Log in

View Full Version : Masts+Lengths Adjustments


makman94
06-07-09, 08:06 AM
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 ) (http://www.subsim.com/radioroom/showthread.php?t=153937)




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

onelifecrisis
06-07-09, 08:23 AM
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.

ps1: PLEASE DON'T POST your adjustments.

Why not, out of curiosity?

makman94
06-07-09, 08:27 AM
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 :up:

edit: about the not posting: to avoid confusions ,after the check will be released for sure!

makman94
06-09-09, 07:48 PM
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

Darkseed
06-09-09, 09:21 PM
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. :up:

jmr
06-09-09, 11:41 PM
Yes, I'm playing without the buoyancy and draught mod.

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

makman94
06-10-09, 05:18 AM
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. :up:


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 ?

makman94
06-14-09, 02:29 PM
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

Graf Paper
06-14-09, 03:08 PM
Whaddaya mean "I don't play with this mod installed."? :stare:

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


Good work, makman! :up:

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. :haha:)

Ah well, the rest of you have fun anyways...with or without this great mod and Rubini's work. :salute:

onelifecrisis
06-14-09, 03:24 PM
Good work, makman! :up:

Thank you for not becoming discouraged and continuing to complete this mod.

+1
:up:

makman94
06-14-09, 07:50 PM
Whaddaya mean "I don't play with this mod installed."? :stare:

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


Good work, makman! :up:

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. :haha:)

Ah well, the rest of you have fun anyways...with or without this great mod and Rubini's work. :salute:
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.....:up:

+1
:up:

thank you,OLC :up:

CapZap1970
06-14-09, 08:02 PM
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? :hmmm:
Thanks again!!
CapZap

makman94
06-14-09, 08:05 PM
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? :hmmm:
Thanks again!!
CapZap

hello CapZap,

It is inside the lifeboat and debris mod by Rubini.look in the optional folder
thank you,too
bye

CapZap1970
06-14-09, 08:25 PM
rgr that!!! :up:

Rubini
06-15-09, 08:43 AM
Thanks makman for more this great work!:up:

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.:up:

Pisces
06-15-09, 11:05 AM
Is it not possible to compare the particular values in the .dat files of Rubini/Makman's mod, with the unmodded files of GWX3, and correct the 'true' mastheight-value in the cfg files of each vessel with the difference? (of height of center of gravity, I presume)


(runs away before people start to think he himself has the time to do it :oops: )

makman94
06-15-09, 11:28 AM
Thanks makman for more this great work!:up:



no, I am thanking you for all that you have offered till today!:up:

Is it not possible to compare the particular values in the .dat files of Rubini/Makman's mod, with the unmodded files of GWX3, and correct the 'true' mastheight-value in the cfg files of each vessel with the difference? (of height of center of gravity, I presume)


(runs away before people start to think he himself has the time to do it :oops: )

.dat files ? what have .dat files to do here? if you are trying to say that then the masts values can be adjusted without 'GWX_ships_Buoyance&draught_mod' ,i am afraid that it will need the same hard work becuase ,as Rubini had informed me,not all the ships(even if they belong to the same type) are the same effected of 'GWX_ships_Buoyance&draught_mod'
and just for the last ,why not simply run first the 'GWX_ships_Buoyance&draught_mod' ?
where is the big deal?

edit: and why not to give this energy in helping to finish THIS attempt ? and then ,if a formula is found,all the ships will be adjusted very soon without the 'GWX_ships_Buoyance&draught_mod'.

makman94
06-15-09, 11:39 AM
i need an info from someone that is familiar with roster files.
i need a list of all the ships that belongs exlusively to GERMANY ,meaning that NO OTHER country is using them . (these ships will need no adjustments as we are never aim to them)
thank you

Pisces
06-15-09, 12:42 PM
.dat files ? what have .dat files to do here? if you are trying to say that then the masts values can be adjusted without 'GWX_ships_Buoyance&draught_mod' ,i am afraid that it will need the same hard work becuase ,as Rubini had informed me,not all the ships(even if they belong to the same type) are the same effected of 'GWX_ships_Buoyance&draught_mod'
and just for the last ,why not simply run first the 'GWX_ships_Buoyance&draught_mod' ?
where is the big deal?

edit: and why not to give this energy in helping to finish THIS attempt ? and then ,if a formula is found,all the ships will be adjusted very soon without the 'GWX_ships_Buoyance&draught_mod'.Whoops, they (Rubini's files) are appearantly .sim files that contain the modified draught setting. My apologies for jumping to conclusions. I automatically connect that S3D program with .dat files. Don't know why as it can read and modify the whole lot.

