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Old 06-07-09, 08:06 AM   #1
makman94
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Default Masts+Lengths Adjustments

masts and lengths adjustments
------------------------------



updated 19/7/09
----------------
i am glad to announce that this project is finally done!

you will find the whole package of ALL ships (ships1,ships2,ships3,ships4,ships5,ships6 and the remaining 20 ships) here :
[REL] Tribute to Manual Targeting ( the TMT mod )




updated 17/7/09
----------------
ships 6-gwx3 is out (at my ff page)



updated 5/7/09
----------------
ships 5-gwx3 is out (
at my ff page )


updated 18/6/09
----------------
ships 4-gwx3 is out (at my ff page)



updated 14/6/09
----------------
ships 3-gwx3 is out (at my ff page)




updated 10/6/09
----------------
ships 2-gwx3 is out (at my ff page)

--------------------------------------------------------------------------------
As the title says i am starting today this thread in order ALL masts and lengths of ships to be adjusted

you will find at my ff page a file that is called 'ships 1-gwx3' . it containes my adjustments at masts and lengths values for fifteen ships of gwx3.
these are the first ships that i had checked.
this thread will be often updated with adjustments to the other ships and always the updated files will have names as 'ships2-gwx3','ships3-gwx3'...etc
eventually some day i hope this project to be finished


i had simplify the method for the adjustments for several reasons.on paper the value for mast seems fine but always it needs a fining in game(game's rules) so ,as the test must be done without doupt,i chosen to do the adjustment directly in-game

the procedure for the MASTS adjustments is:
first write down the mast value of the ship that we are going to adjust.(lets call this value 'fake mast')
take a range measurment with stadimeter(only with stadimeter) (be very careful with the waterline and the spot of the ship that you are aiming-aim whatever spot you like but choose the more visible and higher together) and write down this range (lets call this range 'fake range')
immediatelly after you took this measurment go to navmap and pause the game.
measure the 'real range' (use only maloy's ruler mod for this measure at 0-500m scale of navmap-can be found at my ff page)(also be careful to measure the range to the spot of the ship that you aimed with stadimeter)
now we are ready to find the 'real mast'

'real mast'=('real range'x'fake mast')/'fake range'


it is very often to need fining this value becuase the stadimeter is moving pixel by pixel and sometimes one pixel only is enough to do the harm at mast value.so test the new value and with the same procedure we can come to the final mast value


IMPORTANT: THESE VALUES ARE CORRECT ONLY IF YOU USE THE ''GWX_ships_Buoyance&draught_mod'' by RUBINI
the reason is that this mod is effecting the height of ships.(but it is a 'must have' mod)
waterstream mod,lifeboats and exhaust mods are ok to be used.
i don't know for other mods becuase i am not using them

i have include in 'ships 1-gwx3' the mission with the adjusted ships in order to test the new values
both are jsgme ready

ps: i want to thank NGT for his help till today

thank you
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Last edited by makman94; 07-18-09 at 07:54 PM.
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Old 06-07-09, 08:23 AM   #2
onelifecrisis
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Quote:
Originally Posted by makman94 View Post
IMPORTANT: THESE VALUES ARE CORRECT ONLY IF YOU USE THE ''GWX_ships_Buoyance&draught_mod'' by RUBINI
the reason is that this mod is effecting the height of ships.
So these corrections are useless to anyone who isn't using that mod.

Such is the way of modders, I guess. Good luck with the project.

Quote:
Originally Posted by makman94 View Post
ps1: PLEASE DON'T POST your adjustments.
Why not, out of curiosity?
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Old 06-07-09, 08:27 AM   #3
makman94
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Originally Posted by onelifecrisis View Post
So these corrections are useless to anyone who isn't using that mod.

Such is the way of modding, I guess. Good luck with the project.
i am afraid yes OLC, i had to choose with or without it but it is so nice mod that i couldn't left it behind

BUT the procedure is exactly the same for those who want to adjust the ships without this mod .can be done but we need hands

edit: about the not posting: to avoid confusions ,after the check will be released for sure!
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Old 06-09-09, 07:48 PM   #4
makman94
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Default ships 2-gwx3

hello, at my ff page you will find the 'ships 2-gwx3' witch containes the adjustments (masts and lengths) at another fifteen ships of gwx3

ps: i see that the community doesn't seem to be interested at this project.
in fact, absolutely noone offered to help!
expect the next updates to take time becuase only me and NGT are involved to this and RL is calling.but everytime i get some time ,i will continue this

bye
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Old 06-09-09, 09:21 PM   #5
Darkseed
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I think most interest in this project died when it was announced that it was only for the buoyancy & draught mod. I'm pretty much speaking out of my arse here but I think many more people are playing without it rather than with it.

