View Full Version : [REL] Ship inertia
TheDarkWraith
07-05-12, 11:06 AM
This mod will give the stock SH5 ships inertia. They will no longer accelerate in the water like a race car or stop on a dime. If you manage to shoot off a unit's propeller's it will coast along in the water for some distance before coming to a stop (like in real life). No longer will escorts or warships instantly accelerate to top speed to avoid incoming torpedoes either.
To install: unzip to MODS folder and enable via JSGME
Change log:
v1.0.0 - initial release
v1.1.0 - large warships now have a larger turning radius
- merchants turning radius has been increased
- ships no longer slow down as much in high seas
- adjusted GC and drags for units to make them 'heavy' in waves. They no longer bounce around like rubber ducks on the waves but rather cut through them
v1.1.0: http://www.mediafire.com/?oyplz9gznuwhqo1
:|\\
StinkiePoep
07-05-12, 11:30 AM
:woot:
Thx
:salute: Hi TDW
I'll go try that :03:
TheDarkWraith
07-05-12, 11:45 AM
I'll go try that :03:
Should make things much more interesting especially with IRAI enabled. Hunting convoys will be a new experience. The only downside to the mod is that there might be possibly more collisions between ships now, especially if IRAI is enabled :shifty:
Anyone have any idea what the prop factor does in the sim file? I've been playing with this value but I don't see any appreciable changes in the unit's behavior :hmmm:
Maybe ,that need to redo the AI ship ?
But ,Something must said how boats avoid the collision :hmmm:
(editing the range collision :06:)
Edit : prop factor do you mean log factor ? i use that on the TDC ship range wheel_A
[Dial13]
; will be changed by code
Name=Sol_Range
Type=26; DIAL_SOL_RANGE
Cmd=Set_TDC_target_range
Dial=0x3B0E00FF
CrtVal=0x3B0E0001
NewVal=0x0
DialVal=0,330
RealVal=300,10000; meters
CmdOnDrag=Yes
RelativeDrag=Yes
Circular=Yes
Logarithmic=30
SndStep=100
SndList=1,Menu.TDC.Range,10000
TheDarkWraith
07-05-12, 12:07 PM
Maybe ,that need to redo the AI ship ?
But ,Something must said how boats avoid the collision :hmmm:
(editing the range collision :06:)
The devs made it so that you cannot modify a unit's collision avoidance. I can change anything I want (to a degree) regarding unit AI except for collision avoidance :shifty:
Adriatico
07-05-12, 12:11 PM
Thanks mate,
Fresh smart modes are nice surprise...:up:
volodya61
07-05-12, 12:22 PM
Thanks TDW!
As always..
Will it work for the ships of the OHII or only for stock ships??
Can I enable it on patrol or in the bunker would be better?
Thanks for reply..
TheDarkWraith
07-05-12, 12:37 PM
Thanks TDW!
As always..
Will it work for the ships of the OHII or only for stock ships??
Can I enable it on patrol or in the bunker would be better?
Thanks for reply..
Works only for stock ships. Every ship has to have it's .sim file edited to make it have intertia. I'm not editing all the extra ships added by OHII or Eukel, they can do it themselves. I'll tell them how to do it if they ask :yep:
Should be able to enable at any time :up:
Kaicokid
07-05-12, 02:49 PM
Will this help with your own sub as well.Haven't played for some time but I remember trying to escape depth charging by going full power during explosions and full engine stop afterwards.Hoping to drift away to savety.
TheDarkWraith
07-05-12, 05:11 PM
Will this help with your own sub as well.Haven't played for some time but I remember trying to escape depth charging by going full power during explosions and full engine stop afterwards.Hoping to drift away to savety.
Your own sub already drifts when you cut the engines
THE_MASK
07-05-12, 06:12 PM
A much needed mod , thankyou .
A much needed mod , thankyou .
As Sober said. And a hugh thankyou from me too. :yeah: :salute:
Webster
07-05-12, 07:33 PM
Works only for stock ships. Every ship has to have it's .sim file edited to make it have intertia. I'm not editing all the extra ships added by OHII or Eukel, they can do it themselves. I'll tell them how to do it if they ask :yep:
Should be able to enable at any time :up:
were you able to do anything about reducing speeds for damaged ships like from one torpedo but still under way?
i am so tired of seeing big holes in ships or half the props missing or half sunk ships yet the ship still steams off at full speed, not sure if its fixable but its needed for sh4 and sh5
TheDarkWraith
07-05-12, 08:06 PM
were you able to do anything about reducing speeds for damaged ships like from one torpedo but still under way?
