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Old 11-14-08, 09:46 PM   #121
Philipp_Thomsen
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Quote:
Originally Posted by Sag75
So, I'd like know opinions by other people here!
Me too, but looks like just a couple of people are using the mod.

Nobody says anything in here.
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Old 11-14-08, 09:56 PM   #122
Graf Paper
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I've got this mod lined up in my GWX installation, PT, but I'm having a difficult time finishing my various SH3 installations.

I just rebuilt my computer with a new motherboard, CPU, and RAM this past weekend and have been working on completing a fresh installation of WinXP SP3 and all my software.

As it is, I skipped nearly everything else so I could go ahead and have SH3 to play. All my programming apps, graphics apps, and other games can wait until later. I MUST HAVE my SH3 now!

Once I do get GWX sorted out, I promise I'll give you a full report on my impressions of your ships mod.
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Old 11-15-08, 12:50 AM   #123
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I tested some DDs attack tactics and jams.

The two DDs considered here (I report only Evart class and CaptainI class) approach you at 6-7kts instead of 10kts because they are zigzagging (but I saw a Clemson class turning at 10kts). When they start the straight run against you, the speed increase to 11-12kts, with small route adjustments. When they pass over you, they launch the DCs and accelerate to 15kts, and start the turn. Thus the speed drop to 6-7kts again, until they take an other linear run to intercept you.

If you launch a jam, the DD (I saw only the Evart class, about 1100tons) doesn't stop suddently and comes back but brakes from 10kts to 2-3kts in 30-45sec, then comes back at 2-3kts searching for you. When she understands it was a jam, she starts again the search speeding up to 6-7kts in about 1min.


Now some consideration: now could be more difficult evading the escort.. bacause DDs proceed at 6kts during the approach! So, they can hear you better ..but probably not :hmm:, because DD's propellers rpm is the same, 6kts are essentially due to the hull drag....
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Last edited by Sag75; 11-15-08 at 12:53 AM.
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Old 11-15-08, 06:38 AM   #124
IFRT-WHUFC
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Default Ship missing?

I've just noticed that the ship NTIT_ is missing from my game can you tell me which ship it is? and where i might be able to find it?

Thanks
Rick
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Old 11-15-08, 07:11 AM   #125
java`s revenge
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I am testing this mod.

That what i have seen in bad weather is that the speed of your sub
is dropping. For example i have setted 10kts and some later it drops to
5/6 knots. But i see this as in real life.

Great mod !
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Old 11-15-08, 09:07 AM   #126
piri_reis
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Hi PT, The little time I tested this mod, it looks like the ships were having hard time turning. Eg: Even with full rudder the small escort out of Lorient made the turn with difficulty, lagging behind, not being able to escort me out properly.

Did the PQ17 single mission, after taking out a tanker in the middle of convoy, the 2 ships immediatly behind tried to avoid the slow sinking ship but couldnt turn in time, they kept backing up and coming close to the wreck and each other, convoy was way away when they were back on route.

All around good idea just needs some tweaking, I still need to test more, will be reporting again, obviously more results need to be heard by users of this mod.


IFRT-WHUFC, the ship is RMS Titanic by VonDos, check his shipyard thread.
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Old 11-15-08, 09:58 AM   #127
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Quote:
Originally Posted by Philipp_Thomsen
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

thanks for your replay, i will change the values for myself. and i think you are right, i will give gwx a try and modifie it for my taste. the reason against this were my modding skills. when i wanted to modifie things in the past, i didnt know where to look for it. for example the sensors thingy: i was not sure if there is only one file (sensors.cfg) where changes are needed for editing the skills of the opponents watchcrews. but i think, its time to learn the file structures and edit things for my own taste. before i can take gwx as a base, i need skills about the campaigne files (for better performance). i will learn, when there are questions, i know lots of guys who will help

another point (i know it is OT, but give me one sentence ) is the distance of view: the limitation is not the human eyeball, it is the earth curvature and the hight of your position. there is a small rule of thumb for this: radical of your height in meter multiplied by 3.57

example: the bridges height of an u boat is 5 meters. radical of 5 is 2.2 multiplied by 3.57 is 7.9 km

if your target is higher, you can see it beyond the horizon (his masts). because of this, 9 km stock range is quite ok, i think.


greetz, Jaeger
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Last edited by Jaeger; 11-15-08 at 10:00 AM.
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Old 11-15-08, 11:53 AM   #128
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Quote:
Originally Posted by Philipp_Thomsen
The only thing I can do is to teach you how to change the files yourself.

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

so just to be clear on this:

1. controls the pitch and roll effect by changing the center of gravity
2. controls acceleration and slowing of ships by changing the ships drag
3. controls acceleration of ships by changing the engine power
4. controls turning radius of ships by changing the amount of drag the rudder has

am i understanding that correctly? :hmm:

and with #2 you changed it to (drag -> LR and UD = 0,75) and i want to understand how did you arrive at those numbers from (drag -> LR and UD = 1,0) because i might want to try a different setting and wish to understand it better to know what numbers to try

Last edited by Webster; 11-15-08 at 12:01 PM.
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Old 11-15-08, 01:29 PM   #129
johan_d
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Finally time to test.. left Lorient, saw no ill effects.. all seem normal.
Now in the open, hunting for prey.. will report back if we survive!

