View Full Version : [REL]: TMT v2 + Thomsens Ships Combimod
TMT v2 + Thomsens Ships - Combimod
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This Mod combines makman94's "Tribute to Manual Targeting V2" mod
http://www.subsim.com/radioroom/showthread.php?t=153937
with the Thomsens Ships mod, which (hopefully) makes
acceleration & maneuverability of surface ships more realistic.
http://www.subsim.com/radioroom/showthread.php?t=143775
Changes to TMTv2 .sim files according to Thomsens idea:
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Only for ships with tonnage > 300:
Unit_Ship/Propulsion/eng_power: 30% of original value.
Unit_Ship/Rudders/drag:
0.02 (MERCHANTS)
0.025 (BATTLESHIPS)
0.03 (DESTROYERS)
0.04 (ESCORTS)
Download: See my mediafire page.
Credits
-------
Makman94: For permission to use his TMTv2
Philip Thomsen: For his initial idea.
More Credits: See original TMTv2-Readme
Greetings,
h.sie
By the way: I only merged these two incompatible mods and so I give no further support on this mod, because I am very tired.
Magic1111
03-06-10, 03:18 PM
Hello h.sie !
Many thanks for merged these two MODs and for uploading ! :up:
And also a big Thank you to makman for permission to upload the MOD ! :yeah:
Best regards,
Magic:salute:
Choosing between these two mods has been a year-long headache for me. You've just cured it. Thanks a million.
PS: Did you by any chance include the 'Enhanced Funnel Smoke' in this release? I understand it was paired with Thomsen's Ships at some point.
Hey,
no I didn't, because I don't like this Enhanced Funnel Smoke.
Sorry.
Hey,
no I didn't, because I don't like this Enhanced Funnel Smoke.
Sorry.
I can live with that. :)
Makman gave me a version with this smoke. With that the ships looked like if they were burning. and the smoke direction was funny. GWX smoke looks better in my opinion.
I was on the starting block to merge these 2 mods and you made it, great :)
Thanks :up:
Thank you, h.sie!
I would gladly hear some comments from people who are using Thomsens ships mod - is it good? more realistic? without problems?
I don't know if it is really realistic but for me it is more real with than without, a tanker can't accelerate like a rocket. And also i prefer with Tomsens tweak ;)
I did not see big problems but i have not a lot of hour of gaming with it.
I think that in a "solo" encounter there is no problem; in a convoy perharps there is more confusion and some boats may be stopped but i also saw this behaviour in GWX3 "unmod" (or vanillia but i did play with it).
Also, i think it facilitates a bit shooting but for me it's good :haha:
Bye.
java`s revenge
03-08-10, 03:09 AM
Yessssssssssss, i have always waited for these 2 mods made to one.
Thanks a lot :yeah:
:woot:
Das Gespenst
03-08-10, 03:37 PM
Two great mods merged. Many thanks, downloading asap! :salute:
new version V4.4 available. now containing the xtra ships that come with BBWs GWX3-Wilhelmshaven-and-so-on-V6 campaign and also containing Jimbunas Q-Ship.
Magic1111
06-15-10, 01:08 AM
new version V4.4 available. now containing the xtra ships that come with BBWs GWX3-Wilhelmshaven-and-so-on-V6 campaign and also containing Jimbunas Q-Ship.
Many thanks for the new Version ! :yeah:
Best regards,
Magic:salute:
makman94
06-15-10, 03:35 AM
thank you H.sie :up:
is there a programme that we can measure new ship's lengths fast ?
with s3d it is a little time 'eater' ....
i mean that adjusting the X,Y,Z values to a node to make it positioned first on bow and then to stern is a little uncomfort
if we could find a way to do this fast then we can import and the FMF's new ships (when Iambecomelife release a stable final version of his mod)
Hi makman,
please excuse my unexact description. I did only add Thomsens changes (acceleration and gc_height and so on) for the new ships, but not the TMTv2 related data, because I only use TMTv2 but really don't know how to mod it by myself. So I hope that the ships dimensions of the new xtra ships are exact. If not, I'll live with that and call it historical inaccuracy. Did the Kaleuns in WWII know the exact length of all ships with high accuracy?
h.sie
makman94
06-15-10, 04:01 AM
Hi makman,
please excuse my unexact description. I did only add Thomsens changes (acceleration and gc_height and so on) for the new ships, but not the TMTv2 related data, because I only use TMTv2 but really don't know how to mod it by myself. So I hope that the ships dimensions of the new xtra ships are exact. If not, I'll live with that and call it historical inaccuracy. Did the Kaleuns in WWII know the exact length of all ships with high accuracy?
h.sie
no, they definetely didn't have that accuracy but i had noticed that some ships had very big errors at their data ....in some cases the length was more than 50 meters off .
i am sure that germans were always updating their manuals so i believe that their values were very close to the real ones . it will be extremely impossible, a u-boat to finishing its war career with the same manual that had at the start of its 'trip' .
i am looking for a programme like this ,only for checking fast the values and then is pretty easy to create an intended innacurate rec manual .(but if we don't know the correct values....then the innacurate ones will be in some cases more than....innacurate....)
if I remember right, most of the xtra ships that were added with BBWs WilhelmshavenV6 Mod are axis ships. Only a few allied, which are relevant for TMT.
Does this also work with the St. Nazaire Schluese Mod and the extra ships? Do I have to use the TMT fix?
Does this also work with the St. Nazaire Schluese Mod and the extra ships? Do I have to use the TMT fix?
Yes and yes.
Go to the "Merchant fleet mod" thread and have a look at post #159. You will see my mod list there.;)
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