i am so tired of seeing big holes in ships or half the props missing or half sunk ships yet the ship still steams off at full speed, not sure if its fixable but its needed for sh4 and sh5
IRAI has that modelled to a degree. The amount of damage the ship has is a factor in it's current speed. I let it influence only 10% of the total speed though. Now with this interia mod I need to revisit this in IRAI :yep:
TheDarkWraith
07-05-12, 08:20 PM
were you able to do anything about reducing speeds for damaged ships like from one torpedo but still under way?
i am so tired of seeing big holes in ships or half the props missing or half sunk ships yet the ship still steams off at full speed, not sure if its fixable but its needed for sh4 and sh5
Here is something to test with IRAI and this interia mod enabled: http://www.mediafire.com/?r6mxk65jaxmb9fu
It will limit the max speed of the units based on damage incurred. For warships the max speed penalty is 35% of max speed of the unit. For merchants the max speed penalty is 25% of max speed of the unit.
To enable: you must have IRAI and this interia mod enabled. Unzip to MODS folder and enable LAST via JSGME.
I'm curious to know outcomes of this :yep:
tonschk
07-06-12, 04:26 AM
Thank you very much for this Mod, thank you again :salute::sunny: :sunny::yeah::woot::rock:
TheDarkWraith
07-06-12, 08:57 AM
Working on v1.1.0 currently. I wasn't happy with the way the ships were performing in rough seas...
volodya61
07-06-12, 09:12 AM
Is this correct order?
IRAI_0_0_37_ByTheDarkWraith
TDW_Ship_Inertia_1_0_0
TDW_IRAI_Inertia_Damage_Test
EDIT: ..Should be able to enable at any time :up:
I have had a CTD when returning to Kiel if enabled it while in patrol..
Working on v1.1.0 currently. I wasn't happy with the way the ships were performing in rough seas...
Keep up your great work :rock:
Anyone have any idea what the prop factor does in the sim file? I've been playing with this value but I don't see any appreciable changes in the unit's behavior :hmmm:
Lately I investigated myself on this subjetc. As far as I learned from my readings on this and other SHx forums, in SH3 and SH4 this parameter affected vessel's turning radius: the higher the set value, the higher the turning manageability. But in order to give proper results, it had to be fine tuned and combined with comparable rudder drag figures. No idea if it works the same in SH5 :hmmm:
TheDarkWraith
07-06-12, 10:09 AM
Is this correct order?
IRAI_0_0_37_ByTheDarkWraith
TDW_Ship_Inertia_1_0_0
TDW_IRAI_Inertia_Damage_Test
EDIT:
I have had a CTD when returning to Kiel if enabled it while in patrol..
That would be correct order.
CTD? Really? This game is picky :-? Makes no sense why it would CTD.
Ok this prop factor ! for the rudders in ship_unit
i think is the decrease speed factor when you turn,more you turn hard more the speed decrease :06:
(maybe based on the rudders angle)
TheDarkWraith
07-06-12, 10:16 AM
Lately I investigated myself on this subjetc. As far as I learned from my readings on this and other SHx forums, in SH3 and SH4 this parameter affected vessel's turning radius: the higher the set value, the higher the turning manageability. But in order to give proper results, it had to be fine tuned and combined with comparable rudder drag figures. No idea if it works the same in SH5 :hmmm:
I found that prop drag increased the turning radius of the ships. Thus all the merchants have been adjusted to have a larger turning radius along with the large warships. The destroyers and smaller warships I left unchanged in v1.1.0.
I've also played around with the gc_height and LR and UD drags and have the ships looking pretty realistic in large waves. They no longer bounce around like rubber ducks but look 'heavy' in the waves - cutting through them and slowly pitching sometimes nose down into a wave and sometimes nose high into the waves. I think it's a huge improvement over stock.
Ships were losing too much speed in high waves and I had to make some adjustments to v1.0.0 for this.
Ok this prop factor ! for the rudders in ship_unit
i think is the decrease speed factor when you turn,more you turn more the speed decrease :06:
What you describe should be the drag factor. I can only guess that this prop factor is involved in tight turns, when left and right propellers (when both present) have to turn at different speeds, and rpm in general have to be decreased in order to reduce the turning radius. But o the other hand, it seems that these two parameters are strictly related...
TheDarkWraith
07-06-12, 10:30 AM
Very pleased with the results in v1.1.0. There are two single missions included - one that has an NLL merchant and one that has a V&W destroyer so you can see the effects
TheDarkWraith
07-06-12, 10:35 AM
v1.1.0 released. See post #1
:|\\
v1.1.0 released. See post #1
:|\\
Cool! :up:
I found that prop drag increased the turning radius of the ships.
