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Old 11-21-08, 03:00 AM   #181
h.sie
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by h.sie
hi PT,

looking forward for your final version. thanks for your work and brilliant ideas.....

h.sie
There's NEVER a final version. A mod can always be improved. For that to happen, I need you guys to feedback.

hi PT,

I've written an java-application which reads in the sea-folder incl. the subfolders and automatically creates an ship ID manual in pdf-format from the data found there. only a few mouseclicks needed. now I think about editing binary files. after a learning period, it COULD be possible to write a program which automatically does, what you do manually and tedious: change floatingpoint-values in 200 or more .sim files. I'll do this for my personal use, but if you are interested, I'll share it with you, if it's done....but I cannot promise anything for now.....my programming skills are only average.

h.sie
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Old 11-21-08, 04:25 AM   #182
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
November 18th.

10 days later, the new version is out, thanks to all your feedback.

Changelog:

1. Changed all the ships to lose 25% less speed while turning.
2. Changed all escorts to have twice turning ability. In RL, escorts had amazing turning radius.
3. Deleted the submarine folder. No longer changing the uboats simulation, it was causing too much complaints and bugs.

Hopefully I've killed the ship-running-aground-in-port bug.
I tried v.1 of this mod the other night. I really like it. The ships do indeed look 'heavier' as they move through the sea.

Didn't notice any serious problems. The ships in a convoy I attacked had trouble getting back into formation, which to me looked more realistic. Even if some had collided (which they didn't), I think that would be realistic. Such collisions did occur, albeit usually at night or otherwise poor visibility, from what I've read.

Regarding improvement #2 in the new version, is this a fix for something you changed in v.1, or is it an improvement over the stock/GWX turning ability of escorts?

I'm looking forward to trying v.2 soon.
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Old 11-21-08, 05:31 AM   #183
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Quote:
Originally Posted by Sag75
Hi PT, here some feedback:

The minesweeper (Sperrbrecher class) sometime stops again near the coast in Lorient harbour.

DDs feel well, but maybe they accelerate too quickly yet (0-10kts in 35sec, 10-25kts in 1,5min):hmm:. But their speed in turning is fine, 10kts, 300m radius at full rudder .

I think Flower corvette is yet a bit penalized in turning: in a convoy protected by only Flowers, I was able to run everywhere at 7-8kts, because Flowers was hunting me zig-zagging at 5-6kts! Anyway, they can turn in 200m radius, that's ok now (it's equal to our U-boat).

bye, thanks again for your work!
Thanks for the feedback. I'll give a look at the minesweeper.

About the DDs, yes, they can accelerate faster then any other ship in the game. I think 35 seconds to go from 0 to 10 is good enough.

The flower corvette usually goes slow on it's own, not the mod's fault. But I'll give a look on what can be done!

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Old 11-21-08, 05:31 AM   #184
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Quote:
Originally Posted by h.sie
Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by h.sie
hi PT,

looking forward for your final version. thanks for your work and brilliant ideas.....

h.sie
There's NEVER a final version. A mod can always be improved. For that to happen, I need you guys to feedback.

hi PT,

I've written an java-application which reads in the sea-folder incl. the subfolders and automatically creates an ship ID manual in pdf-format from the data found there. only a few mouseclicks needed. now I think about editing binary files. after a learning period, it COULD be possible to write a program which automatically does, what you do manually and tedious: change floatingpoint-values in 200 or more .sim files. I'll do this for my personal use, but if you are interested, I'll share it with you, if it's done....but I cannot promise anything for now.....my programming skills are only average.

h.sie
Sure, that would be great!
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Old 11-21-08, 05:34 AM   #185
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Quote:
Originally Posted by VikingGrandad
Quote:
Originally Posted by Philipp_Thomsen
Quote:
November 18th.

10 days later, the new version is out, thanks to all your feedback.

Changelog:

1. Changed all the ships to lose 25% less speed while turning.
2. Changed all escorts to have twice turning ability. In RL, escorts had amazing turning radius.
3. Deleted the submarine folder. No longer changing the uboats simulation, it was causing too much complaints and bugs.

Hopefully I've killed the ship-running-aground-in-port bug.
I tried v.1 of this mod the other night. I really like it. The ships do indeed look 'heavier' as they move through the sea.

Didn't notice any serious problems. The ships in a convoy I attacked had trouble getting back into formation, which to me looked more realistic. Even if some had collided (which they didn't), I think that would be realistic. Such collisions did occur, albeit usually at night or otherwise poor visibility, from what I've read.

