View Full Version : Thiking of a new mod- Real Ship Mod
We've been discussing various fixes that the merchants and warships need in SH4.
I was thinking about doing the fixes and having them be a part of RFB, but then I started to have another idea.
It seems it would be better to have a seperate mod that anyone can use.
What this mod would entail is correcting the physics of the surface ships and the cfg files. People could take it for their mod and whatever recognition manual they want to update to use with it.
I've had some good results playing with the Mogami in reducing her acceleration and increasing her turning radius.
Anyway- throwing this out to the community. If you like this,it will take help from some of the more knowledgable people in digging up info and testing (Like tater, otherwise known as "Mr IJN" :D)
caspofungin
02-24-08, 06:03 PM
sounds fantastic -- was getting tired of the incredible acceleration on surface ships, watching them repeatedly speed out of the way of a spread of torps.
personally, i think it's vital -- so why leave it out of rfb?
It wouldn't be left out of RFB, but would appear as a seperate folder in JSGME.
Digital_Trucker
02-24-08, 09:08 PM
:up: Sounds great 2 me 2:arrgh!:
Schultzy
02-24-08, 09:21 PM
All for it! A very emphatic YES from me! :arrgh!:
CDR Resser
02-24-08, 10:45 PM
It only seems reasonable. If the sub and torpedoes perform realistically, so should the target vessels.
I volunteer to help in any way that I can. I would probably be of more use doing research than programming.
This mod is a great idea.
Respectfully Submitted;
CDR Resser
I have a mod that corrects the ship eqp files, and lurker has done a bunch of this as well. At some point I suggested a "combined fleet" mod that might fix as much as possible with the ships.
Great Idea, I look forward to it!
ReallyDedPoet
02-25-08, 12:31 PM
This one sounds good :yep:
RDP
Webster
02-25-08, 01:33 PM
many thanks for this. :up:
anyone who knows me knows i am always in favor of stand alone fixes that are not exclusively packaged into other mods.
we are a large group and have many different likes and dislikes, wants and want nots as far as modding goes.
its good to be able to take what you like and customize the game with only the changes that you like and not need to accept changes that you "have to put up with" because they are a packaged deal.
i would rather have 30 small mods than have just 1 large mod containing all 30 because anyone would be able to choose the mods that suit them and we would all have the best game that suits each individual.
raymond6751
02-28-08, 05:13 AM
This is an absolutely great idea. I'm in for testing and anything else I can contribute.:yep:
Agreed on flexibility and scalability so that folks can set up SH4 to their preferences.
Were gonna miss those tin cans that run like drag boats!
DavyJonesFootlocker
02-28-08, 11:26 AM
I was hoping someone could fix the unsinkable submarines in the game. But this is a good idea and I'm all for it.
I have a mod that corrects the ship eqp files, and lurker has done a bunch of this as well. At some point I suggested a "combined fleet" mod that might fix as much as possible with the ships.
Great Idea, I look forward to it!
Is this your earlier mod or a new one?- These mods are listed in the RFB thread as included in RFB already
IJN Corrected ship EQP 1.0, IJN radar fix, IJN DC mod 0.91 for stock install- Tater
I was hoping someone could fix the unsinkable submarines in the game. But this is a good idea and I'm all for it.
This problem is part of the game code. Hopefully this is fixed in the add-on. If it is, we have someone that may (not a for sure thing) be able to reverse engineer a fix for 1.4.
AkbarGulag
02-28-08, 11:42 AM
I know people always say, yes do it do it. It's easy to say and another to accomplish.
But on this one YES! so many time those sneaky buggers throttle at the last minute. And I cheat with external camera! Those poor 100% guys :huh:
Also, combined efforts, despite some drawbacks, can have huge benefits for both the modders that follow and the poor user. It takes me 2 days to "build" an install thats 'Just what I want'.
In a perfect world, all the mods would jigsaw together. This is never going to be a reality, but making it somehwat smoother can't hurt :p
Finally started work on the surface ships. Things are in the experimentation stage as I learn how the different parameters affect performance.
Using the Mogami as the initial test bed.
Great idea!:up: I'm wondering though, unless I missed it while I was speedreading through the thread, how dose this differ from, or similar to NSM?:hmm:
Webster
08-31-08, 05:30 PM
We've been discussing various fixes that the merchants and warships need in SH4.