I am tempted to try the buoyancy and draught modifications, because in GWX3 (which I installed for the 1st time yesterday) ships do seem to bob around like rubber ducks in a bathtub. It is probably an improvement to install the mod, but with all the diversity of mods one must be carefull they don't conflict with others. Therefore people are hesitant to try new stuf every time. Also, sometimes the side-effect are a deal-breaker. And that is often a personal opinion. I am not saying this mod (with your adjustments) are the same. But you asked why not. That's my answer. People are creatures of habbit and often want to keep the things they have. I definately do.

Your solution of measuring each ship in a mission is probably the right way to do it. If it is a cumbersome way. And it makes this a sensible value since it is a valid height as measured by the attackscope. Not some abstract number because a formula says it is. However basing these values on a derivative of GWX (as Rubini's mod is) and then converting them back to 'normal' GWX mastheights is really the wrong way around. As it can also add up the inaccuracies of measurement and corrections made. But if you insist on completing your measurements with the bouyancy and draught modifications enabled, then that's the way it is. And not wanting to redo the same work I started thinking of ways to simplify the modification back to stock, even if there are chances of inaccuracies. If in the original GWX3 file is a value that tells how deep the keel is (or some sort of center-of-gravity), and in Rubini's file there is a different value there, then the difference should tell how much your mast value should be 'corrected back'. This searching through the .val files (or wherever it is stored) may have to be done for each file Rubini modified, but I suspect it takes less time than your 'mission measurement' approach.

I hope that clear it up as I have to go.

makman94
06-15-09, 01:05 PM
Whoops, they (Rubini's files) are appearantly .sim files that contain the modified draught setting. My apologies for jumping to conclusions. I automatically connect that S3D program with .dat files. Don't know why as it can read and modify the whole lot.

I am tempted to try the buoyancy and draught modifications, because in GWX3 (which I installed for the 1st time yesterday) ships do seem to bob around like rubber ducks in a bathtub. It is probably an improvement to install the mod, but with all the diversity of mods one must be carefull they don't conflict with others. Therefore people are hesitant to try new stuf every time. Also, sometimes the side-effect are a deal-breaker. And that is often a personal opinion. I am not saying this mod (with your adjustments) are the same. But you asked why not---well, i respect the fact that you had become the first to express your 'fears' about the b+d mod but i really think that there is nothing to worry about-Rubini is around here to inform us. That's my answer. People are creatures of habbit and often want to keep the things they have. I definately do.---changing habbits is not always something ...bad (with every new girlfriend ...most oftenly someone is changing habbits....:DL )

Your solution of measuring each ship in a mission is probably the right way to do it. If it is a cumbersome way. And it makes this a sensible value since it is a valid height as measured by the attackscope. Not some abstract number because a formula says it is--true. However basing these values on a derivative of GWX (as Rubini's mod is) and then converting them back to 'normal' GWX mastheights is really the wrong way around---i don't know yet about this.needs investigation.... As it can also add up the inaccuracies of measurement and corrections made. But if you insist on completing your measurements with the bouyancy and draught modifications enabled, then that's the way it is. And not wanting to redo the same work I started thinking of ways to simplify the modification back to stock, even if there are chances of inaccuracies. If in the original GWX3 file is a value that tells how deep the keel is (or some sort of center-of-gravity), and in Rubini's file there is a different value there, then the difference should tell how much your mast value should be 'corrected back'---if ,indeed,there are these values(i am not familiar with these type of files) it will be just...lovely.but i will say it for last time:there is no need ,try the b+d mod. This searching through the .val files (or wherever it is stored) may have to be done for each file Rubini modified, but I suspect it takes less time than your 'mission measurement' approach.---many mast values needed adjustments,even with,even without b+d mod