One of the best mods avail ? we shall see!
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Old 11-15-08, 03:52 PM   #130
Philipp_Thomsen
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Quote:
Originally Posted by Graf Paper
I've got this mod lined up in my GWX installation, PT, but I'm having a difficult time finishing my various SH3 installations.

I just rebuilt my computer with a new motherboard, CPU, and RAM this past weekend and have been working on completing a fresh installation of WinXP SP3 and all my software.

As it is, I skipped nearly everything else so I could go ahead and have SH3 to play. All my programming apps, graphics apps, and other games can wait until later. I MUST HAVE my SH3 now!

Once I do get GWX sorted out, I promise I'll give you a full report on my impressions of your ships mod.
No problem, buddie! Hope you get your sh3 running asap!
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Old 11-15-08, 03:53 PM   #131
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Quote:
Originally Posted by Sag75
I tested some DDs attack tactics and jams.

The two DDs considered here (I report only Evart class and CaptainI class) approach you at 6-7kts instead of 10kts because they are zigzagging (but I saw a Clemson class turning at 10kts). When they start the straight run against you, the speed increase to 11-12kts, with small route adjustments. When they pass over you, they launch the DCs and accelerate to 15kts, and start the turn. Thus the speed drop to 6-7kts again, until they take an other linear run to intercept you.

If you launch a jam, the DD (I saw only the Evart class, about 1100tons) doesn't stop suddently and comes back but brakes from 10kts to 2-3kts in 30-45sec, then comes back at 2-3kts searching for you. When she understands it was a jam, she starts again the search speeding up to 6-7kts in about 1min.


Now some consideration: now could be more difficult evading the escort.. bacause DDs proceed at 6kts during the approach! So, they can hear you better ..but probably not :hmm:, because DD's propellers rpm is the same, 6kts are essentially due to the hull drag....
Yes.

If we get the final impression that the ships are losing too much speed on the turns, I'll have to cut back about 25% of the ship's drag, which will increase the roll and pitch. Let's see further ahead about this issue.

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Old 11-15-08, 03:54 PM   #132
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Quote:
Originally Posted by IFRT-WHUFC
I've just noticed that the ship NTIT_ is missing from my game can you tell me which ship it is? and where i might be able to find it?

Thanks
Rick
That would be the RMS Titanic.

Search in the forum and you'll see the thread for it.

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Old 11-15-08, 03:55 PM   #133
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Quote:
Originally Posted by java`s revenge
I am testing this mod.

That what i have seen in bad weather is that the speed of your sub
is dropping. For example i have setted 10kts and some later it drops to
5/6 knots. But i see this as in real life.

Great mod !
That depends. If you're using my Water Mod, your sub won't lose that much speed on a storm as in gwx. The wave sizes are much smaller.

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Old 11-15-08, 03:59 PM   #134
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Quote:
Originally Posted by piri_reis
Hi PT, The little time I tested this mod, it looks like the ships were having hard time turning. Eg: Even with full rudder the small escort out of Lorient made the turn with difficulty, lagging behind, not being able to escort me out properly.

Did the PQ17 single mission, after taking out a tanker in the middle of convoy, the 2 ships immediatly behind tried to avoid the slow sinking ship but couldnt turn in time, they kept backing up and coming close to the wreck and each other, convoy was way away when they were back on route.

All around good idea just needs some tweaking, I still need to test more, will be reporting again, obviously more results need to be heard by users of this mod.


IFRT-WHUFC, the ship is RMS Titanic by VonDos, check his shipyard thread.
I think we can reduce the dragging by 25%. That way, the ships won't lose that much speed while turning, although the ships will roll and pitch 25% more.

About the small escort, I think I accidently traded her configuration for a merchant ships, so she have 33% less rudder effect. I'll fix that right away!

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Old 11-15-08, 04:01 PM   #135
Philipp_Thomsen
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Quote:
Originally Posted by Jaeger
Quote:
Originally Posted by Philipp_Thomsen
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

thanks for your replay, i will change the values for myself. and i think you are right, i will give gwx a try and modifie it for my taste. the reason against this were my modding skills. when i wanted to modifie things in the past, i didnt know where to look for it. for example the sensors thingy: i was not sure if there is only one file (sensors.cfg) where changes are needed for editing the skills of the opponents watchcrews. but i think, its time to learn the file structures and edit things for my own taste. before i can take gwx as a base, i need skills about the campaigne files (for better performance). i will learn, when there are questions, i know lots of guys who will help

another point (i know it is OT, but give me one sentence ) is the distance of view: the limitation is not the human eyeball, it is the earth curvature and the hight of your position. there is a small rule of thumb for this: radical of your height in meter multiplied by 3.57

example: the bridges height of an u boat is 5 meters. radical of 5 is 2.2 multiplied by 3.57 is 7.9 km

if your target is higher, you can see it beyond the horizon (his masts). because of this, 9 km stock range is quite ok, i think.

greetz, Jaeger
But you're missing the point here.

It's not the mast you spot, it's the huge amount of smoke coming out of the funnel, into the air.

In OLCE2, at 15km scene, most of the time I can't see the ship, but I can see a lot of smoke in the air.

Savvy?

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