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View Full Version : [REL] Webster's Ship Manuvering Fix for v1.4 and v1.5


Webster
04-02-09, 12:25 PM
Webster's Ship Manuvering Fix for v1.4 and v1.5
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General info:

I made this mod to eliminate the way ships in the game (mainly the destroyers) can take off from a dry stop like drag racers or how they can stop on a dime or zip forwards and backwards without even hesitating for a second. Anyone who has ever been on a boat knows this is impossible for ships to do, there is no traction or brakes on water.

This mod will to add inertia to ships and reduce acceleration times to get more realistic looking movements from all ships. it is not perfect by a long shot but it is as close as i can get without it effecting the way the game looks and feels in the way its played.

This mod works with both v1.4 and v1.5 of the game, if any conflicts show up with other mods then just install this mod last and overwrite any files.
In addition to the manuvering fixes, this mod also includes "SonarTargetFix2" by vickers03 and my own ship draft fix.

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More about the mod:

(manuvering fixes)

I made some changes to stop the lifeboats from zipping around like chickens with their heads cut off. They now move more slowly and dont move very far, unlike in the stock game where they sometimes move the same speed as my sub is going lol.

I adjusted the way ships will react to the waves so they no longer bob around so much and should ride more stable in large waves like in real life. Im not saying its perfect but they now act like they have some weight to them and cut into the waves a little bit more.

The changes I made to the ships means they are going to be frequently changing speeds from manuvers and you will have to adjust your torpedo solutions or make sure they are not changing speed to avoid missing them.

To make a long story short if you are detected and they start to zig zag, you better be close to them when you fire or you will miss.

Ships will now speed up and slow down much slower and they will lose some speed in heavy seas or when turning and should have a harder time trying to stop forward movements quickly.
They still stop too quickly for my liking but there are limits to what i can do about that.

Ships have not been neutered or rendered weak in any way and top speeds of ships have not changed but they will act more realistic looking as far as accelerating and stopping.

In the stock version of sh4 some files in the game had sounds that were not working properly or no sounds at all and this caused some ships not to be heard on sonar. this mod made that problem even more evident.

It was fixed by "vickers03" who created a sonar fix for all ships in the game that completely fixes this issue. With his sonar fix, it is now possible to accurately hear all engine driven ships in the game.

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Other fixes:

I also included the following fixes:

(sonar target fix 2) by vickers03

Fixes all ships and subs in the game so that they can be heard properly on sonar


(Webster's Ship Draft fix)

Draft heights were accurately corrected for the following ships & subs:

American:

DD clemson, BB north carolina, BB iowa,
victory cargo, liberty cargo, troop transport

Japan:

CL naka, CA furutaka, CV hiryu, CV shokaku,
large composite merchant, small composite merchant, Sen Toku (I-400), and the midget sub (Ko Hyoteki)

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Install info:

It is jsgme ready, just unzip and open the "Webster's Ship Manuvering Fix for v1.4 and v1.5" folder, then copy the "Webster's Manuvering Fix" folder found there into jsgme.

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Disclaimer:

I tried to make the ships act more realistic in the game but there are limits to what you can do with the game files so i had to compromise between speeds vs the AI controlled manuverability and this was as much as i felt i could get acceleration speeds to slow down without it effecting the way the game looks and feels in the way its played.
I did my best and im pretty happy with the results, thats about all i can say about it.

This mod was based on the work done by Phillip Thompson for his SH3 Ships mod. his sh3 work has now been taken over and conhtinued by H.sie. i thank both of them for all the help they provided to me.

Special thanks to vickers03 for his wonderfull sonar fix 2 that is such an important and needed fix for the game and for this mod.

Webster

Download here: Subsim (http://www.subsim.com/radioroom/downloads.php?do=file&id=942) or Filefront (http://www.filefront.com/user/keakar)

Canonicus
04-02-09, 03:43 PM
Ships doing manuevers that simply contradict the laws of physics!

Thanks for your work on that! :up:

Sailor Steve
04-03-09, 03:25 PM
WHAT? Real battleships don't go from 0-60 in 4.6 seconds? I beg to differ! Why, back in my day I measured everything from stem to stern, and I'm here to tell you blah blah blah blah blah...

Good work, Webster. I love the work you're doing.

Hitman
04-03-09, 04:04 PM
Cool :yeah:A much needed fix, was already tired of the dragster-ships :damn:

Will it also be part of the fixes-only-patch? :DL

Webster
04-03-09, 04:08 PM
Cool :yeah:A much needed fix, was already tired of the dragster-ships :damn:

Will it also be part of the fixes-only-patch? :DL


im thinking of it, i cant find a good reason not to but then i wouldnt want to force something on anyone and maybe someone wouldnt want it?

maybe i'll do a GFO with and one without it? i just dont know, its hard to know what people want

VipertheSniper
04-03-09, 06:55 PM
WHAT? Real battleships don't go from 0-60 in 4.6 seconds? I beg to differ! Why, back in my day I measured everything from stem to stern, and I'm here to tell you blah blah blah blah blah...

Good work, Webster. I love the work you're doing.