I hope that clear it up as I have to go.

yes,you were 'clear'
bye

Rubini
06-15-09, 01:55 PM
... because in GWX3 (which I installed for the 1st time yesterday) ships do seem to bob around like rubber ducks in a bathtub. It is probably an improvement to install the mod, but with all the diversity of mods one must be carefull they don't conflict with others. Therefore people are hesitant to try new stuf every time. Also, sometimes the side-effect are a deal-breaker. And that is often a personal opinion. I am not saying this mod (with your adjustments) are the same. But you asked why not. That's my answer. People are creatures of habbit and often want to keep the things they have. I definately do...

Yes. That "bob around like rubber ducks" is exactly what this b+d mod try to fix or at least made it a little better at RL behaviour side. We probably will also have some "taste type of things" here; some will like it, others not.

And you are right too, we have a lot of mods that modifies different things on the same files, this makes the life of modders a real hell. But this is the price that we pay to have the game as we like it.:damn::up:

onelifecrisis
06-15-09, 05:28 PM
i need an info from someone that is familiar with roster files.
i need a list of all the ships that belongs exlusively to GERMANY ,meaning that NO OTHER country is using them . (these ships will need no adjustments as we are never aim to them)
thank you

Look in data\Roster\German\Sea

Edit:
Actually there seems to be some ships in there which are not exclusive to Germany, but you can find out which ones by doing a file search in data\Roster e.g. search for sloop.cfg and you'll find it in not just the German folder, so you know that one is not exclusive to Germany. Search for CAPEugen.cfg and you'll see it only exists in the German folder, so that one is exclusive to Germany.

Edit2:
I did the searches and here is the list of ships exclusive to Germany:

BBBismarck.cfg
BBGneisenau.cfg
BBScharnhorst.cfg
BBTirpitz.cfg
BCDeutschland.cfg
BCGrafSpee.cfg
CABlucher.cfg
CAHipper.cfg
CALutzow.cfg
CAPEugen.cfg
CAScheer.cfg
CLKclass.cfg
CVGrafZeppelin.cfg
DDType36A.cfg
Ftboot.cfg
GeAuxCruiser.cfg
LCMTL.cfg
MS1935.cfg
NHPB.cfg
NMSR.cfg
NMSS.cfg
TB1924.cfg
TB1937.cfg

Some of those might not even be ships, but they're all unique to Germany.

makman94
06-15-09, 05:36 PM
Look in data\Roster\German\Sea

Edit:
Actually there seems to be some ships in there which are not exclusive to Germany, but you can find out which ones by doing a file search in data\Roster e.g. search for sloop.cfg and you'll find it in not just the German folder, so you know that one is not exclusive to Germany. Search for CAPEugen.cfg and you'll see it only exists in the German folder, so that one is exclusive to Germany.

you were faster than me ! i was typing to you that OTMST2 (modern tanker) also is being using by British but thank you for the info ,this is solving this .:up:

onelifecrisis
06-15-09, 05:44 PM
you were faster than me ! i was typing to you that OTMST2 (modern tanker) also is being using by British but thank you for the info ,this is solving this .:up:

See my 2nd edit, above. :up:

makman94
06-15-09, 05:56 PM
See my 2nd edit, above. :up:

very,very niiice !! thank you OLC :up:

sumarry:
another fifteen ships are allready ready but are not released yet becuase are still in testing procedure.
now, if we put out the german ships you mentioned and the VERY small fishing boats(that also will be no adjusted ) ,i am huppy to tell you that have left only about 60 ships to look at

again,thanks

makman94
06-15-09, 06:14 PM
What about the NFAD ? it appears in roster/german/sea/ and in roster/environmental/sea

what means it is in environmental sea ? will be ever become enemy?

NFAD=Dithmarschen class

onelifecrisis
06-15-09, 06:26 PM
What about the NFAD ? it appears in roster/german/sea/ and in roster/environmental/sea

what means it is in environmental sea ? will be ever become enemy?

