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Old 10-31-08, 02:55 PM   #1
Erich dem Roten
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I really look forward to seeing how this turns out

My only concern is convoy behavior after it becomes evident it is under attack. Once these big merchants start zig-zagging, are we going to see the convoy lanes smashing through each other? Or will the AI be smart enough to either synchronize its movements or take an evasive course?
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Old 10-31-08, 04:18 PM   #2
Philipp_Thomsen
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Quote:
Originally Posted by Erich dem Roten
I really look forward to seeing how this turns out

My only concern is convoy behavior after it becomes evident it is under attack. Once these big merchants start zig-zagging, are we going to see the convoy lanes smashing through each other? Or will the AI be smart enough to either synchronize its movements or take an evasive course?
Ships will behave like ships, they will be slow and heavy, slow acceleration and slow brakes and slow turns, just like a ships should be.

If the ship's ramm eachother, it's not the ship's fault, it's the capitain's fault.

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Old 02-12-09, 10:46 PM   #3
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Philipp...are you talking about old/current ships or new ships?

if news...what kind?

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Old 02-14-09, 12:55 AM   #4
Castout
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Thank you for making this mod.


Bloody genius we need this mod!


Eeer the mod conflicts with water stream mod.....oooh any work around?
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Old 11-16-08, 04:25 PM   #5
MLF
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PT

Have just been attacking a convoy with this mod enabled. Immersion at 100%. This is really good. No more bobbing bathtub models. Watched destroyers and corvettes attacking - brilliant. Merchants plodding along but pitching and rolling realistically.

Thanks for this.

Regards

MLF
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Old 10-31-08, 04:41 PM   #6
Paul_IronCoffin
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Fantastic news!! Thanks for your efforts Philipp_Thomsen.

...just one cheeky thing. As an accountant I can definitely say WIP = Work In Progress

cheers
Paul
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Old 10-31-08, 05:31 PM   #7
Philipp_Thomsen
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Quote:
Originally Posted by Paul_IronCoffin
Fantastic news!! Thanks for your efforts Philipp_Thomsen.

...just one cheeky thing. As an accountant I can definitely say WIP = Work In Progress

cheers
Paul
Really? I always thought it was "within production"...

Great, thanks for letting me know!
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Old 11-01-08, 09:55 AM   #8
Philipp_Thomsen
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The most strange thing just happened now. I went to bed late, around 3am, trying to set the ships for this mod. They didn't behave like I imagined. Then I went to bed, and I had a dream about modding this. I dreamt that I was imputing some values in S3D, and I woke up in a shock, like a bad dream, around noon... the values were still in my head. I went straight away to the computer and test those values, and they work like a charm!

lol...

I really need to stop modding...
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Old 11-01-08, 10:16 AM   #9
Task Force
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Lol, You myfriend think better when sleeping. Myself, I dont think when im awake or asleep.
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Old 11-01-08, 01:36 PM   #10
Commander Gizmo
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I have often had similar revelations PT. Amazing what the brain can do when dreaming!
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Old 11-10-08, 11:02 AM   #11
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[quote=Philipp_Thomsen]
Quote:


3) Is it GWX compatible?

No.

GWX's campaign is based on the current ship's maneuverability speed. This mod corrects the ship's maneuverability speed, so it breaks some gwx aspects.

What does that mean? Means that I will have ships behaving like crazy in my game?

No. Means that ship's actions will be 10 times slower. All ships. They will take longer to turn, longer to accel and longer to stop. How this will affect the convoys? I don't know... We'll have to test it out and discover...

By logic, while the convoy is moving in a straight line, there will be no problems. When they turn from one waypoint to another, we may have some strange behavior. But from what I've seen already, they make a pretty mess while turning in groups since stock game, and also in supermods. Not becouse the supermods were not built correctly, but becouse the game engine sucks. Sucks badly. Ships go everywhere, go backwards, go right and left, like a blind man in a shootout.

Maybe making them slower will make it better. Maybe not. I don't know if I'll have the time to test it. But 99.9% of the time we spot a convoy, they are running a straight line, aren't them? So I guess we are ok.



hey!
Sorry for not reading the whole thread, but I sort of know convoys waypoints, arrivals etc. are based on maximum speed of the convoy (right?) plus I saw bbw react to this on this first page SO I ask this just to be shure..

This quote is not correct, right? Or it is?

edit: for goggy.. if you enable this mod after rbs effects(full or lite), your warships will have "normal" funnel smoke.. Because of the sim files thomsen's mod consists of.. That is the only "incompatibility" with this two mods.. I think.. NO BIGGY..

Last edited by asanovic7; 11-10-08 at 12:24 PM.
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Old 11-10-08, 01:11 PM   #12
Philipp_Thomsen
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[quote=asanovic7]
Quote:
Originally Posted by Philipp_Thomsen
Quote:


3) Is it GWX compatible?

No.

GWX's campaign is based on the current ship's maneuverability speed. This mod corrects the ship's maneuverability speed, so it breaks some gwx aspects.

What does that mean? Means that I will have ships behaving like crazy in my game?

No. Means that ship's actions will be 10 times slower. All ships. They will take longer to turn, longer to accel and longer to stop. How this will affect the convoys? I don't know... We'll have to test it out and discover...

By logic, while the convoy is moving in a straight line, there will be no problems. When they turn from one waypoint to another, we may have some strange behavior. But from what I've seen already, they make a pretty mess while turning in groups since stock game, and also in supermods. Not becouse the supermods were not built correctly, but becouse the game engine sucks. Sucks badly. Ships go everywhere, go backwards, go right and left, like a blind man in a shootout.

Maybe making them slower will make it better. Maybe not. I don't know if I'll have the time to test it. But 99.9% of the time we spot a convoy, they are running a straight line, aren't them? So I guess we are ok.



hey!
Sorry for not reading the whole thread, but I sort of know convoys waypoints, arrivals etc. are based on maximum speed of the convoy (right?) plus I saw bbw react to this on this first page SO I ask this just to be shure..

This quote is not correct, right? Or it is?

edit: for goggy.. if you enable this mod after rbs effects(full or lite), your warships will have "normal" funnel smoke.. Because of the sim files thomsen's mod consists of.. That is the only "incompatibility" with this two mods.. I think.. NO BIGGY..
There will always be some incompatibility with a mod. There's thousand mods out there.

But the funnel smoke is controlled by the .val file, and not by the .sim file.

I'm not sure why RB used the sim files for... I would have to check, as I don't know his intentions.

But like I always say, enable the two mods together and see what happens!

My mod consists only in the .sim files, so you have to enable my mod for last, otherwise you don't have squat.

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Old 11-10-08, 05:13 PM   #13
Jaeger
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Hi PT,

i would like to enjoy your great mod, but it doesnt roule... i am running stock, enabling your mod results in a CTD. do i need to install any other ships or anything else?



Jaeger
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Old 11-10-08, 05:48 PM   #14
Philipp_Thomsen
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Quote:
Originally Posted by Jaeger
Hi PT,

i would like to enjoy your great mod, but it doesnt roule... i am running stock, enabling your mod results in a CTD. do i need to install any other ships or anything else?



Jaeger
See the ships you have and just copy the equivalent folders to replace the .sim files.

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Old 11-11-08, 03:38 AM   #15
duif
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Left the harbor of Lorient last night in a IXD2. With this mod the ships in harbor look so much better!
Noticed two things:
- the harbor patrol, which escorts you out, runs aground in the first bend
- flakship 01 still seemed to be bobbling along

Keep it going!!
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