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Old 11-30-08, 11:13 AM   #226
Letum
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Quote:
Originally Posted by jimbuna
I think what is beginning to unfold is a realism that there was little wrong with the merchants in the first place, considering the restrictions placed upon us by the game code.

That someone wants to dabble and try out new ideas is fine.

But pleeeeeeze spare us the countless posts and pages of what we have here.

Better still...test the mod before it is released and spare people the anguish that is created in the ensuing confusion.

Good ideas generally achieve more when the homework has been well thought out in advance, backed up by adequate testing.
I disagree.
The mod is a vast improvement on SH3 and one of the most innovative mods
around.
The public testing is, for me, much appreciated transparency in the modding
process, a help for the modder and a great chance to try something before it is
all finalized. If you don't like it, you don't have to download it. You can always
wait until all issues are ironed out.

Lastly, it is a bit rich for a GWX member to complain about "countless posts and
pages". Besides, if you don't like it, you don't have to read it or take notice of it;
the same goes for this post.
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Old 11-30-08, 12:01 PM   #227
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Yeah, sure, like Jimbuna could ever skip a post or a thread!

I think some of you people have lost the value of the simulation.

I mean, IMHO, if a guy comes and say "I prefer faster ships cos at least it's hard to torpedo it"... whatta hell? Trying to increase dificulty by turning a simulation into an arcade game?

Go the hell, I say.

You guys don't know what you want anymore. Always asking for more realism, and when you get it, you complain about.

I say the ships are much more realistic now.
I say shooting into plastic ships bobbing around just sucks.

Some people here at soooo bored with their own f*cking lifes that it's a pain for them to have this thread around, "disturbing" the forum. This thread or any other thread, cos they have nothing better to do with their lifes other then read this forum, and it's getting boring, not cos the mod is boring, but cos they are getting old as the game, and there's no turning back, the golden ages are gone for both.

The ships as they were are sh!t.

SH3 is a GREAT simulator, so it cannot foul in simple things as ship's sailing behavior.

If you were used to sh!t, and someone makes it better, you'll still prefer sh!t, cos you're used to. But that doesn't mean it's not sh!t.

Now, AS I TOLD BEFORE, RIGHT IN THE BEGGINING, this mod changes gameplay. First we fix the ships, and them we change the gameplay to fit it, go be easier or harder, according to necessity.

This mod is faaaaar from finished. But to make it better, is rather you say "maybe the ships need a little more power" then to say "it's too easy to torpedo ships and I'll kick my dog and my cat on the way out".

Some people around here still see LIFE in sh3, still enjoy it, still have their fun.

While others can't stand themselves and whine around the forums, trying to pick up a fight.

Why the hell am I here for, having no time to even play the game, but still modding, taking opinions and feedback, improving mods, helping people around to solve their issues? Very selfish of mine I guess?

For the first group, thanks for the feedback and for not giving up on this incredible simulator.

*****Edited - NS
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Last edited by Onkel Neal; 11-30-08 at 03:41 PM. Reason: language
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Old 11-30-08, 12:06 PM   #228
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Quote:
Originally Posted by msalama
Quote:
probably a slow heavy realistic ship is boring!
Definitely not, but I'm still starting to feel that perhaps some of those bigger ships are a bit _too_ underpowered now?

I was patrolling near Gibraltar yesterday in heavy seas, and bumped into this medium freighter (some 4000-5000 BRT) heading eastwards. The poor bugger was unable to do more than 2 knots in those circumstances, and needless to say was thus a sitting duck to my torpedoes. Hardly realistic either I'd say, because there was absolutely nothing he could've done in order to save his bacon! Not even if he'd seen me from afar...

So how about re-adjusting the engine parameters a bit still?
THIS IS A CONSTRUCTIVE FEEDBACK!
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Old 11-30-08, 12:07 PM   #229
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Quote:
Originally Posted by MH
This patch seems like ingenious idea but does it work or not?
Is it realistic but makes game play too easy or not?