I was thinking about doing the fixes and having them be a part of RFB, but then I started to have another idea.
It seems it would be better to have a seperate mod that anyone can use.
What this mod would entail is correcting the physics of the surface ships and the cfg files. People could take it for their mod and whatever recognition manual they want to update to use with it.
I've had some good results playing with the Mogami in reducing her acceleration and increasing her turning radius.
Anyway- throwing this out to the community. If you like this,it will take help from some of the more knowledgable people in digging up info and testing (Like tater, otherwise known as "Mr IJN" :D)
thank you , your work will be part of every modders game in one form or the other. i have been a strong supporter of the stand alone mod style because it does just as you said, it allows everyone to use it in there own way. :up:
Seminole
08-31-08, 06:51 PM
It seems it would be better to have a seperate mod that anyone can use.
Yep, yep, yep....if I am allowed a voice in this then I heartily concur. Seldom do I like each and ever thing included in any super mod and like to pick and choose what I want to employ and what I do not.
I never was a big fan either of unisex or one size fits all . :nope:
ReallyDedPoet
08-31-08, 09:04 PM
Sounds good :yep:
RDP
AVGWarhawk
08-31-08, 09:19 PM
Nah, I like the jet ski reaction of tons of steel. Especially the tankers! This is long overdue Swdw. :up:
Great idea!:up: I'm wondering though, unless I missed it while I was speedreading through the thread, how dose this differ from, or similar to NSM?:hmm:
I believe NSM didn't deal with the acceleration and turning capabilities of the ships. That's all I'll be addressing in this mod so it's compatible with stock.
It'll also be in a later version of RFB along with the new ship damage model. Next relesae will just have the new damage model.
Orion2012
09-03-08, 08:00 PM
Great idea!:up: I'm wondering though, unless I missed it while I was speedreading through the thread, how dose this differ from, or similar to NSM?:hmm:
I believe NSM didn't deal with the acceleration and turning capabilities of the ships. That's all I'll be addressing in this mod so it's compatible with stock.
It'll also be in RFB along with the new ship damage model.
Sounds great, at the rate things are progressing, Sh4 could become the falcon 4.0 of sub sims....
But we still need that 300 page manual.
Ping!
Hopefully I'll have my PC set up in the "man cave" next week.
On topic, I have a number of ideas for merchant shipping, several I have experimented with that required some of the S3D improvements to finalize. I'm slightly rusty, frankly. Might dive in in earnest in a few weeks.
peabody
09-19-08, 02:42 PM
We've been discussing various fixes that the merchants and warships need in SH4.
I have a strange one for you. Working on the Japanese Campaign, I fired four fish at a Fleet Carrier, nothing. DDs approaching had to move quickly. Popped up again, and got lucky the Carrier had turned to run and was crossing my bow, shot three more, nothing. :hmm: Went to 'free camera' over to the Carrier and underwater and looked up. I could actually see about half of the ships hull with no water on it. The Carrier didn't have two inches of water under it. I wish I had the screenshot but I had problems and had to reinstall SH4 and I didn't bother to save the pics. It's not the first time I've missed (I wrote the mission, I know where they are:rotfl:) some may be legitimate misses because of the 'acceleration' issue, but these I was close enough I could see my torps wake and they passed right under it. (And I wasn't too close for arming either).
Peabody
Rockin Robbins
09-19-08, 02:46 PM
Absolutely amazing! Swdw vanishes for a period of time on personal business and comes back to tackle one of the biggest issues in SH4! This will make a tremendous difference for every player of the game. I especially like that the surface ship guru, ivank, jumped right on this one, and that tater is excited about a project again.
Seminole, you not only are allowed a voice, but your good judgment and independent attitude (like WEBSTER!) speak for the majority of players of the game. Your voice is one that is listened to very carefully by the RFB team.
You've got to be pretty excited about the new enthusiasm and the explosion of new mod ideas for SH4.
I was thinking about doing the fixes and having them be a part of RFB, but then I started to have another idea.
It seems it would be better to have a seperate mod that anyone can use.
Please DO SO!
RFB is great, but "advanced" users prefer to customize their own install to personal taste, and this mod would be a blessing.:up:
If you can include in the readme the tweaks done to files, that would allow easy coordination with other mods used :)
Turbografx
09-19-08, 03:29 PM
Sounds sweet, I'm tired of speed boat warships.
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