is now still patching. I usually play with only electric torpedo so I would never found this bug
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Old 07-25-23, 10:28 PM   #23
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I look into particles dat found the new tga is from SH5, it should be TorpedoEject.dat that matters , the mod maker foget to add a parameter for the paticle so it eject forever passing the ship.
***************************

I roll back the TorpedoEject.dat, same thing happens, so the original file works in a odd manner, how could a tga affect special effects......

***************
I roll back Wake_Back.tga and Wake_Front.tga , bug still there , must be something else controlling the thing, actually I didn't find dat using these two tga, someone could remind me the material ID of these tga files?

Last edited by Bartholomew Roberts; 07-25-23 at 11:24 PM.
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Old 07-25-23, 11:42 PM   #24
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Found where the problem is, it is the Torpedo.val makes the difference. the mod maker set the length = 200; fixed lenght = 10 ; MaxOpacitySpeed = 1. so the wake is long and last. I understand the fixed length is the min unit of wake, increase it would cause the whole wake to be extremly long.

And the topic might need further discussion

I know the main purpose he mod this file is to have a long wake lead to your own sub as it shoud be. He actually did it, but due to game engine limit, the long wake behind we call it the "back wake" is the actuall wake length of you torpedo wake, since the game won't mask off the part behind you, it stays back. But evantually it will pass you to make every thing normal.

So let's look at the original file of Torpedo.val and understand the mechanism of torpedo wake.



Very simple isn't it. There are three ShipWake nodes and they all work! In different weight. The latter one has higher weight than the previous one. And the main factor to affact wake length is the length parameter.


As I said the third has the highest weight. So a 2000, 20, 10 set wake

(I fired two torpedo in sequence so foget the front wake)

is shorter than the 200, 50, 10 set




Even a very drastic number like 10000 for the first wake would not affect that much, So let's play with numbers then I got 10000, 30, 15 in lengths and 0.1, 0.5, 1 in ApertureAngle to make the wake more interesting. and set the first ShipWake texture to Wake_Torp1.tga to make full use of resources.

And here is the result.


Start firing wake , its acceptble as it will move on soon



final wake.

That is my compromised solution to the problem.

Last edited by Bartholomew Roberts; 07-26-23 at 03:11 AM.
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Old 07-26-23, 07:04 AM   #25
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Very nice detective work, and looks to be a good solution!
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Old 07-26-23, 07:24 AM   #26
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Quote:
Originally Posted by propbeanie View Post
Very nice detective work, and looks to be a good solution!
And it's a matter of playstyle, for those who play 100% realism without external view. The mod setting is pretty good as you can see the trace from your ship to 2000m away. Nobody would look back in that case. I would try mod setting if I play no external view.
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