I im now in 1939 with this patch installed and all seems fine for now but i wonder what will happen later on.
Anyways great thanks to PT for this and the water mod.
Question off topic a bit would it be possible technically to add water/wave reflection on ships hulls as the uboat has while submerged? (?caustic effect?).
Thnx a lot.
I never thought about it... Great Idea!

I'll see if it's possible. If so, you're name will be on the credits!
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Old 11-30-08, 12:09 PM   #230
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Quote:
Originally Posted by Sag75
..some people thinks here shotting merchants is like shot balloons in a circus..

probably a slow heavy realistic ship is boring!

What do you say about instead of having them 10% of engine power, give them 50% of engine power and lauch another beta-testing season? :hmm:
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Old 11-30-08, 12:12 PM   #231
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Quote:
Originally Posted by h.sie
Quote:
Originally Posted by msalama
Ah-ha, I predict for a patch to pop up at some point then eh And if not, can someone post the correct values here so that we can change them ourselves?
the intended values are 10% of the original values, which can be seen and edited using S3D.
About that tool of yours, what you think about changing all ships to have 3x more engine power and test it out? :hmm:
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Old 11-30-08, 12:13 PM   #232
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Quote:
Originally Posted by Letum
Quote:
Originally Posted by jimbuna
I think what is beginning to unfold is a realism that there was little wrong with the merchants in the first place, considering the restrictions placed upon us by the game code.

That someone wants to dabble and try out new ideas is fine.

But pleeeeeeze spare us the countless posts and pages of what we have here.

Better still...test the mod before it is released and spare people the anguish that is created in the ensuing confusion.

Good ideas generally achieve more when the homework has been well thought out in advance, backed up by adequate testing.
I disagree.
The mod is a vast improvement on SH3 and one of the most innovative mods
around.
The public testing is, for me, much appreciated transparency in the modding
process, a help for the modder and a great chance to try something before it is
all finalized. If you don't like it, you don't have to download it. You can always
wait until all issues are ironed out.

Lastly, it is a bit rich for a GWX member to complain about "countless posts and
pages". Besides, if you don't like it, you don't have to read it or take notice of it;
the same goes for this post.
Could not have spoker better!
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Old 11-30-08, 12:21 PM   #233
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Is there now no chance of having the uboat acceleration decreased?
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Old 11-30-08, 12:32 PM   #234
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Quote:
Originally Posted by Letum
Quote:
Originally Posted by jimbuna
I think what is beginning to unfold is a realism that there was little wrong with the merchants in the first place, considering the restrictions placed upon us by the game code.

That someone wants to dabble and try out new ideas is fine.

But pleeeeeeze spare us the countless posts and pages of what we have here.

Better still...test the mod before it is released and spare people the anguish that is created in the ensuing confusion.

Good ideas generally achieve more when the homework has been well thought out in advance, backed up by adequate testing.
I disagree.
The mod is a vast improvement on SH3 and one of the most innovative mods
around.
The public testing is, for me, much appreciated transparency in the modding
process, a help for the modder and a great chance to try something before it is
all finalized. If you don't like it, you don't have to download it. You can always
wait until all issues are ironed out.

Lastly, it is a bit rich for a GWX member to complain about "countless posts and
pages". Besides, if you don't like it, you don't have to read it or take notice of it;
the same goes for this post.
It certainly looks like we can agree on the latter points anyway.

I suppose disagreement is a form of 'agreement' in one way
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Old 11-30-08, 12:49 PM   #235
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Quote:
Originally Posted by Mikhayl
I think the "heavy" part is fine but I think the cruising/max speed should remain more or less the same, but I suppose this will conflict with the acceleration rates.
Also I think some ships could use individual settings, for example the "4 stackers" Clemson/Town DDs were known for having a very large/slow turning radius. I guess you can keep your default "template" and then adjust if someone has some specific data on one particular ship :hmm:
I don't have the time for testing but I'm looking forward to the end result.
1. Ships speeds were not changed. Same as GWX. Problem is that, the heavy feeling effect takes out some speed from the ships. More "fricction" between the hull and the water. To fix that, I'll give the ships 3x more engine power.

