1. #51
    well i was in trouble in a storm just now, it was night and a heavy storm with winds of 15m/p/s and aparently a strong current too , my sub was on the surfice and slightly ahead to the northeast of the convoy...after a while i tought that the convoy was changing direction...but guess what as I was stoped my sub was being carried away by waves wind and currant amazing ...for the first time in my career i had to save exit and change dificulty setings for an AUTO solution, after i missed 4 fish in manual targeting... trully a thing of beauty...waves allover the place and i could not get any faster then 11 kn at ahead flank on the surfice, having to correct my heading every few minutes.

    i just have one thing more to say...





    LEOVAMPIRE!!!
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  2. #52
    I look forward to a heavy storm with this mod enabled.

    My weather is usually so d*mn boring that I long for a rain squall.

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  3. #53
    It looks nice I will have to give this atry when I get home tonight.
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  4. #54
    lane2512's Avatar Senior Member
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    Low end system report..

    P4 3.2, 2gigsRam, Nivida 6800 256k, WinXPP, AV n Firewall running in background,

    TM 1.3a with Living Ocean forced ontop.....

    Screen 1024X768 75hz
    Ship 3d damage -MAX
    Character detail -MAX
    Patricle Density - 80%
    Terrain Object Density - 80%
    Terrain Object LOD - 80%
    Light shafts -ON
    Environmental Effects -ON
    3d wakes - ON
    Detailed wave ripples - ON
    Ship Normal maps -ON
    Ship Caustic Effects -ON
    Texture Quality - HIGH

    With in-game Ctrl F8....
    Open ocean, medium seas 25-30 FPS
    Open ocean, medium seas, two targets 22-30 FPS
    Open ocean, medium seas, two targets sinking 15-25 FPS.

    With my system anything above 25 looks great...
    the on fire, sinking ships dropped it to 15 which was getting a bit choppy.

    I don't know how it will handle a big convoy of 10 ships or so.

    So far....I like it. Will let you know what happens when I find a convoy.
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  5. #55
    Wasatch.'s Avatar Senior Member
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    Originally posted by holtzbr:
    Couple things...

    My FPS dropped to around 20-25 from 30+. I'm running a high end graphics card (7900) but a low end CPU (P4 2.4). I like the mod alot, though. It really is impressive.

    (I guess my post yesterday about waiting for the dust to settle was me trying to be patient. That lasted about 6 hours!)

    Regarding modding the Scene.dat file...I found the Mini Tweaker and tried it out last night for the first time. Pretty cool.

    Question for Ducimus: Can you share any insight into what TM1.3a changed in the Scene.dat file?

    I think you mentioned the "9KM visual" settings. Can you be more specific? Bear with me as I am a noob as far as modding goes.

    Thanks.

    - Holtz
    9KM visual.

    By default, the SH4 scene.dat, i beleive renders things at around 8KM . (it could even be 6KM, at least that was the default range in SH3). This visual distance is in relation to how large of an area is rendered for YOU the player, to visually see. If you want to see this in action, load the submarine school navigation mission with and without Tmarus 9KM visual distance scene.dat and observe how much of the mountains of the nearby island you can see.

    Needless to say such a modification has to be held with reserve. For example in Sh3, the standard visual distance after modding was 16KM. AI sensors and such for all mods were adjusted for a 16KM distance (as opposed to the default 6KM). Naturally as you enlarge the area rendered to visually see, you increase the load on your computer. In SH3, the 6KM visual distance was usually only used by those with outdated systems.

    Now, the default visual range in SH4 really does suck in my opinion (again, i think its 8KM). However, it also uses more overhead. While you could mod it further, i absolutly refuse to use any scene.dat modded to render a visual distance beyond 9KM. Im worried about system performance just like everyone else. Needless to say, you may see a small (probably fractional) hit in FPS with the 9KM visual distance im using.

    edit: and yes im including a 9KM scene.dat without the ocean effects for those who take an unacceptable hit in performance. If you absoutly must have the ocean effects, without the 9KM visual distance the mod cited in the original post in this thread will work just fine. The only side effect being your watch crew might be able to spot things you can't see.
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  6. #56
    catlegwest's Avatar Senior Member
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    Will we soon have both? Personally, I hope you deliver two scene.dats - one with and one without the ocean mod. Just praying...
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  7. #57
    Can't wait to upgrade my system and see this real ocean effects running...!!
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  8. #58
    >>>>
    Now, the default visual range in SH4 really does suck in my opinion (again, i think its 8KM). However, it also uses more overhead. While you could mod it further, i absolutly refuse to use any scene.dat modded to render a visual distance beyond 9KM. Im worried about system performance just like everyone else. Needless to say, you may see a small (probably fractional) hit in FPS with the 9KM visual distance im using.>>>>

    Ducimus, is the ˜9KM visual distance' the only tweak you made to the scene.dat file? Just curious.

    Also, after reading about SH3's modded distance of 16KM (yikes!), I see what you're saying with regards to not going beyond 9KM in SH4. The additional load on my pc might cause it to spontaneously combust and throw itself off my desk to its death.

    >>>>
    edit: and yes im including a 9KM scene.dat without the ocean effects for those who take an unacceptable hit in performance. If you absoutly must have the ocean effects, without the 9KM visual distance the mod cited in the original post in this thread will work just fine. >>>>

    Sweet.
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  9. #59
    Originally posted by DeepCrush:
    Im interested in how the ocean currents will change things.. has anyone seen any diffs with subs drifting or torpedoes going off course because of strong currents? What happens when your crew tries to swim in a rip tide.. remember to tell them "Swim parallel to shore".
    I want to know more about this "currents" thing too. It sounds a little fishy. Non-tidal, open ocean currents cover huge areas (the Gulf Stream being a classic example), and all craft embedded in the current remain more or less fixed, relative to each other. They're all going where the water goes. You'll see drift in your long distance navigation (i.e. you aim for A and end up at B instead), but it's not the kind of thing that should throw off a torpedo solution, IMO. You only get strong, narrow differential currents like that in an estuary, caused by tidal action.

    Oh well, haven't had a chance to try it yet. Just curious.
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  10. #60
    lane2512's Avatar Senior Member
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    One complaint.....minor....

    The antenna and hand rail lines are very pronounced and broken up. Must be the increased 'noise' or 'bump' effects of the ocean surface on my system. Afraid they might make a good screenshot a poor one. Any ideas?
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