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View Full Version : TMT or Thomsen's Ships? or both?


vergol
03-05-10, 09:44 PM
From what I've gathered from their respective threads, TMT tweaks ship buoyancy values and mast-height values in the recognition manual, while Thomsen's Ships modifies ship buoyancy and inertia.

The two mods have a few conflicting files, but I've enabled both in JSGME and have kept it like that for a while now. I've also tried them individually. In all three cases I haven't noticed much difference in ship behavior. Perhaps I'm just not looking hard enough.

Could someone give me a more detailed explanation of how these mods affect gameplay and whether it's a good idea to use both at the same time?

Perhaps someone can recommend one or the other?

Thanks.

makman94
03-05-10, 09:48 PM
From what I've gathered from their respective threads, TMT tweaks ship buoyancy values and mast-height values in the recognition manual, while Thomsen's Ships modifies ship buoyancy and inertia.

The two mods have a few conflicting files, but I've enabled both in JSGME and have kept it like that for a while now. I've also tried them individually. In all three cases I haven't noticed much difference in ship behavior. Perhaps I'm just not looking hard enough.

Could someone give me a more detailed explanation of how these mods affect gameplay and whether it's a good idea to use both at the same time?

Thanks.

forget to use both of them ! the one 'breaks' the other .
what they do....? read the readsme of both.all are described there

vergol
03-05-10, 10:03 PM
Let me rephrase:

Can someone recommend one or the other, and why?

makman94
03-05-10, 10:25 PM
Let me rephrase:

Can someone recommend one or the other, and why?

they are doing tottaly different things ....can not be compared ! its up to you what you like or not

vergol
03-05-10, 10:56 PM
TMT2 states that it corrects some mast/draft values. Does this mean that if I don't use it, I won't get accurate ranges and depths on vanilla/GWX ships?

h.sie
03-06-10, 06:24 AM
For my private use only, I made an "Thomsens Ships Addon for TMTv2", which is based on TMT v2, but adds the acceleration/deceleration relevant values to the TMTv2 files according to Thomsens recommendations. If makman allows it, I could upload that....but no further support. I'm tired.

h.sie

Magic1111
03-06-10, 07:27 AM
For my private use only, I made an "Thomsens Ships Addon for TMTv2", which is based on TMT v2, but adds the acceleration/deceleration relevant values to the TMTv2 files according to Thomsens recommendations. If makman allows it, I could upload that....but no further support. I'm tired.

h.sie

Yes, I´m very interested ! Please upload the MOD, when you have the permission from makman ! :up:

Best regards,
Magic:salute:

h.sie
03-06-10, 07:37 AM
...waiting for makman's answer...

Magic1111
03-06-10, 07:43 AM
...waiting for makman's answer...

Wonderful, I like to wait............! :up::yep:

Best regards,
Magic:salute:

makman94
03-06-10, 11:40 AM
TMT2 states that it corrects some mast/draft values. Does this mean that if I don't use it, I won't get accurate ranges and depths on vanilla/GWX ships?

i don't know about gwx ship's data but you can check gwx's data during your play. i didn't check all of them(so i can't speak for all of them) becuase i ,from the first moment,had decided to use the .sims from Rubini's b+d mod.
these .sims are 'putting' the ships deeper to water so one way or the other ALL ships's data needed to be adjust and thats the TMT(masts and lengths).for more info read its readme

For my private use only, I made an "Thomsens Ships Addon for TMTv2", which is based on TMT v2, but adds the acceleration/deceleration relevant values to the TMTv2 files according to Thomsens recommendations. If makman allows it, I could upload that....but no further support. I'm tired.

h.sie

pm sent

spaceman8888
03-06-10, 11:48 AM
makman94, you once replied in TMT thread that to use racerboy sh4 effects mod .. only copy texture folder frm it?
does this mean no copying of library folder & zone.cfg file? or just deleting sea folder .. which contains conflicting .sim files?

..sry for going off thread topic

makman94
03-06-10, 11:53 AM
makman94, you once replied in TMT thread that to use racerboy sh4 effects mod .. only copy texture folder frm it?
does this mean no copying of library folder & zone.cfg file? or just deleting sea folder .. which contains conflicting .sim files?

..sry for going off thread topic

yes, i don't remember now the files of Racerboy's mod but have in mind that any file that is conflicting with TMT's files will end to screw TMT
(I use in my personal install only some textures from Racerboy's mod)

spaceman8888
03-06-10, 12:27 PM
yes, i don't remember now the files of Racerboy's mod but have in mind that any file that is conflicting with TMT's files will end to screw TMT
(I use in my personal install only some textures from Racerboy's mod)

okay, just one more question, if you dont mind..
since you have edited .sim files in sea folder .. can you tell me do they cross reference with other files or is it safe to delete them.. will SH4 effects mod cause issues if sea folder is deleted?
Well i tested SH4 mod + TMT v2 after deleting sea folder .. it seems to work at the moment.. but dont know for sure

h.sie
03-06-10, 02:55 PM
Both mods now are merged:

http://www.subsim.com/radioroom/showthread.php?t=163556

Thank you, makman94!

h.sie

vergol
03-06-10, 03:31 PM
Both mods now are merged:

http://www.subsim.com/radioroom/showthread.php?t=163556

Thank you, makman94!

h.sie

Thank you!