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Old 09-19-14, 08:25 PM   #1
TorpX
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Default Improved Ship Physics 2.0 is READY!

This is to announce:
ISP 2.0
is ready!
The main difference between ISP 1.1 and ISP 2.0 is that the new version has a complete rework of the subs diving performance, and that it adds fixes for the surface ships.
A detailed readme is included.
Version 2.15 (for RFB + RSRDC)________ HERE
Version 2.4 (for TMO alone)____________HERE
Version 2.6 (for TMO + RSRDC)_________HERE
SilentPrey Version (TMO_RSRDC_OTC)____HERE
Patch for version 2.x (RFB and TMO)______HERE
Version 2.8 (for RFB and RSRDC) _______ HERE




ISP is Improved Ship Physics for RFB 2.0


Last edited by TorpX; 01-28-16 at 11:15 PM. Reason: updated links
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Old 09-19-14, 11:37 PM   #2
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Gotta say this mod is really making me want to fire up SH
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Current Modlist as of 2-1-2014
RFB 2.0 - RFB 2.0 patch 23april2010
RSRDC RFB v 575 - RSRDC v5xx patch1
SAP v0.5 stock RFB RSRDC - Sub class info RFB
Sub class info RSRDC RFB - SonarTargetFix2 RFB
Nav map make over 2.1 - nav map airbase add on
NMMO v2.1 patch 1 with AB
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Old 09-25-14, 10:55 PM   #3
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Downloaded and in use

Thank you

Generic Mod Enabler - v2.6.0.157
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
ISP2.0
EAXsoundsim_without_WebstersManeuver_STOCK_GFO_OM
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Old 09-26-14, 09:28 AM   #4
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Default GET THIS MOD PLAYERS

bump
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Old 09-26-14, 09:38 AM   #5
ReallyDedPoet
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Nice
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Old 09-26-14, 03:11 PM   #6
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Ehm, it may be obvious to some, but what does ISP stand for? Only that single line, and some in the download section tell me that it changes the movement characteristics. Also, in the download section I can find that it is for RFB.

Please don't be obscure with the details. It would be a shame if no one uses it because they don't know what it is for.
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Old 02-24-15, 02:17 AM   #7
thegrindre
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Is there a version for us 'vanilla' v1.5 users?

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Old 02-24-15, 02:39 AM   #8
TorpX
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No. I never thought anyone would want to use it with 'vanilla'.

I have to ask: Why vanilla?
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Old 02-24-15, 05:04 AM   #9
thegrindre
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That's the original game. That's what I'm running and I'm sure other noobs are too.

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Old 02-24-15, 10:27 PM   #10
TorpX
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Default addition

I don't mean to belittle your choice; I was just curious, that's all. Most SH4 players consider the stock game to be flawed, to say the least.

I assumed that most people who aren't using mods either didn't have v1.5, or had an older machine that had trouble with memory intensive mods.

If you haven't tried them yet, I'd recommend these:
RFB_2.0 .........................(Real Fleet Boat)
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575 ..........(Run Silent Run Deep Campaign)
RSRDC_V5xx_Patch1
Improved Ship Physics 2.15


I should add that these mods are not really high-difficulty mods. The game can still be played with the easy options, and the enemy forces are not cranked up to a high level. (Like with TMO, for instance.)

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Old 03-14-15, 11:17 AM   #11
TorpX
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bullhorn Weather Patch

I've uploaded a patch for ISP 2.x.

This is to address the issue of overly severe weather with ISP.

Basically it involves using 2 scene.dat files so one can alternate between them and have a more sensible mix of weather. It is fully explained in the documentation.

It is not JSGME ready, so a little work is required.

The link is on the first page.




- TorpX

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Old 12-16-15, 04:34 AM   #12
moha14881
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Default Erratic behaviour

I definitely love you've applied the laws of physics to the targetting optics! Now we can have a nice solution! But very sadly I found that sometimes the torpedoes don't follow the solution but go wobbling in an erratic ABSOLUTELY WRONG gyroangle. Sometimes both the torpedoes and their trails are wrong.
I've also encountered this glitch\bug:
It's called Free Willy da torpedo!
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Old 12-16-15, 12:59 PM   #13
TorpX
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Quote:
Originally Posted by moha14881 View Post
But very sadly I found that sometimes the torpedoes don't follow the solution but go wobbling in an erratic ABSOLUTELY WRONG gyroangle. Sometimes both the torpedoes and their trails are wrong.
I've also encountered this glitch\bug:
It's called Free Willy da torpedo!
That's not a bug. There are parameters in the Torpedo.sim files that simulate gyro malfunctions. So, for any given torpedo it is possible to have a guidance error of whatever, 0 to 90°, or 0 to 135°.

As far as the 'wakes', or tracks, are concerned, I agree that they are not altogether ideal.

Anyway, I'm glad you like the mod.

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Old 12-16-15, 01:32 PM   #14
Rockin Robbins
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Quote:
Originally Posted by TorpX View Post
That's not a bug.
But it's proof positive that you can document your mod till the cows come home and people won't read your carefully written guide. Shades of Ducimus' readme "that nobody reads."

Irrelevant side note: imagine if porpoising torpedoes worked properly, splashes and all. Imagine if the enemy crew saw them as a real enemy would. Sure would add a lot of excitement to a boring meticulous attack, wouldn't it?

Last edited by Rockin Robbins; 12-16-15 at 01:40 PM.
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Old 12-16-15, 05:17 PM   #15
moha14881
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I just hope the torpedo malfunction probability ain't 100%. I encountered this and was like
Especially when I'm aiming for 0deg gyroangle I get all +\- 135deg.
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