1. #21
    lane2512's Avatar Senior Member
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    Thanks all.....

    Since it will be in TM 1.4 I will wait for that.

    I have a lower end graphics card so it will be interesting to see what happens. Right now I have absolutely no problems with it (Nvidia 6800 256 k).....

    Beer and BBQ is FEDexd to all.......
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  2. #22
    catlegwest's Avatar Senior Member
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    Originally posted by lane2512:
    Thanks all.....

    Since it will be in TM 1.4 I will wait for that.

    I have a lower end graphics card so it will be interesting to see what happens. Right now I have absolutely no problems with it (Nvidia 6800 256 k).....

    Beer and BBQ is FEDexd to all.......
    Lane it will be interesting to the community to compare our relative FPS's with this mod - you have more CPU and less GPU than me. I wonder who will fare worse? (P4 2.6Ghz / Nvidia 7950GT 512MB)
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  3. #23
    <span class="ev_code_YELLOW">WORD OF ADVICE</span>


    This mode does not only look like the Ocean...<span class="ev_code_YELLOW">IT IS MODELED LIKE THE OCEAN</span>meaning that there are currents that afect the ships and subs, read the read me file.

    The person that did it <span class="ev_code_YELLOW">leovampire </span> used a real model of ocean flows and phisics.

    "First: before anything thank you TimeTraveller for your Mini tweeker
    because all this would be beyond my abilities without it! And Ndrifter
    for the scene aduster to use with mini tweeker.

    Second: thanks to UBISOFT for making a game engine that can
    handle these kind of effects,conditions and visualization!

    Third: thanks to a friend of mine, Bob Wood, who gave me the
    technicle data on wave Armonics and Coeficiants! He makes
    custom speed boats both for ocean going and fresh water so
    understands all of that to make them operate properly.

    What this does to start with is gives a rime and reason to the
    oceans movments vs Wind direction and speed and also matches
    up sea foam effects with newly formed waves.

    Second it eliminates all flying sub and ship effects from the
    game. And no longer does the ocean just do it's thing and
    ignors what comes in contact with it. And at the same time
    no ship or sub can glide along like on an invisable rail.

    Thrid it creates the same feelings old time mariners got when
    they were on the ocean and the reason why so many men wanted
    those kinds of jobs because the ocean is a facinating and
    wonderous thing to see in all motions and movments and living
    force.

    Now there is an actual current and force to the ocean in it's
    every movment and wave. And depending on how much thrust a ship
    or sub uses against it and the direction you are going vs the
    wind and ocean waves now effects how much control you have over
    your sub. Ships and Subs have to lean into turns to manuver
    through the current and waves. And when you are stoped and
    just sitting there in ruff and or stormy sea's you will get
    moved around like a rag doll in a kids hand's. As the waves
    push against the sub you can watch the ballast guages to the
    left of your planes man fill up with water and expell it again.
    If you turn your rudder while you sit there the ocean will
    turn your sub because there is an actual current.
    Just hope you and your men don't get sea sick! LOL!

    Now I have basicly maxed out all I could in full storm sea's
    without losing the integrity of the effects so I sugest you
    don't push anything any further just because you want larger
    waves. The over all wave hight now counts for under and over
    the flat surface of the ocean and to change one thing means
    effecting all 5 states the ocean will give you not 4 anymore.
    The 5th state is the full storm effect when the ocean currents
    and speed reach's it's max.

    This is all a build up effect so you have to look at it for a
    few seconds or so for everything to kick in so going from the
    command room to the bridge and then free cam each time you have
    to give it a few seconds to see and get the full effects the way
    the game engine works!

    I am presenting this in 2 modes! 1 a ready and usable MOD to download
    and use JSGME to install. 2 a manual adjustment because some people are
    using MOD's that already have changes in the Scene file and I want you to
    keep what you selected originaly but I will go step by step with you on how to
    make your own Scene MOD to install using the JSGME"
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  4. #24
    Wolferz's Avatar Senior Member
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    Originally posted by catlegwest:
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Wolferz:
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by catlegwest:
    Hey Celeon, how's the FPS? You can dry off first, if ya want.

    I tried it. Dropped my FPS down to 19 from 38 in external views. I need more horses. </div></BLOCKQUOTE>
    Could you post your specs? </div></BLOCKQUOTE>

    AMD Athlon 64 X2 dual core 4200.
    2GB DDR RAM

    700 watt OCZ Power Supply.

    2 x Geforce 7950 GS(SLI mode) 256MB memory on each.

    Soundblaster Audigy 4.

    Winblows XPiece of Shtuff.