NFAD=Dithmarschen class

Hmm, maybe it appears in "environmental" because it is sometimes used as a wreck? That's just a guess, but anyway yeah I suspect you're right and you don't need to do a mast correction on that one.

LGN1
06-15-09, 09:42 PM
Hi makman94,

thanks for the great work :up:

Please anyone correct me if I am wrong, but I guess, Rubini's mod only changes the draft of the ships, thus putting them deeper into the water and reducing the height of the mast.

In this case, my guess is that the difference in the true mast height between Rubini's mod and the TRUE original GWX height is not more than approx. 1m. I guess in this case it is more important to know exactly where the height is measured (what is nicely shown in the present mod :up:)
Since most ships have a mast height of more than 20m, a difference of 1 m is less than 5%. I guess this is inside the error margin of measuring anyway.

So, I think this mod is very useful also for GWX users who do not use Rubini's mod. Also, GWX users can just measure the height a little bit below the marked point and it should be fine (determining the target course is unaffected by this anyway because it is just a constant offset).

An interesting question is how the draft is changed in Rubini's mod and whether the cfg files show the right value :06:

Thanks again, makman95!

Cheers, LGN1

makman94
06-16-09, 07:51 AM
Hi makman94,

thanks for the great work :up:

Please anyone correct me if I am wrong, but I guess, Rubini's mod only changes the draft of the ships, thus putting them deeper into the water and reducing the height of the mast.

In this case, my guess is that the difference in the true mast height between Rubini's mod and the TRUE original GWX height is not more than approx. 1m. I guess in this case it is more important to know exactly where the height is measured (what is nicely shown in the present mod :up:)
Since most ships have a mast height of more than 20m, a difference of 1 m is less than 5%. I guess this is inside the error margin of measuring anyway.

So, I think this mod is very useful also for GWX users who do not use Rubini's mod. Also, GWX users can just measure the height a little bit below the marked point and it should be fine (determining the target course is unaffected by this anyway because it is just a constant offset).

An interesting question is how the draft is changed in Rubini's mod and whether the cfg files show the right value :06:

Thanks again, makman95!

Cheers, LGN1

well said LGN1 ! :up: i agree with every line of yours.about draft values, that's another story(needs investigation) that never checked out
thank you ,too

ps:does anybody know if there are countries in roster that NEVER became enemies of germany?

bye

Graf Paper
06-16-09, 08:42 AM
Sweden, Portugal, Spain, and Ireland were Neutral throughout the entire war.

Argentina was neutral until 27 March, 1945 but never engaged in armed action against Germany.

Japan was an ally of Germany for the entire war and the last remaining signatory of the Tri-Partite Treaty, after Italy and Germany fell to the Allies, until its own defeat and subsequent surrender on August 15, 1945.

makman94
06-16-09, 09:23 AM
Sweden, Portugal, Spain, and Ireland were Neutral throughout the entire war.

Argentina was neutral until 27 March, 1945 but never engaged in armed action against Germany.

Japan was an ally of Germany for the entire war and the last remaining signatory of the Tri-Partite Treaty, after Italy and Germany fell to the Allies, until its own defeat and subsequent surrender on August 15, 1945.

thanks Graf Paper, now let's see if we are lucky and find any ships that belongs exlusevily to these countries.
much appreciated :up:

Pisces
06-16-09, 10:11 AM
In this case, my guess is that the difference in the true mast height between Rubini's mod and the TRUE original GWX height is not more than approx. 1m. I guess in this case it is more important to know exactly where the height is measured (what is nicely shown in the present mod :up:)
Since most ships have a mast height of more than 20m, a difference of 1 m is less than 5%. I guess this is inside the error margin of measuring anyway.If it was only that simple. Percentage errors add up. If you have a mastheight error of 5 percent in the recognition manual, and an observation error of 4 percent, the endresult is anywhere within 9%. The error in the end result is not as big as the worst of it's parts. Except when the biggest cause of errors is a magnitude bigger than the rest. Then you can ignore the lesser ones to make it easy on yourself.