:har::har::har::har::har::timeout:

Hitman
04-04-09, 03:04 AM
im thinking of it, i cant find a good reason not to but then i wouldnt want to force something on anyone and maybe someone wouldnt want it?

maybe i'll do a GFO with and one without it? i just dont know, its hard to know what people want

Yes you are right, but then a good idea would be to add it simply as JSGME enabable stuff. Those who want it, enable it with a click, or to enable definetively copy over the game folder, and that's all.

msalama
04-04-09, 06:45 AM
Gents,

I'm glad to report that this important and much-needed mod works perfectly with RFB :yep:

Webster
04-04-09, 12:52 PM
Gents,

I'm glad to report that this important and much-needed mod works perfectly with RFB :yep:


there is one small catch to using with RFB or TMO, the added ships in RFB and TMO will not be corrected for speeds so a few ships will need correcting in a RFB and TMO version so the extra ships are accounted for as well. and naturally this mod installed last.

i will take care of those soon but GFO comes first, it is overdue and i mainly need to work on it

NEON DEON
04-04-09, 06:38 PM
Hi Webster,

Does this mod change how ships turn or is it that they turn more often because they are trying to avoid collisions or something else?

Webster
04-04-09, 07:12 PM
Hi Webster,

Does this mod change how ships turn or is it that they turn more often because they are trying to avoid collisions or something else?

you wont notice ships acting any differently except how they accelerate and stop because it changes nothing in the way warships manuver with the exception of BB, they turn a little slower than in stock.

because all warships are made very manuverable, i took extra care not to deminish the ability they had for quick manuvers but they will lose speeds when turning so the more they turn the slower they get.

as an example, a BB doing 20 kts thats begins zig zagging can slow to around 10 kts but they wont stall or anything they just get to a certain point where even under full power they cannot gain any more speed without making a straighter course.

the merchant ships were all given reduced turning ability as well so you should see those ships are making much more gradual turns and have a tougher time zig zagging past damaged or sinking ships.

vanjast
04-05-09, 04:40 PM
I'm replaying a 'surface attack scenario' an I can say that Websters mods do make a difference.
I watched this one escort doing all sorts of moves, and I can say it was close to what I've seen in RL....

Great work ... 'W'
:up:

tonschk
04-05-09, 06:19 PM
:salute: Thank you for this Webster :yeah:

Wolfling04
04-06-09, 12:40 AM
awesom downloading now

Regio Sommergibile
04-06-09, 06:22 AM
Is this mod compatible with TMO or RFB ??

Webster
04-06-09, 09:53 AM
Is this mod compatible with TMO or RFB ??


yes and no, yes it will work but no as in they have new ships in those mods that were not corrected by this mod so the added ships still zip around too fast.

i will get around to making tmo rfb and fotrs versions when i have time.

Regio Sommergibile
04-06-09, 12:07 PM
Thanks Web! :up:

NEON DEON
04-12-09, 02:01 PM
Nice.

Thanks Webster.

:yeah:

Captain Wreckless
11-18-12, 03:38 PM
Now that you have GFO out, did you ever get around to update it for TMO? I'm itchin' to try this and will install it and see what happens.

CW :Kaleun_Cheers:

Webster
11-19-12, 02:14 PM
Now that you have GFO out, did you ever get around to update it for TMO? I'm itchin' to try this and will install it and see what happens.

CW :Kaleun_Cheers:
sadly no, i have RL issues and stuff going on so i dont have much time for modding anything anymore.

im a perfectionist so i hate leaving things unfinished and it bothers me not to have done an update for GFO and this mod but hopefully i can get to it in the not too distant future :hmmm:


im not saying for sure that it is compatable but its very likely this mod will work fine with TMO as long as you load this mod last, the only thing is there might be a few new ships added by TMO that havent been corrected by this mod so they will still start and stop too quickly. there could be some unforseen side effects so all i can say is try the mods together and see if they work is the only way to know for sure

Captain Wreckless
11-20-12, 02:02 AM
sadly no, i have RL issues and stuff going on so i dont have much time for modding anything anymore.

im a perfectionist so i hate leaving things unfinished and it bothers me not to have done an update for GFO and this mod but hopefully i can get to it in the not too distant future :hmmm:


im not saying for sure that it is compatable but its very likely this mod will work fine with TMO as long as you load this mod last, the only thing is there might be a few new ships added by TMO that havent been corrected by this mod so they will still start and stop too quickly. there could be some unforseen side effects so all i can say is try the mods together and see if they work is the only way to know for sure

Thanks for the info.

CW:Kaleun_Cheers:

avers
09-03-14, 08:37 PM
hey web, have you made or making a version for TMO?

Webster
09-03-14, 09:34 PM
sorry guys but I think my modding days are long gone, too much RL BS going on

this mod should still work ok with tmo but as I mentioned before I think tmo ads some ships that this mod doesn't have modded files for so there will still be a few ships that stop and start way too fast

just load this mod last after tmo and rsrdc if used

aanker
09-06-14, 03:45 PM
Webster, Thanks for all you have done. I know what you mean regarding RL issues. I'm in the same boat : )

Just wanted to pat you on the back Buddy...

Happy Hunting!

Art