Regarding improvement #2 in the new version, is this a fix for something you changed in v.1, or is it an improvement over the stock/GWX turning ability of escorts?

I'm looking forward to trying v.2 soon.
Thanks VG!

The V2 changes, fixes and improves some things. The ships were losing too much speed while turning. That I fixed. Also, there was about 10 ships I just forgot about doing, they had stock values. Fixed that also. Also improved the escorts, now they are turning properly.

The V2 changes ALL the ships again. It's a lot better then V1, you should trade!
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Old 11-21-08, 12:52 PM   #186
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Hi PT,

Thanks for this mod.

Does this mod change the sink times from GWX at all? Please excuse my modding ignorance but I wondered since the ships seem "heavy" now.
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Old 11-21-08, 01:49 PM   #187
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Quote:
Originally Posted by Lanzfeld
Hi PT,

Thanks for this mod.

Does this mod change the sink times from GWX at all? Please excuse my modding ignorance but I wondered since the ships seem "heavy" now.
Well.. lemme think... :hmm:

The only thing I did related to sinking time was changing the center of gravity to a lower point... hmmm... maybe...

If I had to guess, I think that with this mod the ships will sink in about the same time as gwx, OR a little bit faster. This "little bit" is just a little bit really, few seconds.

If you guys want the ships to stay afloat longer, I can do that also. Can do it as a separate mod too...

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Old 11-21-08, 02:34 PM   #188
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Yesterday I saw a ship go to the bottom in few seconds.. but others minutes, and others hours... so I don't think this mod modifies substantially the sinking time..

it's strictly dependending by hit position and weather conditions.
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Old 11-21-08, 04:19 PM   #189
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Quote:
If you guys want the ships to stay afloat longer, I can do that also. Can do it as a separate mod too...

:hmm: Now that you mention it, many ships DO feel like they're going down a bit too fast. Depends on the circumstances of course, but I still sometimes wonder if it's that common even for a 2000-ton freighter to sink in mere minutes...

But that's just a feeling, nothing more. Or in other words, just my $0.000002
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Old 11-21-08, 05:17 PM   #190
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Quote:
Originally Posted by msalama
Quote:
If you guys want the ships to stay afloat longer, I can do that also. Can do it as a separate mod too...

:hmm: Now that you mention it, many ships DO feel like they're going down a bit too fast. Depends on the circumstances of course, but I still sometimes wonder if it's that common even for a 2000-ton freighter to sink in mere minutes...

But that's just a feeling, nothing more. Or in other words, just my $0.000002
Some vessels went down in under a minute...not even time for the crew to launch the lifeboats
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Old 11-21-08, 07:29 PM   #191
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Jim is right.

Depending on where the water is coming in from, and where's the weight of the load balanced, in the right circunstances the ship can go down so fast that you'll miss the second torpedo.

Most of the time the water comes in and the air gets stucked, the ship behaves like a cork. Then slowly the air leaks, the water goes up and the ships goes down.

But if the air doesn't get stuck, the water comes in pretty fast and the ship goes down in a blink.
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Old 11-21-08, 08:48 PM   #192
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Hi PT, the graph you'll find in this website may help in your mod tuning:

http://www.hmshood.com/ship/hoodspecs4.htm

(even if I can't understand the origin of those data, I mean, are they true?)

Anyway, these data probably describe ships during normal operations, but I think a DD ordering ahead flank from dead stop to hunt out an U-boat may speed up faster!
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Old 11-22-08, 03:10 PM   #193
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Quote:
Originally Posted by Sag75
Hi PT, the graph you'll find in this website may help in your mod tuning:

http://www.hmshood.com/ship/hoodspecs4.htm

(even if I can't understand the origin of those data, I mean, are they true?)

Anyway, these data probably describe ships during normal operations, but I think a DD ordering ahead flank from dead stop to hunt out an U-boat may speed up faster!
Thank you very much!

I'll take a look at it right away!
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Old 11-22-08, 06:49 PM   #194
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COME ON PEOPLE!

WHERE'S MY FEEDBACK???

I need something to reply to... I'm bored!
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Old 11-22-08, 07:37 PM   #195
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Did a fine job, sunk some.. no, I repeat no problems at all.

Its a long way to tipperary, but we get there! danke Thompson!
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