View Full Version : Which mod gets rid of the cartoony fires?
bossfrog
06-05-12, 11:25 AM
Okay, we all know the ship bursting into flame thing is more cartoony than hollywood, but how do I get rid of it? I downloaded the TDWs FX patch and the water plume from the torpedo blast is much improved but the cartoony fires remain. Also, when struck by a torp, the ships usually come to an immediate dead stop. What reality is this?
bossfrog
06-05-12, 02:11 PM
So I'm assuming this is still an issue that hasn't been addressed?
try Old Style Explosions : http://www.subsim.com/radioroom/showthread.php?t=164959
and
Torpedo Splash : http://www.subsim.com/radioroom/showthread.php?t=165573
bossfrog
06-05-12, 07:47 PM
Thank you so much. MUCH better! :up:
Webster
06-06-12, 01:26 PM
Also, when struck by a torp, the ships usually come to an immediate dead stop. What reality is this?
yes its war and you would think a ship would never stop when attacked but ships do sink faster when moving with a big hole in the hull so it is not unrealistic for them to stop when torpedoed to try and stop the flooding.
IMO once torpedoed they are in more danger of sinking from uncontrolled flooding (albeit not by much) then from being torpedoed again if they stop for damage control.
not to mention where they were torpedoed can effect wether the engines can even still opperate
it is not unrealistic for them to stop when torpedoed to try and stop the flooding.
Yes, but not the way they do in the entire SH series. From 10 knots to zero in some 20 secs. Inertia is huge. It takes one big ship as much as 30 km to stop. In SH3, a modder (Thomsen, IIRC) fiddled with the settings of each floating object to make the hydro behavior more realistic (no turning on a sixpence, no sudden stop or instant acceleration). SH5 badly needs something similar.
Webster
06-18-12, 01:13 PM
Yes, but not the way they do in the entire SH series. From 10 knots to zero in some 20 secs. Inertia is huge. It takes one big ship as much as 30 km to stop. In SH3, a modder (Thomsen, IIRC) fiddled with the settings of each floating object to make the hydro behavior more realistic (no turning on a sixpence, no sudden stop or instant acceleration). SH5 badly needs something similar.
i also did this for sh4 with my ship manuvering fix with great success and im not surprised if sh5 needs the same fixes that were needed for sh3 and sh4
Inertia is huge. It takes one big ship as much as 30 km to stop.
VLCC (very large cruede carrier), means cargo load > 200000 t:
A crash stop maneuver (from 'full ahead' to 'full reverse') can stop a fully loaded supertanker within approximately three kilometres, which takes about 14 minutes . Turning diameter of a suupertanker (300m shiplenth) = ca. 6 x shiplenth.
=> http://www.worsleyschool.net/science/files/supertanker/page.html
According to this info it takes ca. 3km to stop a very large ship.
Edit: Iowa Battleship(262m shiplenth, > 48000t): crash stop/stopping distance = 1900m
Sailor Steve
06-19-12, 04:06 AM
I believe it. One consideration is the power/weight ratio. That 200,000-ton supertanker uses the largest internal combustion engine in the world, which only puts out 50,000 horsepower, which suggests reaching 12 knots in about two hours.
http://www.subsim.com/radioroom/showthread.php?t=145176
A WW2 T-2 tanker has a nominal displacement of 10,448 tons and a nominal 6000 horsepower, indicating the ability to reach their 16 knots in around one hour.
The 48,000 tons shown for the Iowa class battleship was it's empty weight (minus fuel, ammunition, stores and crew). They usually ran at about 57,000 tons. The engines produced a nominal 212,000 hp, with a maximum of around 260,000, and could reach 32 knots in about 20 minutes.
A Fletcher class destroyer displaced 2500 tons fully loaded, and produced 60,000 horsepower, and could reach 36 knots in about three minutes.
Stopping is more problematic. The captain couldn't shift into neutral an stomp on the breaks. Any speed change requires an order to the engine telegraph. The sailor manning that instrument signals the boiler room. The Boiler Room Chief then has to adjust the boiler pressure before signalling the engine room. Failure to do so can result in backpressure which can extinguish the boiler fires. The Engine Room Chief then has to adjust the throttles. The whole procedure can take more than a minute before the ship can even begin to change speed. If a warship is in a combat situation it takes a little less time because the boilers are already operating at full capacity and fuel loss ceases to be a consideration.
Bottom line: I've just wasted a lot of time explaining what everybody here already knew, which is that ships, especially merchant ships, do everything much to quickly.
VLCC (very large cruede carrier), means cargo load > 200000 t:
A crash stop maneuver (from 'full ahead' to 'full reverse') can stop a fully loaded supertanker within approximately three kilometres, which takes about 14 minutes . Turning diameter of a suupertanker (300m shiplenth) = ca. 6 x shiplenth.
=> http://www.worsleyschool.net/science/files/supertanker/page.html
According to this info it takes ca. 3km to stop a very large ship.
Edit: Iowa Battleship(262m shiplenth, > 48000t): crash stop/stopping distance = 1900m
Yes, this is true for modern ships with overpowered engines and huge propeller pods that can swivel at 180 degrees. Back then, things were not so technically advanced and ships needed longer distances to come to a full stop. But the games do not reflect even this 3km distance of yours. In game, ships simply come to a stop like if they had brakes. Same with the acceleration.
Here is a bit of info, taken from here:
http://answers.yahoo.com/question/index?qid=20090126162542AAKlzR7
Over thirty years ago, when half million ton tankers were first proposed, it was calculated that such a vessel traveling at full sea speed would need 15 miles to make an emergency stop, and that if she were to run ashore on a shallow beach (as with some of the Normandy beaches) still travelling at full sea speed she would plough half a mile inland before coming to rest.
Source: A lifetime of sailing, and half a lifetime of teaching physics, including preparing candidates for Oxford & Cambridge Entrance.And the guy seems to know his physics.
finchOU
06-20-12, 02:06 AM
I think you guys are missing the point of what bossfrog is trying to say..to me its two separate things...... the first part, which is what I think Bossfrog is trying to talk about, has to do with torpedo impact...the second...about slowing to a stop......
Once a torp hits the ship in SH5....it "instantaneously" takes at least what seems like 5 knot Jolt on the chin (like hitting a brick wall) before then.. slowing down way too quickly to a stop and sink.
THE_MASK
06-20-12, 02:45 AM
I notice ships can keep travelling while on fire so maybe something can be done .
finchOU
06-20-12, 11:24 AM
I notice ships can keep travelling while on fire so maybe something can be done .
What do you mean by that? Instead of stopping for damage control? As a captain...you would steer the ship so the wind over the deck would be minimized to stop the fire from spreading too quickly and getting out of control.
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