That's interesting. It should mean that this factor represents ship's inertia in the bow-stern direction, more than propeller's drag itself... I wish I had been more proficient in physics during my university years :-?
tonschk
07-06-12, 11:07 AM
:salute::woot::rock::yeah: Downloading at once :D
v1.1.0 released. See post #1
:|\\
lilpooper
07-08-12, 07:40 PM
Is this correct order?
IRAI_0_0_37_ByTheDarkWraith
TDW_Ship_Inertia_1_0_0
TDW_IRAI_Inertia_Damage_Test
EDIT:
I have had a CTD when returning to Kiel if enabled it while in patrol..
I tried installing it on patrol and got instant CTD. So it might have something to do with installing on patrol.
THE_MASK
07-10-12, 01:27 AM
Fired a torp at a small polish merchant . The torp hit the rear end and the ship was on fire at the rear . The ship didnt slow down at first but after a while slowed down and stopped . I observed with my periscope and after a while the ship went stern down and was sitting half out of the water on a 30degree angle . The ship was bobbing up and down with the heavy swell . After a while i recieved a distress signal and a distress flare was sent off by the ship crew .
kiwi_2005
07-10-12, 04:04 AM
Great!
I always thought it was some type of lag when the ship would speed up just before the torpedo hit then having to watch the torpedo miss :/\\!!
Surface!
Surface? Captain there is a task force above us!!!
I don't give a damn! We ain't letting that destroyer get away, prepare to ram!
:D
THE_MASK
07-10-12, 04:10 AM
Great!
I always thought it was some type of lag when the ship would speed up just before the torpedo hit then having to watch the torpedo miss :/\\!!
Surface!
Surface? Captain there is a task force above us!!!
I don't give a damn! We ain't letting that destroyer get away, prepare to ram!
:DWhat are you talking about ? My aiming was off , thats all . I was saying how realistic the ship inertia is now .
kiwi_2005
07-10-12, 05:13 AM
What are you talking about ? My aiming was off , thats all . I was saying how realistic the ship inertia is now .
My post was for DW mod, i wasn't referring to your post. :ping:
THE_MASK
07-10-12, 05:24 AM
My post was for DW mod, i wasn't referring to your post. :ping:Haha , i thought TDW wrote the post .
Can't install this mod&UI v7 because of hardware issues.
i would like to see a vid how the mod modifies the ship inertia and buoyancy.
Dogfish40
07-12-12, 10:51 AM
v1.1.0 released. See post #1
:|\\
Excellent Mod for eye candy as well. It seems to make a visual diferance overall of the natural look of the ships riding the waves. In Synch with the timing I suppose is the best way I can put it.
Great add-on here,
Thanks Mucho Vizeadmiral TDW
D40 :salute:
Blinded
08-02-12, 09:52 PM
On my system this addon badly affects on hydrophone. I mean that ships sometimes can't be heard with it. Ship's recognition mark appears on hydrophone's board, but it's impossible to hear it. Absolutely no sound of engines and props. In external view everything is ok. Any suggestions?
The General
08-07-12, 05:09 AM
On my system this addon badly affects on hydrophone. I mean that ships sometimes can't be heard with it. Ship's recognition mark appears on hydrophone's board, but it's impossible to hear it. Absolutely no sound of engines and props. In external view everything is ok. Any suggestions?:hmmm: It sounds like surface vessels are now pitching and rolling so much on the waves, that the game sometimes thinks the vessel's engines and props are clear of the water. In heavy swells it's possible they are. If your Sub is close to the surface in heavy swells, it's possible to lose contact as the signal would be broken up by the waves. Of course, this is probably not that, and just a fault with the game model.
[Sigh] This game is like that old adage of the boy and dam. Once he plugs one hole, a leak is sprung elsewhere. TDW is that boy :03:
Echolot
08-07-12, 06:39 AM
Nice mod, looks great. Thank you, TDW.
:salute:
CTD at loading screen ONLY when Inertia's Mod is enabled.
Any ideas?
