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Old 07-30-12, 03:52 AM   #3976
stanger
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Quote:
Originally Posted by Roger Dodger View Post
Yes, but the 'crud' is not so noticeable in the 'Free Camera'. The real problem is in the 'Event Camera'.

I did some playing around with the Free Camera last night, and my sub was quite clear at periscope depth - I could look along its entire length. Visibility is around 300 feet or about 100 meters - about what it should be in the South Pacific.

The real problem with visibility is with the 'Event Camera'. The Event Camera shows the ship exploding nicely, but when it follows the sinking underwater, you can't even see the shadow of the sinking ship.

I did change the 'impurity.dds' file to Fill: 'Percent 05' from 'Solid Color' and saved the file as DXT1 (Opaque/1-bit Alpha) as file format. I'm using Paint.NET v3.5.2 . I'll have to test it later and see if that does the trick.

Thanx
I can't find any settings specific to event camera, except in cfg folder (eventcamera.cfg), but thats for camera shake when torpedo hits & explode. That would mean that it is using global settings for env, visibility underwater, and so on. And because its so small it may not scale things to its size - thinking about those impurities: as you've noticed, its ok in free cam, but the effect of it may be intensified in event cam, making it more dense. Other thing to do is to adjust underwater fog settings in scene dat (envdata > underwater > fog > zmax \\ the higher this value, the further you'll see, and do brighter 'downlight'), but the effect would affect your game globally (the same with env files, adjusting them would also help, but its a lot of work with them).

Quote:
Originally Posted by Tanedin
I reduced all of my settings to minimum and restarted before setting them back to high, problem seems to have resolved itself.

Edit: Why?
I would also like to know the answer. One thing to try would be to run stock game, and see if its happens there too, if no, then disable normal maps in TMO, and see if it still there. (because stock game doesnt have normal maps for subs, and maybe for a reason - only guessing, would need to investigate it).
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Old 07-30-12, 07:25 AM   #3977
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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.
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Old 07-30-12, 03:30 PM   #3978
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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...
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Old 07-30-12, 03:54 PM   #3979
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Quote:
Originally Posted by stanger View Post
I can't find any settings specific to event camera, except in cfg folder (eventcamera.cfg), but thats for camera shake when torpedo hits & explode. That would mean that it is using global settings for env, visibility underwater, and so on. And because its so small it may not scale things to its size - thinking about those impurities: as you've noticed, its ok in free cam, but the effect of it may be intensified in event cam, making it more dense. Other thing to do is to adjust underwater fog settings in scene dat (envdata > underwater > fog > zmax \\ the higher this value, the further you'll see, and do brighter 'downlight'), but the effect would affect your game globally (the same with env files, adjusting them would also help, but its a lot of work with them).
Adjusting the impurity.dds file was an immense help in removing alot of the 'floaties'. The 'Free Camera' still shows around 300' (100m) visibility without most of the 'floaties'. The 'Event Camera' no longer has the 'floaties', but the water is very cloudy (like foggy). So much so that I couldn't see the sinking ship at all underwater.

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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Old 07-30-12, 04:39 PM   #3980
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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.
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Old 07-30-12, 07:12 PM   #3981
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Quote:
Originally Posted by stanger View Post
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")
I've seen S3D mentioned before (as the Silent Editor), but always ASS-U-MEd it was talking about the 'Mission Editor'.

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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Old 07-30-12, 07:27 PM   #3982
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Default 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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Old 07-30-12, 08:05 PM   #3983
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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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Old 07-30-12, 09:12 PM   #3984
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Originally Posted by Hylander_1314 View Post
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.
So 400 ft for an S-boat isn't out of the question?

Is each boat given a random/different crush depth when you start a mission or campaign?
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Old 07-30-12, 10:11 PM   #3985
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Quote:
Originally Posted by Dignan View Post
So 400 ft for an S-boat isn't out of the question?
That sounds awfully deep. I play RFB, but don't ask me what the actual crush depth is; I'm afraid to take one down past 250 ft. or so.
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Old 07-30-12, 10:35 PM   #3986
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Quote:
Originally Posted by TorpX View Post
That sounds awfully deep.
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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Old 07-30-12, 10:59 PM   #3987
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Quote:
Originally Posted by Dignan View Post
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?
No, your MOD is OK - you're just lucky getting as deep as 400 ft in a RIVETED S-Boat. Test depth on an S-Boat is only around 200' - CRUSH depth could be anything beyond 200'. Electric Boat only 'guaranteed' safe operations above the Test depth - exceed it at your peril.

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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Old 07-31-12, 06:24 AM   #3988
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Quote:
Originally Posted by Dignan View Post
So 400 ft for an S-boat isn't out of the question?

Is each boat given a random/different crush depth when you start a mission or campaign?
Out of the question? No. Advisable? I wouldn't recommend making it a habit.

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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Old 07-31-12, 07:51 AM   #3989
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Quote:
Originally Posted by Hylander_1314 View Post
Out of the question? No. Advisable? I wouldn't recommend making it a habit.

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.
Thanks guys. I also noticed that the red "test depth" needle on the depth gauge sits at about 450 in my S-boat. I assume this is part of TMO and not an accident? That's why I decided to really put the hull to the test.
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Old 07-31-12, 03:57 PM   #3990
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Quote:
Originally Posted by Dignan View Post
Thanks guys. I also noticed that the red "test depth" needle on the depth gauge sits at about 450 in my S-boat. I assume this is part of TMO and not an accident? That's why I decided to really put the hull to the test.
I just checked my depth gauge for S-Boats (S-18 class and S-42) by running one War Patrol and one Single Mission. Both showed the 'Red Line' at 196'. If yours is indeed showing 450', then there is something defiantly wrong with your display.

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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