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Tantobot

Formosa Terrain water flickering

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Hello everyone, I recently downloaded this terrain and while flying I have noticed that beyond the coastal areas there are patches of water that flicker constantly. I have tried the method suggested in the knowledge base for editing the water level, but to no avail.

 

Thanks :ok:

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Tantobot,

 

Here is the info I posted after spending a lot of time trying to get to the root of this problem. I did request that it be added to the Knowledge base but I don't think it ever was. Hope it helps.

 

" Great news for those of you who, like myself, had given up hope of fixing the water shimmering issue. I've finally cracked it!

What I did was a clean install of WOI, I then extracted and checked the Israel Data.ini and noted the following parameters:

 

[HeightOffset]

LowDetailMesh=-1.0

WaterMesh=1.0

 

With the default setting I was getting a bit of shimmering but not too distracting, then I applied the latest patch, the result: horrible shimmering.

I checked the new Israel Data.ini after the patch and found that the parameters had been lowered to those recommended in the Combat Ace KB, i.e.

 

[HeightOffset]

LowDetailMesh=-1.0

WaterMesh=0.8

 

So I decided to go against received wisdom and increase the parameter, finally arriving at the following:

 

[HeightOffset]

LowDetailMesh=-1.0

WaterMesh=1.8

 

This has eliminated all shimmering, the water looks great and I haven't seen any adverse side effects.

 

I hope this fix works for you if you been suffering the horrible water shimmer affliction, good luck, Geoff"

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Tantobot,

 

Here is the info I posted after spending a lot of time trying to get to the root of this problem. I did request that it be added to the Knowledge base but I don't think it ever was. Hope it helps.

 

" Great news for those of you who, like myself, had given up hope of fixing the water shimmering issue. I've finally cracked it!

What I did was a clean install of WOI, I then extracted and checked the Israel Data.ini and noted the following parameters:

 

[HeightOffset]

LowDetailMesh=-1.0

WaterMesh=1.0

 

With the default setting I was getting a bit of shimmering but not too distracting, then I applied the latest patch, the result: horrible shimmering.

I checked the new Israel Data.ini after the patch and found that the parameters had been lowered to those recommended in the Combat Ace KB, i.e.

 

[HeightOffset]

LowDetailMesh=-1.0

WaterMesh=0.8

 

So I decided to go against received wisdom and increase the parameter, finally arriving at the following:

 

[HeightOffset]

LowDetailMesh=-1.0

WaterMesh=1.8

 

This has eliminated all shimmering, the water looks great and I haven't seen any adverse side effects.

 

I hope this fix works for you if you been suffering the horrible water shimmer affliction, good luck, Geoff"

 

 

That's the fix for sure. Thanks for re-posting For the first time the carriers also look right. But is there also a "fix" for floating and exploding planes on the carrier deck? Bob

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I've had problems with carriers in the Korean Air War mod with my planes exploding as soon as a take-off mission starts, so you might want to check the same things for this mod.

 

This was for the KAW carriers:

Victorious

25DeMayo

Melbourne

 

I did a search and someone suggested that setting the collisions to easy would cure it, but it didn't for me.

 

So I did some digging in the files and noticed some differences between the positions.ini and the Carrier_DATA.INI files. Through a process of trial and error I got things to work even on Hard collisions. The changes I made were:

 

Edit the Carrier_DATA.INI in Carriers folder.

 

Change in the DATA.INI:

All 15.3340 to 15.5340

 

[Hull]

ModelNodeName=Hull

EffectSize=1.0

//MaxExtentPosition= 28.98, 152.25, 19.58

MaxExtentPosition= 28.98, 152.25, 15.5340

 

[Deck]

SystemType=FLIGHT_DECK

FlightDeckHeight=15.5340

 

Basically the plane was being positioned inside the carrier at the start of the mission and hence exploding. Now I can actually take-off!!

 

And the Demayo2.msn needs the carrier to be moving or else the catapault doesn't have enough power to throw you off the deck. Set the carrier speed to 9.0-ish and you'll be OK.

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I've had problems with carriers in the Korean Air War mod with my planes exploding as soon as a take-off mission starts, so you might want to check the same things for this mod.

 

This was for the KAW carriers:

Victorious

25DeMayo

Melbourne

 

I did a search and someone suggested that setting the collisions to easy would cure it, but it didn't for me.

 

So I did some digging in the files and noticed some differences between the positions.ini and the Carrier_DATA.INI files. Through a process of trial and error I got things to work even on Hard collisions. The changes I made were:

 

Edit the Carrier_DATA.INI in Carriers folder.

 

Change in the DATA.INI:

All 15.3340 to 15.5340

 

[Hull]

ModelNodeName=Hull

EffectSize=1.0

//MaxExtentPosition= 28.98, 152.25, 19.58

MaxExtentPosition= 28.98, 152.25, 15.5340

 

[Deck]

SystemType=FLIGHT_DECK

FlightDeckHeight=15.5340

 

Basically the plane was being positioned inside the carrier at the start of the mission and hence exploding. Now I can actually take-off!!

 

And the Demayo2.msn needs the carrier to be moving or else the catapault doesn't have enough power to throw you off the deck. Set the carrier speed to 9.0-ish and you'll be OK.

 

 

Thanks Panama... I'll start with your suggestions as soon as I leave the office :clapping:

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I've had problems with carriers in the Korean Air War mod with my planes exploding as soon as a take-off mission starts, so you might want to check the same things for this mod.

 

This was for the KAW carriers:

Victorious

25DeMayo

Melbourne

 

I did a search and someone suggested that setting the collisions to easy would cure it, but it didn't for me.

 

So I did some digging in the files and noticed some differences between the positions.ini and the Carrier_DATA.INI files. Through a process of trial and error I got things to work even on Hard collisions. The changes I made were:

 

Edit the Carrier_DATA.INI in Carriers folder.

 

Change in the DATA.INI:

All 15.3340 to 15.5340

 

[Hull]

ModelNodeName=Hull

EffectSize=1.0

//MaxExtentPosition= 28.98, 152.25, 19.58

MaxExtentPosition= 28.98, 152.25, 15.5340

 

[Deck]

SystemType=FLIGHT_DECK

FlightDeckHeight=15.5340

 

Basically the plane was being positioned inside the carrier at the start of the mission and hence exploding. Now I can actually take-off!!

 

And the Demayo2.msn needs the carrier to be moving or else the catapault doesn't have enough power to throw you off the deck. Set the carrier speed to 9.0-ish and you'll be OK.

 

 

Well sonfagun that worked for my stuff in a patched KAW mod so I went to a patched Cuba OTC. When going higher in deck height didn't work I went lower to get CVA-62 to work. But a new problem: Take offs were fine but even landings set on easy would put me right into the hangar deck. Hmmm. Any more data to manipulate?

Edited by Harry

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