makman94
06-16-09, 10:32 AM
if we have a ship with a mast of 26m at 3000m and your rec writes that mast=25 then you will measure a distance of 2885.so you will have a false of 115m at 3000m .if it is closer the false also getting smaller (at 2000m the false is 77m )
so, LGN1 is right that a 5% can be 'accepted' if you don't want to use the b+d mod.
now,trying to eliminate this false by eye (aiming to a little lower spot from the one showen in the rec) its always based on your own abillities and experience in game.its the same with not calm seas ,always its up to your abillity and experience to find the waterline!(this false will be always there to distinguish the bad and real good captains)

edited

LGN1
06-16-09, 08:53 PM
If it was only that simple. Percentage errors add up. If you have a mastheight error of 5 percent in the recognition manual, and an observation error of 4 percent, the endresult is anywhere within 9%. The error in the end result is not as big as the worst of it's parts. Except when the biggest cause of errors is a magnitude bigger than the rest. Then you can ignore the lesser ones to make it easy on yourself.

Yes, sure, I agree with you, but using makman94's data is probably still more accurate than the uncorrected GWX values (at least for some ships). I don't know for sure, but I guess that also in real life they didn't know the mast height more accurately than +-1m (ship type, loaded/not loaded ship,....?). And I think 10% is still acceptable.

makman94
06-17-09, 04:37 AM
i was looking the posts at this thread and realise that most of them are dealing with the 'not use the b+d mod' or what can been done in order to avoid b+d mod.

i would like to say some words here,

i choosed to set the adjustments at gwx3's ships becuase most of you are playing sh3 with gwx3 and i was hoping that most of you would hearty help.but i was ...wrong.indeed,i found a community that is 'stuck' to this unexplained constancy for not using the b+d mod.

having said these ,
i would like you to understand that these adjustments are using the b+d mod and if you insist on not using it then i am afraid that you are posting at a wrong thread.
i am not saying that all of you ,that don't want to use b+d mod,are wrong.i am sure that you have your reasons but please understand that this is a theme of one OTHER thread. i prefer at this thread to talk ONLY about things that will help to complete this attempt

thank you for the understanding....

makman94
06-18-09, 03:20 PM
at my ff page you will find the 'ships 4-gwx3' which containes the adjustments (masts and lengths) at another fifteen ships of gwx3

bye

onelifecrisis
07-03-09, 10:16 AM
Hi makman,

Any recent progress to report? :hmmm: I'm looking forward to trying this when it's done. :D

karamazovnew
07-05-09, 07:58 AM
Same here :yeah:

makman94
07-05-09, 08:37 AM
@ OLC and Karamazovnew,

I am trying to upload 'ships 5-gwx3' to filefront but i can't figure out whats going on.the file is uploaded but it doesn't show at my ff page .
now i am uploading it to mediafire .if everything is ok i will give you the link

makman94
07-05-09, 08:53 AM
here : http://www.mediafire.com/?jkecyg5jt2j and at my ff page

ships 5-gwx3 is out.it containes my adjustments (masts and lengths) at another 28 ships of gwx3

about 30-35 ships have left to look at , but i have not enough time for that this period (real life's rules)

thank you

karamazovnew
07-09-09, 04:55 PM
I have one important question. How the heck did I play this game without such an important mod for 4 years?! Amazing stuff :yeah: :yeah: :yeah:.

What drew me to it was not the new mast values as i usually attack at 90 aob. But the lengths were most important for fixed wire speed. So having the C2 at 147m and the Granville at 78m always resulted in near misses. No bloody wonder :har:. And the red lines and blue flags on the recog manual are marvellous. Considering how little interest we showed at the beginning I'm really in your debt for continuing your work. Great job Makman!

makman94
07-10-09, 06:30 PM
I have one important question. How the heck did I play this game without such an important mod for 4 years?! Amazing stuff :yeah: :yeah: :yeah:.

What drew me to it was not the new mast values as i usually attack at 90 aob. But the lengths were most important for fixed wire speed. So having the C2 at 147m and the Granville at 78m always resulted in near misses. No bloody wonder :har:.

yes,Granville was way out but by saying c2 which one you are talking about?