Nothing personal, just voicing my opinion. I wish you luck completing the project.
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Old 06-09-09, 11:41 PM   #6
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Yes, I'm playing without the buoyancy and draught mod.

edit: meant to say I'm not using the bouyancy/draught mod.

Last edited by jmr; 06-10-09 at 01:34 PM.
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Old 06-10-09, 05:18 AM   #7
makman94
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Originally Posted by Darkseed View Post
I think most interest in this project died when it was announced that it was only for the buoyancy & draught mod. I'm pretty much speaking out of my arse here but I think many more people are playing without it rather than with it.

Nothing personal, just voicing my opinion. I wish you luck completing the project.
well, if that is the reason then i can't understand why people are so negative to a such a good mod.
Rubini is one of the most talent moder here in subsim and,as i can imagine how much work 'GWX_ships_Buoyance&draught_mod' needed,i don't believe that Rubini would had spent his time to create a hole in water !
BUT above all, i really believe that it is not just a good mod ,...it is a 'must have' mod.ships's behaviour is not like leafes on water anymore and gives you the sense of the 'heavier' ship.i would like to look even more 'heavier' but thats just my opinion.(and i really wish that Rubini will make a version of this mod for wac3.1-wac4,i really miss it on my wac install)
i believe that most people have never try this mod
so i am asking the people who had tried (and moved away) the 'GWX_ships_Buoyance&draught_mod', what's wrong with this mod and you don't want it ?
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Old 06-14-09, 02:29 PM   #8
makman94
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Default ships 3-gwx3

hello, at my ff page you will find the 'ships 3-gwx3' which containes the adjustments (masts and lengths) at another thirteen ships of gwx3
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Old 06-14-09, 03:08 PM   #9
Graf Paper
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Whaddaya mean "I don't play with this mod installed."?

EVERY mod of Rubini's is a "must have" mod!


Good work, makman!

Thank you for not becoming discouraged and continuing to complete this mod. I'm looking forward to finally having my 'scope get proper mast height readings, which has been one of the biggest reasons I've stayed away from manual targeting! (Aside from Arithmetic being my mortal enemy. )

Ah well, the rest of you have fun anyways...with or without this great mod and Rubini's work.
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Old 06-14-09, 03:24 PM   #10
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Originally Posted by Graf Paper View Post
Good work, makman!

Thank you for not becoming discouraged and continuing to complete this mod.
+1
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Old 06-14-09, 07:50 PM   #11
makman94
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Originally Posted by Graf Paper View Post
Whaddaya mean "I don't play with this mod installed."?

EVERY mod of Rubini's is a "must have" mod!


Good work, makman!

Thank you for not becoming discouraged and continuing to complete this mod. I'm looking forward to finally having my 'scope get proper mast height readings, which has been one of the biggest reasons I've stayed away from manual targeting! (Aside from Arithmetic being my mortal enemy. )

Ah well, the rest of you have fun anyways...with or without this great mod and Rubini's work.
thank you Graf Paper ,
the ONLY thing that kept sh3 alive ,imo, is this brilliant tool of Jeogrudman...the u-jagd tools ( and the attack disc...by Hitman?).my credits to both of them.
BUT,in order all the beauty of this tool to be 'showen' to you,the mast and length values needs to be correct.it was depressing me the fact that such a good tool has the luck of inacuracy becuase of masts and lengths values.
and here is the point of mine and NGT's efforts.
about Rubini's mods....i tottaly agree with you...just one test is needed and it will be always in your sh3 install !
again,thank you for the encouraging words.....

Quote:
Originally Posted by onelifecrisis View Post
+1
thank you,OLC
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Old 06-14-09, 08:02 PM   #12
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Makman94:
Thanks a lot for this mod, I am sure it's a "MUST", but in order to use it, I have to find first Rubini's mod... any idea where I can get it?
Thanks again!!
CapZap
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Old 06-14-09, 08:05 PM   #13
makman94
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Originally Posted by CapZap1970 View Post
Makman94:
Thanks a lot for this mod, I am sure it's a "MUST", but in order to use it, I have to find first Rubini's mod... any idea where I can get it?
Thanks again!!
CapZap
hello CapZap,

It is inside the lifeboat and debris mod by Rubini.look in the optional folder
thank you,too
bye
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Old 06-14-09, 08:25 PM   #14
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rgr that!!!
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Old 06-15-09, 08:43 AM   #15
Rubini
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Thanks makman for more this great work!

Just for clarification, the 'GWX_ships_Buoyance&draught_mod', that is inside Lifeboats&debris mod was made from me and P.Thonsem. The main goal is to have a more "heavy" ships feeling sail as they are in RL. It will not affect anything on your game than the mast height itself. It will not make the ships sink without reason, will not modify your damage mod or the GWX sink time&behaviour. That's it.
As a last note, Lifeboats and debris mod will function a little better with this mod installed.
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