SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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02-18-12, 02:13 PM | #1 | |
Seaman
Join Date: Jan 2012
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10-11-12, 11:45 AM | #2 |
Sailor man
Join Date: Jan 2011
Posts: 50
Downloads: 35
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Thank you for contributing this mod, which has done much to enhance the game.
I wonder if you could advise me on how to solve the only problem I have, whicht is to do with the MFM tankers. When encounter a convoy there are always tankers lagging behind and when the convoy detects my presence all the MFM tankers slow down and stop, which means the convoy literally grinds to a stop! This does not affect any of the additional dry cargo merchants. Thanks |
11-17-12, 03:51 PM | #3 | |
Silent Hunter
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11-20-12, 01:55 PM | #4 |
Sailor man
Join Date: Jan 2011
Posts: 50
Downloads: 35
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Thanks for the tip Iambecomelife. Will give it a go
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11-20-12, 02:30 PM | #5 | |
Stowaway
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11-20-12, 06:53 PM | #6 |
Sailor man
Join Date: Jan 2011
Posts: 50
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That's me sorted with all tankers up and running. Thanks again!
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11-20-12, 06:55 PM | #7 |
Chief of the Boat
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SINK EM ALL!!
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Oh my God, not again!! GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim) |
11-23-12, 07:15 PM | #8 | |
Silent Hunter
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[T]anker. For the record, "M" is for "Merchant" and "O" is for "Ore Ship".
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11-23-12, 09:57 PM | #9 |
Stowaway
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Danke!
Last edited by Albrecht Von Hesse; 11-23-12 at 11:14 PM. Reason: added question: Is the change made in debug/mass or surfaced/displacement? |
11-26-12, 04:56 AM | #10 | |
Fuel Supplier
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Much more serious is the fact that *some* of the tankers have values of 900000 for their surfaced displacement, in the same .sim file. This value should be set to zero (then the value from the cfg file will be used). An interesting problem. I too noticed long ago that convoys containing IABL ships often came to a halt when the U-boat appeared on the scene. However, this problem only seemed to occur with ships in generic convoys (where ships are assigned randomly), and did not seem to occur with fully scripted convoys, where every ship in a convoy is exactly described. I had always assumed that this was due to a clash of IDs. EDIT: In addition, AM01A has mass=0 (change it to 10000), AO01A and AO02A have surfaced displacement = 900000 (change to 0), likewise O01B and O02A have surfaced displacement = 900000. Again change to 0. All these values can be found in the SIM files of the ships. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! Last edited by Stiebler; 11-26-12 at 11:11 AM. |
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01-10-13, 04:05 PM | #11 |
Seasoned Skipper
Join Date: May 2007
Location: Bastogne, Belgium
Posts: 716
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Another for your fantastic job iambecomelife and also happy new year !
Thank you man. |
12-11-12, 02:11 PM | #12 |
Nub
Join Date: Dec 2012
Posts: 3
Downloads: 30
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Merchant skin mode
Hello friend, the mod seems great, wanted to ask if it is compatible with GWX 3.0, cause i've had bad experiences in the past trying days to solve crashes with some other mods. Many thanks for your hard work.
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12-11-12, 06:00 PM | #13 | |
Navy Seal
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"Some ships are designed to sink...others require our assistance." Nathan Zelk |
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12-12-12, 07:23 PM | #14 |
Nub
Join Date: Dec 2012
Posts: 3
Downloads: 30
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Reply
Ok understood i'll certainly try it. Thanks again mate.
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01-03-13, 02:22 PM | #15 |
Sparky
Join Date: Jun 2003
Location: Boise, ID
Posts: 154
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ttt
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