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
sobers best ever fog V20 SH5
sobers better terrain v3 SH5
Small_trees_SH5_V1
sobers see thru wake fix
sobers_realistic_underwater_FX2
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Sub_Exhaust_1_0_5_byTheDarkWraith
Pascal-sh5-Crew-Uniforms
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_New_radio_messages_German
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TDW_No_Contact_Colors_1_1_0
TDW_Waypoint_Contacts_No_Color_1_1_0
TDW_Ship_Inertia_1_1_0
Cerberus62 Historical Ship Equipment 1.3
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
sobers rusty deck pack SH5
MightyFine Less Annoying Footsteps 1.0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
U-boat Historical Specifications 1.7 for TDW Mods
Sub_Bubbles_v0_0_3_ byTheBeast
OPEN HORIZONS II_full v2
Critical hits 1.1 Torpedos
Critical hits v 1.2
Expanded Navies by Cybermat47 v.0.0.07
Old Style Explosions V1.1
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
IO_StrategicMap_4_7_for_TDWv710
OH II Minefield map for TDWs Ui
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Stormys DBSM SH5 v1.3 optional louder engine sounds
sobers hud sounds V1 SH5
sobers DOF V3 SH5
EQuaTool 01.01 by AvM - Kriegsmarine Woody Regular Style
AOB slide ruller for TDW UIs and MO by stoianm (german)
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement Mod
sobers bad weather deck gun V1 SH5
sobers deck crew always whispering v2 SH5
volodya61
10-30-12, 12:53 PM
ideas?
Just don't use it.. it's not so "must have" mod..
Dogfish40
11-01-12, 10:28 AM
[QUOTE=Warfox;1954607]CTD at loading screen ONLY when Inertia's Mod is enabled.
Ahoy Warfox,
When you activate the mod in JSGME, what does it conflict with? Anything?
Reactivate the mod and snap a JPG of the list of conflicts. It may be that switching these around might do the trick. As volodya61 said, it's not a "must have" mod, but it is noticeable and helps keep those pesky ships from putting on the brakes when you're going for that bow shot.
D40 :D
Targor Avelany
11-01-12, 11:43 AM
[QUOTE=Warfox;1954607]CTD at loading screen ONLY when Inertia's Mod is enabled.
Ahoy Warfox,
When you activate the mod in JSGME, what does it conflict with? Anything?
Reactivate the mod and snap a JPG of the list of conflicts. It may be that switching these around might do the trick. As volodya61 said, it's not a "must have" mod, but it is noticeable and helps keep those pesky ships from putting on the brakes when you're going for that bow shot.
D40 :D
It only changes some of the ship's .sim files. So, it only will conflict with ship mods... And even that not always - only if it changes stuff for existing ships (if you look into the folder, there aren't that many in the Sea folder, lol)
Not a "must have" mod indeed, but still an important one if you care about realistic ship's behaviour.
As noted by Targor, this mod deals with stock ships sim files. Not many mods (if any) do alter the same files, so it is hard to believe that the reason for the CTDs reported by several users is to be blamed to mod conflicts. :hmmm:
I wish TDW could resume his work on the mod, and see what is wrong with it
Targor Avelany
11-01-12, 01:16 PM
Not a "must have" mod indeed, but still an important one if you care about realistic ship's behaviour.
As noted by Targor, this mod deals with stock ships sim files. Not many mods (if any) do alter the same files, so it is hard to believe that the reason for the CTDs reported by several users is to be blamed to mod conflicts. :hmmm:
I wish TDW could resume his work on the mod, and see what is wrong with it
I need to do some testing before I can say for sure...
Unfortunately, there is a definate problems with random unknown CTDs in this game. I'm pretty sure some of them not even based on problem with mods.
Resourses per se also not the biggest issue, but sometimes I have a feeling that the way SH5 deals with the resourses is off.
Unfortunately I haven't had time in the past couple of month to start seriously looking into that (i'm still on the stage of figuring out how to manage the debagger and not let windows shut down the program - exceptions, ugh :nope:).
Sometimes it seems that the game falls on a flat floor, w/o a reason completely.. :shifty:
volodya61
11-01-12, 01:18 PM
..the reason for the CTDs reported by several users is to be blamed to mod conflicts...
Not several.. many users in Russia reported about CTDs..
And it's not a file's conflict.. nobody knows..
Maybe TDW only..
Not several.. many users in Russia reported about CTDs..
Thank you for informing us about it, Volodya :)
[QUOTE=Warfox;1954607]CTD at loading screen ONLY when Inertia's Mod is enabled.
Ahoy Warfox,
When you activate the mod in JSGME, what does it conflict with? Anything?
Reactivate the mod and snap a JPG of the list of conflicts. It may be that switching these around might do the trick. As volodya61 said, it's not a "must have" mod, but it is noticeable and helps keep those pesky ships from putting on the brakes when you're going for that bow shot.
