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Old 03-17-13, 01:36 PM   #166
keysersoze
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Originally Posted by gap View Post
IIRC, the maximum error involved by dead reckoning and celestial fixes can be set through TDW's option editor. If they were set to lesser of the values I have posted before, for our purposes the error margin would be acceptable
Okay... I don't have much time for SH5 right now, but perhaps I will order Oberleutnant z. S. Klausmann to perform a special weather patrol for you once I have some free time
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Old 03-17-13, 01:48 PM   #167
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Originally Posted by keysersoze View Post
Okay... I don't have much time for SH5 right now, but perhaps I will order Oberleutnant z. S. Klausmann to perform a special weather patrol for you once I have some free time
It would be very kind of Klausmann to help me on it, but tell him that at this moment he got to take and hopefully pass an important exam
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Old 03-17-13, 05:00 PM   #168
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Default DynEnv v2.9 - Breakwater Piers

What if our harbors were equipped with better piers finally capable to block the waves which are currently disturbing naval traffic in our home ports? Someone will object that the new facilities would disturb the natural water flow, thus turning blue sea waters into a polluted, grey of sediment pond. If you are not much concerned about pollution, you might want to test this little DynEnv compatible patch:

http://www.mediafire.com/?xscw4i8s4mgrg5h

What it does?
  • reduces windspeed in home port areas to 0-1 m/s
  • gives port waters a grey-greenish tint, identical to the one used for murky coastal waters.

Current limits
  • it is not currently possible to limit the above features to port waters; depending on the location, their effect will extend up to 40 km far from port, though this distance will be often lesser;
  • it is possible that, when entering port, the wind speed/wave heigh reduction won't take effect until the next weather is triggered; for the same reason, calm seas and low winds might persist for soe hours after elaving port. Please keep me informed on it...

Locations currently featured
  • Norway: Kirkenes, Hammerfest, Narvik, Trondheim, Bergen, Kristiansand, Horten
  • Lituania: Memel, Libau
  • Poland: Gotenhafen, Hela
  • Germany: Pillau, Konigsberg, Danzig, Warnemünde, Neustadt in Holstein, Travemünde, Eckernförde, Flensburg, Kiel and Kiel Canal, Brunsbüttel, Wilhelmshaven
  • France: Brest, Lorient, St. Nazaire, La Pallice, Bordeaux, Toulon
  • Spain: Vigo, Cadiz, Las Palmas
  • Italy: La Spezia, Pola
  • Greece: Salamis
  • Romania: Konstanza
  • USSR: Fedosia
  • Malaya: Penang
  • Singapore
  • Indonesia: Jakarta, Surabaya
  • Japan: Kobe

    Many of the above locations don't have a base/port yet, but I thought I would include them anyway, in case they will be added to the game in future.

Installation, compatibility and additional features
  • enable it after Dynamic Environment v 2.9 base mod (better at port)
  • compatible with any Dinamic Environment optional mod
  • not compatible with Real Environment
  • included in the pack: DynEnv v2.9 - Breakwater Piers - Red Waters Patch; this is a testing patch: enable it on top of the main Breakwater Piers patch for making sure that its settings correctly apply to your current port (if so, it will make sea water red).

Future development:

if there is enough interest, I will further work on:
  • fixing eventual bugs/misplaced locations;
  • making wind reduction/murky water ranges to fit more closely port perimeters;
  • adjusting weather change intervals so to minimize the time intervals required for making the low wind settings to be triggere/untriggered at the right moment;
  • adding new ports.

Keep me informed guys

Last edited by gap; 03-17-13 at 05:39 PM.
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Old 03-17-13, 05:30 PM   #169
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Wow, that's just a very nice addition!

Was thinking about the other day, cause in my bunker i realised water wasn't so calm!

Quote:
Originally Posted by Gap
if there is enough interest, I will further work on
Oh yes please! Even if we aren't in port for long time ingame, i think it's a great immersive addition
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Old 03-17-13, 05:32 PM   #170
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What it does?
  • reduces windspeed in home port areas to 0-1 m/s
  • gives port waters a grey-greenish tint, identical to the one used for murky coastal waters.
Got it.. thanks.. will test it tomorrow/after tomorrow together with my big testing package ..
seems like the wind speed in the port ares already was 0-1 m/s wasn't it?
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  • URSS: Fedosia
USSR: Feodosia

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Keep me informed guys
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Old 03-17-13, 05:47 PM   #171
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Wow, that's just a very nice addition!

Was thinking about the other day, cause in my bunker i realised water wasn't so calm!

Oh yes please! Even if we aren't in port for long time ingame, i think it's a great immersive addition
Thank you Fifi,
I just hope that it will work as supposed (with SH5, especially when environmental paramters are involved, one never knows), but as I wrote in my previous post, keep me informed anyway

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Got it.. thanks.. will test it tomorrow/after tomorrow together with my big testing package ...
Good, can't wait for the reports

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seems like the wind speed in the port ares already was 0-1 m/s wasn't it?
Ask Sailor Steve on it

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USSR: Feodosia
Oh, sorry, I used the Italian acronym.
Next time I will use the Russian spelling: CCCP
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Old 03-17-13, 06:19 PM   #172
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Will keep you informed, but have to wait to be back at bunker to activate it in my current career...might takes some time as my U Boot is west of Ireland actually with full torp load
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Old 03-17-13, 06:21 PM   #173
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Will keep you informed, but have to wait to be back at bunker to activate it in my current career...might takes some time as my U Boot is west of Ireland actually with full torp load
Sink 'em all
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Old 03-17-13, 06:21 PM   #174
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Ask Sailor Steve on it
cookies and milk?