2. Individual settings. For that, I'd need two things that I don't have: a) Invidivual historical data, and B) time.

This mod is still a child. Adolescence is coming, and soon manhood.
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Old 11-30-08, 12:52 PM   #236
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Quote:
Originally Posted by Letum
Is there now no chance of having the uboat acceleration decreased?

I don't have anymore the normal gwx's .sim files for the subs.
People complained about the first version.
I have some new good ideas for subs now.
Can you upload a compressed file with only the .sim files of the uboats?
I'll include then the uboats for the third version of the mod, together with the new data for the ships.

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Old 11-30-08, 01:12 PM   #237
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Quote:
Originally Posted by Philipp_Thomsen
Yeah, sure, like Jimbuna could ever skip a post or a thread!

I think some of you people have lost the value of the simulation.

I mean, IMHO, if a guy comes and say "I prefer faster ships cos at least it's hard to torpedo it"... whatta hell? Trying to increase dificulty by turning a simulation into an arcade game?

Go the hell, I say.

You guys don't know what you want anymore. Always asking for more realism, and when you get it, you complain about.

I say the ships are much more realistic now.
I say shooting into plastic ships bobbing around just sucks.

Some people here at soooo bored with their own f*cking lifes that it's a pain for them to have this thread around, "disturbing" the forum. This thread or any other thread, cos they have nothing better to do with their lifes other then read this forum, and it's getting boring, not cos the mod is boring, but cos they are getting old as the game, and there's no turning back, the golden ages are gone for both.

The ships as they were are sh!t.

SH3 is a GREAT simulator, so it cannot foul in simple things as ship's sailing behavior.

If you were used to sh!t, and someone makes it better, you'll still prefer sh!t, cos you're used to. But that doesn't mean it's not sh!t.

Now, AS I TOLD BEFORE, RIGHT IN THE BEGGINING, this mod changes gameplay. First we fix the ships, and them we change the gameplay to fit it, go be easier or harder, according to necessity.

This mod is faaaaar from finished. But to make it better, is rather you say "maybe the ships need a little more power" then to say "it's too easy to torpedo ships and I'll kick my dog and my cat on the way out".

Some people around here still see LIFE in sh3, still enjoy it, still have their fun.

While others can't stand themselves and whine around the forums, trying to pick up a fight.

Why the hell am I here for, having no time to even play the game, but still modding, taking opinions and feedback, improving mods, helping people around to solve their issues? Very selfish of mine I guess?

For the first group, thanks for the feedback and for not giving up on this incredible simulator.

For the second group, honestly and from deep down, GFYS!
And so speaks the self proclaimed king of the lemurs….
And the sense of power it brings makes him think he can use foul language and insult anyone
...like it my way or go away
,,,
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Old 11-30-08, 01:15 PM   #238
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by Letum
Is there now no chance of having the uboat acceleration decreased?
I don't have anymore the normal gwx's .sim files for the subs.
People complained about the first version.
I have some new good ideas for subs now.
Can you upload a compressed file with only the .sim files of the uboats?
I'll include then the uboats for the third version of the mod, together with the new data for the ships.

GWX or standard?
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Old 11-30-08, 01:22 PM   #239
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Quote:
Originally Posted by Letum
Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by Letum
Is there now no chance of having the uboat acceleration decreased?
I don't have anymore the normal gwx's .sim files for the subs.
People complained about the first version.
I have some new good ideas for subs now.
Can you upload a compressed file with only the .sim files of the uboats?
I'll include then the uboats for the third version of the mod, together with the new data for the ships.

GWX or standard?
GWX!
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Old 11-30-08, 01:23 PM   #240
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