D40 :D
I have enabled TDW Inertia Mod after this Modlist:
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
sobers best ever fog V20 SH5
sobers better terrain v3 SH5
Small_trees_SH5_V1
sobers see thru wake fix
sobers_realistic_underwater_FX2
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Sub_Exhaust_1_0_5_byTheDarkWraith
Pascal-sh5-Crew-Uniforms
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_New_radio_messages_German
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TDW_No_Contact_Colors_1_1_0
TDW_Waypoint_Contacts_No_Color_1_1_0
TDW_Ship_Inertia_1_1_0
Cerberus62 Historical Ship Equipment 1.3
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
sobers rusty deck pack SH5
MightyFine Less Annoying Footsteps 1.0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
U-boat Historical Specifications 1.7 for TDW Mods
Sub_Bubbles_v0_0_3_ byTheBeast
OPEN HORIZONS II_full v2
Critical hits 1.1 Torpedos
Critical hits v 1.2
Expanded Navies by Cybermat47 v.0.0.07
Old Style Explosions V1.1
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
IO_StrategicMap_4_7_for_TDWv710
OH II Minefield map for TDWs Ui
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Stormys DBSM SH5 v1.3 optional louder engine sounds
sobers hud sounds V1 SH5
sobers DOF V3 SH5
EQuaTool 01.01 by AvM - Kriegsmarine Woody Regular Style
AOB slide ruller for TDW UIs and MO by stoianm (german)
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement Mod
sobers bad weather deck gun V1 SH5
sobers deck crew always whispering v2 SH5
...and no conflicts with other mods when enabling it via JGSME.
Regards, Warfox.
There's still not a know fix for TDW Inertia CTD? :wah:
I would try to do it myself but i don't have neither the time and the knowledges :damn:
THE_MASK
02-11-13, 07:59 PM
Is this still required ? . or does the patcher do something similar .
Hi!Whenever i enable this mod i encounter a problem.I can't hear any contact on the hydrophone even though my sonarman spots it.If i manual take control of the hydrophone...no sound at all.Has this happened to anyone else?
Hi!Whenever i enable this mod i encounter a problem.I can't hear any contact on the hydrophone even though my sonarman spots it.If i manual take control of the hydrophone...no sound at all.Has this happened to anyone else?
Hi Wetton
yes happene Works only for stock shipsd to me :up::nope::subsim:
guruganesh
03-06-13, 04:50 PM
Hi!Whenever i enable this mod i encounter a problem.I can't hear any contact on the hydrophone even though my sonarman spots it.If i manual take control of the hydrophone...no sound at all.Has this happened to anyone else? yes - i have the same problem. tested it with TDW Torp Tutorial. looks like TDW Ship Inertia 1_1_0 kills the sound. tested it with different mod orders - no difference...:hmmm:
SkyBaron
04-19-13, 05:08 PM
Same thing here. Some ships lose the hydrophone sound.
This is such a cool mod but has its side effects.
Macardigan
04-20-13, 06:41 AM
Unfortunately, the problem with the sound of the hydrophone is because inside xxxxx.sim files > unit_ship > propulsion > eng_power= "if<1100~" hyd sounds dissapear.
for example:
Cimmaron Class Oiler, at 11 knots:
-my NOL_T03.sim-----------> max_force=240 | eng_power=30400 | eng_rpm=46 | -------->>> R.P.M. listening by hydrophone="69"
-shipInertia NOL_t03.sim---> max_force=240 | eng_power=1800 | eng_rpm=550| --------->>>> R.P.M. listening by hydrophone="no sound"
*I use ship inertia also. thanks, good mod. but i change engpower for listen hyd ships at low revolutions.
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Link: http://www.subsim.com/radioroom/showthread.php?p=2044233&posted=1#post2044233
divingbluefrog
05-29-13, 02:31 PM
deleted by me : off purpose
I was looking inside NDD_Rocket.sim to verify a compatibility issue with OHII, and to my big surprise, displacement=0 !
You have missed an important point detailed in the description of the displacement properties:
Surfaced displacement: "The object's displacement [Tons]. If 0 then the object's mass is taken."
Submerged displacement: "The object's displacement [Tons]. If 0 then it is automaticaly computed."
Rocket's mass is set to 1190 tons. :yep:
divingbluefrog
05-29-13, 03:16 PM
My bad! I missed it effectively! Bad habit not to read the little characters at pages bottom....:oops:
Rolling motion of ship in random beam seas
http://jmst.ntou.edu.tw/marine/12-4/273-279.pdf
Theories on ship motions
http://www.soest.hawaii.edu/ore/facu...i-ms-paper.pdf (http://www.soest.hawaii.edu/ore/faculty/ertekin/Thesis_Paper_Dissertation/jinghai-ms-paper.pdf)
Macardigan
06-05-13, 12:44 PM
Still do not know the use of the value max_force (goblin editor):hmmm:
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