And the red lines and blue flags on the recog manual are marvellous. Considering how little interest we showed at the beginning I'm really in your debt for continuing your work. Great job Makman!if you mean to help at finishing it (my english are not helping me here) ...you are more than wellcome

thank you too Karamazovnew

bye

karamazovnew
07-14-09, 09:23 PM
What C2 (I should've said Medium Cargo :oops:, 2 years playing without GWX sure left their mark)? The one in the training mission, nute sure which one of the 2 it is.
Abut helping, I've never been able to use the Mission editor. I'm using the rez fix mod and it screws the image up. I've even tried unninstaling both the fix and the game but no dice. But if there's a way to help even without the editor, PM me the instructions :up:.

makman94
07-16-09, 10:31 PM
hello,

ships 6-gwx3 is out.it containes my adjustments (masts and lengths) at another 16 ships of gwx3

@Karamazovnew: I think that you 'missed' something becuase medium cargo's length was ok . it was 140,5 (i made it 140).... not 147
thank you very much for your offering for help but there is no need anymore (only 20 ships had left)
about your 'problem' with the mission editor i think that if you get the mission editor.exe and copy it direct in your sh3 folder you will be fine (no need to unistall the res fix mod.get it from here: http://rapidshare.com/files/256691668/Sh3MissionEditor.rar.html

bye

karamazovnew
07-17-09, 02:59 AM
Tried the exe, it's the same, the map image is squashed while the marks in the mission are in correct position. It's impossible to place anything. In SH4 it works fine.

makman94
07-17-09, 02:20 PM
Tried the exe, it's the same, the map image is squashed while the marks in the mission are in correct position. It's impossible to place anything. In SH4 it works fine.

i thought that the res fix was effecting the ME.exe and my idea was that if you run an unmodded ME.exe (after the res-fix mod) will do the trick.anyway, it... could have work
bye

Graf Paper
07-18-09, 05:49 PM
The SH3 Mission Editor will not function properly with the High-Res Mod.

There is a workaround available but makman's thread is for his work. Try asking about it with a new thread or using the forum Search feature to find some answers.

As for you, makman...

You deserve a special place of honor for the long and tedious task of fixing the ships in GWX! It's been nearly four years since it was first known that something was wrong with the mast heights but it took a dedicated individual like you to bring this mod/fix/patch to fruition. :yeah:

Many thanks, good sir! :salute:

makman94
07-18-09, 07:04 PM
you will find the whole package of all ships (including the remaining 20 ships) here : [REL] Tribute to Manual Targeting ( the TMT mod ) (http://www.subsim.com/radioroom/showthread.php?t=153937)

i am glad to announce that this project is finally done!

just enjoy it as me !



As for you, makman...

You deserve a special place of honor for the long and tedious task of fixing the ships in GWX! It's been nearly four years since it was first known that something was wrong with the mast heights but it took a dedicated individual like you to bring this mod/fix/patch to fruition. :yeah:

Many thanks, good sir! :salute:
thank you very much for your words Graf Paper.
i had take so many things from this community that is my pleasure too, when i am in position to give something back!
it wasn't an easy task but i realy believe that you will enjoy it . :up:

Wolfehunter
07-18-09, 07:08 PM
I like this mod Mr. Makman. Keep up the good work. Any improvement is a bonus.

I can't wait to see it finished. :yeah:

makman94
07-18-09, 07:12 PM
I like this mod Mr. Makman. Keep up the good work. Any improvement is a bonus.

I can't wait to see it finished. :yeah:

well Wolfehunter today is your lucky day becuase you will not wait anymore! look the above post of mine!
thank you too

Wolfehunter
07-18-09, 07:18 PM
Cool dude. I missed that post. :salute:

Thanks,

WH

onelifecrisis
07-18-09, 07:28 PM
Bravo! Thanks a lot Makman.
:yeah: :rock: :salute:

makman94
07-18-09, 07:39 PM
Bravo! Thanks a lot Makman.
:yeah: :rock: :salute:


Now , you can leave your port . the hunter is out! :DL

thank you OLC :up: