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Old 11-14-08, 09:18 PM   #118
Philipp_Thomsen
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Quote:
Originally Posted by Jaeger
Quote:
Originally Posted by Philipp_Thomsen
Mikhayl is correct.

This mod was intended to be used with gwx 2.1 and also community ships.

You can try downloading the community ships and see if it works.

But if GWX changed ANY ship's id, you'll get a CTD with this mod.

Have problems with gwx? Don't like it?

The only thing I can do is to teach you how to change the files yourself.

That way you can continue without gwx and have the ships mod.

How many ships you see in your sea folder? Icebergs and buoys don't count.
i am not using gwx because of two points:
at first, i think you have to know the stock game before using a supermod. by playing this way, you are able to appreciate the tons of detail work.

second:
using a supermod (like gwx) forces the player to be with the authors in all points of game balance. i am not! the AI is unrealistic (surface night attacs in early war are not possible), the loading times (as a result of the tons of new units?) are too high. also the sinking time is too long. because of this reason, i dont use OLC's ubermod, it forces me to use a 16km atmosphere, which seems not realistic to me. i like to build my sh3 by myself. when playing, i mention a "problem", after this i look for a modssolution. this is the way i play. GWX gives a lot of ideas, what is possible in sh3, so i am glad to have it. sometimes, i try to take some features (like the notail mod) out of gwx.

i hope gwx3 will give players the possibility to enable the campaign (for loading time purposes), extra units (same purpose) and AI (game balance, reality pruposes) in JSGME. By doing so, all the questions like "how can i change this" will end...

so, back to topic: i think mikhayl is right, there is a complication because of the cloned ships.

in my ships folder, there are only the stock units (49 ships). does the community ships mod reduce loading performance?

edit: ctd with community ships mod enabled first.

edit2: PT, can you tell me how to change the specific values in the sim files? (s3d is installed on my rig)
I think that would be easier for you to install GWX and use mods (or mod yourself) the things you don't like, to fit your taste.

Example: With gwx installed, you don't like how the ships identify you too soon? Change the settings in sensors.cfg to fit your taste. You don't like how the destroyers have amazing precision with the deckgun? Change the settings in sim.cfg to fit your taste.

You are totally wrong about the 16km environment. The human eye can spot a ship up to 30 km distance. In the 8km environment, the crew will identify a ship between 5-6km distance, using binoculars. Are you kidding me?

If you prefer to change the ships yourself, here's the data you'll need to change.

Open each .sim file in S3D.


1. gc_height = 0,1
2. surface -> drag -> LR and UD = 0,75
3. propulsion = 10% of atual value (ex. 12000 = 1200)
4. rudder -> drag -> 0,02 for merchants and 0,03 for non-merchants.

1. That will assure more stability to ships
2. That will assure more stability to ships
3. That will make ships have more real maneuverability
4. That will make ships have more real maneuverability

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