    Yeah I know it's a muscle rig. Built it meself Maybe I just need to lower my resolution from 1440 x 900
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  5. #25
    lane2512's Avatar Senior Member
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    Mar 2007
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    Gee fellas....feel like a heel...but in the last week I have

    ..dumped the whole game and reinstalled
    ..patched to 1.3
    ..modded to TM1.3
    ..remodded to TM1.3a
    ..have gotten to my third patrol.......

    really really really don't want to start all over yet....I want to sink some stuff first.
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  6. #26
    Wolferz's Avatar Senior Member
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    Originally posted by lane2512:
    Gee fellas....feel like a heel...but in the last week I have

    ..dumped the whole game and reinstalled
    ..patched to 1.3
    ..modded to TM1.3
    ..remodded to TM1.3a
    ..have gotten to my third patrol.......

    really really really don't want to start all over yet....I want to sink some stuff first.
    Hustle up there Captain. It's ok. Some of us have alot more time on our hands than we'd like.
    This game keeps my hands out of trouble. Being disabled and not working sucks seaweed. Now you guys know why I'm so vocal about the mistakes in SH IV. Anyone need a good rig built for them?
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  7. #27
    catlegwest's Avatar Senior Member
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    Dang, Wolferz - if you're down to 19 FPS I'll have to wait till my next workstation before I can use this mod!
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  8. #28
    I know Ducimus has vaguely hinted/implied that the ocean mod will be part of TM1.4.

    Maybe we need more guinea pig mod testers to give their specs and their experience in FPS before & after. Just a thought.

    Not all of us have dual 7900's running on our desktop

    That said, if it is to be included in 1.4 then I think I'll wait until then. I fall squarely in the same camp as Lane. I just uninstalled...patched to 1.3...modded to TM1.3a, and only started sinking IJN yesterday.
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  9. #29
    catlegwest's Avatar Senior Member
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    Yeah, same here. Instead of jumping on TM 1.3a I simply nabbed the sonar fix and put it in my 1.3. Gonna wait for the dust to settle before I do anything else. I do a lot of customizing before I install TM and just did it recently - it's time to play.

    I suspect the ocean mod will be optional...
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  10. #30
    Celeon999's Avatar Senior Member
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    Originally posted by Deepbluewolf:
    <span class="ev_code_YELLOW">WORD OF ADVICE</span>


    This mode does not only look like the Ocean...<span class="ev_code_YELLOW">IT IS MODELED LIKE THE OCEAN</span>meaning that there are currents that afect the ships and subs, read the read me file.

    The person that did it <span class="ev_code_YELLOW">leovampire </span> used a real model of ocean flows and phisics.

    "First: before anything thank you TimeTraveller for your Mini tweeker
    because all this would be beyond my abilities without it! And Ndrifter
    for the scene aduster to use with mini tweeker.

    Second: thanks to UBISOFT for making a game engine that can
    handle these kind of effects,conditions and visualization!

    Third: thanks to a friend of mine, Bob Wood, who gave me the
    technicle data on wave Armonics and Coeficiants! He makes
    custom speed boats both for ocean going and fresh water so
    understands all of that to make them operate properly.

    What this does to start with is gives a rime and reason to the
    oceans movments vs Wind direction and speed and also matches
    up sea foam effects with newly formed waves.

    Second it eliminates all flying sub and ship effects from the
    game. And no longer does the ocean just do it's thing and
    ignors what comes in contact with it. And at the same time
    no ship or sub can glide along like on an invisable rail.

    Thrid it creates the same feelings old time mariners got when
    they were on the ocean and the reason why so many men wanted
    those kinds of jobs because the ocean is a facinating and
    wonderous thing to see in all motions and movments and living
    force.

    Now there is an actual current and force to the ocean in it's
    every movment and wave. And depending on how much thrust a ship
    or sub uses against it and the direction you are going vs the
    wind and ocean waves now effects how much control you have over
    your sub. Ships and Subs have to lean into turns to manuver
    through the current and waves. And when you are stoped and
    just sitting there in ruff and or stormy sea's you will get
    moved around like a rag doll in a kids hand's. As the waves
    push against the sub you can watch the ballast guages to the
    left of your planes man fill up with water and expell it again.
    If you turn your rudder while you sit there the ocean will
    turn your sub because there is an actual current.
    Just hope you and your men don't get sea sick! LOL!

    Now I have basicly maxed out all I could in full storm sea's
    without losing the integrity of the effects so I sugest you
    don't push anything any further just because you want larger
    waves. The over all wave hight now counts for under and over
    the flat surface of the ocean and to change one thing means
    effecting all 5 states the ocean will give you not 4 anymore.
    The 5th state is the full storm effect when the ocean currents
    and speed reach's it's max.

    This is all a build up effect so you have to look at it for a
    few seconds or so for everything to kick in so going from the
    command room to the bridge and then free cam each time you have
    to give it a few seconds to see and get the full effects the way
    the game engine works!

    I am presenting this in 2 modes! 1 a ready and usable MOD to download
    and use JSGME to install. 2 a manual adjustment because some people are
    using MOD's that already have changes in the Scene file and I want you to
    keep what you selected originaly but I will go step by step with you on how to
    make your own Scene MOD to install using the JSGME"

    YES YES YES

    Celeon approves of that.


    It just not looks better, it feels more realistic too.

    This mod is H O T
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