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in my ignorance i thought that the procedure for adding the other values would be the same as the procedure for these four that i saw. thank you very much for sharing this tool :up: |
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@ Stiebler:
When one applies "ThomsenParamApp" on a set of ships, according to instructions, you can expect these to be delayed? I mean, ships are delayed in reaching a waypoint, as these change speed in the preceding?. As long as I apply "ThomsenParamApp" is extremely difficult to find a incorporated ship, while it is easier to find them when they are not modified (when you start a campaign in 1939). This is a sign that I did something wrong? Thanks for attention. :salute: |
@Ligne Maginot:
Something has gone wrong somewhere for you. Use of the Thomsen Parameter Application mod should have no effect on ships which have not been spawned. Therefore it can have no effect on the time taken for convoys or individual ships to reach waypoints - unless the waypoint is sufficiently close to your U-boat to cause the ship to be newly created (spawned). Stiebler. |
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I will be review the documentation. I was trying to apply the "ThomsenParamApp" to "IABLShipsforNYGM_New2" (take your advice to use it), but after two patrols, I have not found any of these ships. The idea was to level these beautiful ships with those already modified in the NYGM3_6C. I have not any right to request you something. But dozens of times I installed fresh versions of SH3 to try again. Not everyone has your wonderful talent. You could upload a modified version of "IABLShipsforNYGM_New2", please? Thank you very much. :salute: |
Just a quick tip
To delete every file that isn't a sim file from YOUR MODS data/Sea Directory. 1) Windows Search YOUR MODS data/Sea Directory for - NOT type: sim AND NOT type: directory 2) Delete everything from the Search Result. Works in Windows 7 & 8, not sure about Vista and XP. PS - It seems the mass of a lot of ships is 0. So the executable just seems to skip them. GWX sim files seem fine. Its TMT v2 that sets alot of the masses to 0. Neug |
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Maybe I sound a little impatient. But, I tried again and again with no good results (many patrols in different years) and nothing happens. Whenever I modify a ".sim" either with the program of Stiebler or manually, I have the same problem. Best Regards. :salute: |
@Ligne Maginot:
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However, before I release the package for public use, I have to test it. A strange concept, I know, for many of those who release mods at SubSim. In practice, I would want to run at least half of a SH3 career with these ships in place, and this takes a long time. Patience, please. Of course, if you would like to test it yourself, with no guarantees, then I can make it available for private download with a link sent by PM. @Neugeniko: That's a very helpful tip, Neugeniko. Thanks. Stiebler. |
Thanks for great tool!
And do you have any news about tuning of u-boats? |
Thanks for this great mod. Can someone post his recommended values ?
Edit : My bad. Suggested values can be found in readme of the App. Suggested values after the help file are : Suggested values, as recommended by others in Thomsen's original thread at Subsim: Engine power = 30% of original value. Rudder drag = 0.02 (merchant ships; automatic increase to 0.03 for warships) Centre of gravity = 0 (means 'No change'). Surface drag = 0 (means 'No change'). |
Is anybody using this Thomsen Parameters App with STZ's Sinking Ships Fix? As far as I understand they should be compatible, if I first install Sinking Ships Fix, and then modify the ships with the Parameters App?
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So after a long hiatus, and moving to SH5 for a bit (don't ask, I'm still in therapy...) I'm coming back to SH3 so building up my install again with some old favorites as well as a few of the newer leaps forward since I last 'played' (read spend hours editing, tweaking, testing, seeing new mod, beginning again and never going beyond 1942, meh). Now, my question is in regards to the Centre of Gravity variable that is recommended to be left as is (set as 0). I never really saw much capsizing in SH3, and none in SH5 (shudder <nervous tick>) so has anyone experimented in raising the CG to see if this would lead to increased capsizing, especially in the larger ships? Or have I misunderstood how that variable works?
Basically, this time around I want a stable install that I can just enjoy playing without spending more time in Notepad and Winmerge testing than in game. Obviously if it does have the desired effect I'd really appreciate some input from those that may have tried it, and is there a sweet spot/variable that won't cause capsizing in stormy seas? I like to watch my prey sink and the more spectacular the better. In SH5 the ships just seemed to sink flat which was frustrating and made me very very angry to the point wher...... Ok, ok, I'm over it, really I am. After a quick session on the couch I feel better but if someone could answer before I relapse again it'd be appreciated. Many thanks, Damo. |
Try sinking the ship with a magnetic pistol torpedo that detonates right under the middle of the ship. That might cause more capsizing.
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Any advice anyone could give in order to save me having to manually edit 120+ .sim files would be great :D You do awesome work Stiebler, keep it up :up: |
Further to my previous post, from the OP of the MFM3.2 Displacement Correction mod http://www.subsim.com/radioroom//sho...d.php?t=200593
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"No ship of fewer than 500 tons will have its parameters altered, as originally intended by Thomsen" So when these 2 points are combined, that's the reason I'm having the problem I'm having, I would guess |
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