Quote:
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Next time I will use the Russian spelling: CCCP
was born in CCCP..
sounds good
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Old 03-17-13, 06:29 PM   #175
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cookies and milk?


Steve will be happy to know that he is becoming one of our top arguments

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Originally Posted by volodya61 View Post
was born in CCCP..
sounds good
There was a good Italian punk rock band going by the same name:
http://en.wikipedia.org/wiki/CCCP_Fedeli_alla_linea

They self defined their musical genre as "pro-Soviet punk"
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Old 03-19-13, 12:53 PM   #176
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Quote:
Originally Posted by gap View Post
What are you talking about guys? Poor clouds or vignetting effect at night? Let's face a problem at a time

@ 7Infanterie19

it is diffiucult to diagnose anything from your last screenshots... Can you post bigger one the next time? In addition, regarding the clouds issue, what are your gfx settings? Have you enabled 3d clouds?
Sorry about that gap. I had too much going on.

I got to port and loaded up the older version of DynEnv. The problem still existed, so I reset my mods to include the current DynEnv again.

I got to thinking about what else had changed, and then decided to check the Nvidia control panel "Manage 3D Settings" for SH5.exe. I went ahead and reset everything back to default and then loaded up the game - problem solved. I then restored the same settings I had before, and that worked now too. I guess that somewhere along the way - maybe with my SH5 reinstall - there must have been a burp in the way the Nvidia control panel settings were being handled.

So, I'm happy to say that it's nice to see things looking the way they should .

Apologies for any confusion, gap. At least maybe this can help anyone else experiencing the kind of problem that I had.

Cheers .. and thanks!

p.s. Some more rain info for you:

Date Time Location Location Clouds Precipitations Fog Wind

7 29 1940 - 19 55 - 53N 27 / 15W 22 - Overcast - Heavy - Light - 15
8 23 1940 - 10 00 - 48N 48 / 6W 20 - Overcast - Heavy - Medium - 15
8 23 1940 - 14 00 - 48N 45 / 6W 57 - Overcast - Heavy - Medium - 15
8 24 1940 - 01 00 - 48N 49 / 8W 32 - Overcast - Heavy - Medium - 15
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Old 03-19-13, 02:08 PM   #177
gap
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Originally Posted by 7Infanterie19 View Post
I got to thinking about what else had changed, and then decided to check the Nvidia control panel "Manage 3D Settings" for SH5.exe. I went ahead and reset everything back to default and then loaded up the game - problem solved. I then restored the same settings I had before, and that worked now too. I guess that somewhere along the way - maybe with my SH5 reinstall - there must have been a burp in the way the Nvidia control panel settings were being handled.

So, I'm happy to say that it's nice to see things looking the way they should .


Quote:
Originally Posted by 7Infanterie19 View Post
Apologies for any confusion, gap. At least maybe this can help anyone else experiencing the kind of problem that I had.
Indeed, it can help. Thank you for sharing your experience

Quote:
Originally Posted by 7Infanterie19 View Post
p.s. Some more rain info for you:

Date Time Location Location Clouds Precipitations Fog Wind

7 29 1940 - 19 55 - 53N 27 / 15W 22 - Overcast - Heavy - Light - 15
8 23 1940 - 10 00 - 48N 48 / 6W 20 - Overcast - Heavy - Medium - 15
8 23 1940 - 14 00 - 48N 45 / 6W 57 - Overcast - Heavy - Medium - 15
8 24 1940 - 01 00 - 48N 49 / 8W 32 - Overcast - Heavy - Medium - 15
Taking note of it, thanks!
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Old 03-19-13, 09:34 PM   #178
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I'm having trouble extracting this. When I use winrar to extract, I get a winrar diagnostic message saying I have errors in the extraction. Then when I try to load the game with the mod installed, I get a CTD. Anyone had this problem? All other mods I've used winrar for recently work fine.
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Old 03-19-13, 09:56 PM   #179
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I'm having trouble extracting this. When I use winrar to extract, I get a winrar diagnostic message saying I have errors in the extraction. Then when I try to load the game with the mod installed, I get a CTD. Anyone had this problem? All other mods I've used winrar for recently work fine.
Always using 7Zip for all downloads even made by Winrar works great here
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Old 03-20-13, 03:36 AM   #180
gap
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First post updated with link to the latest version of sobers DOF. Thank you sober

I didn't add the link to DynEnv v2.9 - Breakwater Piers yet: still waiting for the first reports on it.
In case you have missed it, follow this link for further detail, or just scroll down to post #168

Last edited by gap; 03-20-13 at 04:04 AM.
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