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AS
10-19-06, 07:59 AM
Hi Everyone,

I´d love to play the GW Super-Mod, BUT I´d like to have my U-Boat behave as realistically as in the NYGM-Mod (which means: U-Boat slowly sinks deeper at zero knots, if flooding you might need more speed to keep it stable etc.)

In short: Is it possible to just copy the NYGM U-Boat-files into GW and be happy? I got a bit careful with mixing differently modded files since I´ve experinced a lot of CTDs lately.:damn:

I´m running JSGM Mod-Enabler with GW right know.:rock:

Thanx for answers,

Great community here, and I´m happy to be back after a year!:yep:
Cheers, AS

Dowly
10-19-06, 08:08 AM
DTB converted the feature to for GW users. Use the search.

GWX will have it´s own anti-humminbird mod.

And a friendly reminder, if you mod GW and break something, dont come screaming to us. It´s not our job to fix problems unrelated to the GW mod itself.

Not that the DTB´s conversion breaks anything, just to remind.

danlisa
10-19-06, 08:09 AM
Welcome Back:D

I use GW at the moment and I agree that slowly sinking boats will add to realism. This will be added in the new GW release GWX.

As for adding NYGM's u-boat folders, I'm 95% sure that this will not work and will 'break' certain functionality in GW. I am sure the dat files in NYGM are different in GW as demonstrated by the new NYGM compatible Fubar Skins.

I will happily be proved wrong by someone more knowledgable with NYGM.

Edit - Must type faster, Dowly got in there first:up:

Dowly
10-19-06, 08:14 AM
Well... it was a nice try danlisa. :rotfl::up:

AVGWarhawk
10-19-06, 08:55 AM
Hi Everyone,

I´d love to play the GW Super-Mod, BUT I´d like to have my U-Boat behave as realistically as in the NYGM-Mod (which means: U-Boat slowly sinks deeper at zero knots, if flooding you might need more speed to keep it stable etc.)

In short: Is it possible to just copy the NYGM U-Boat-files into GW and be happy? I got a bit careful with mixing differently modded files since I´ve experinced a lot of CTDs lately.:damn:

I´m running JSGM Mod-Enabler with GW right know.:rock: Heck we waited this long for super mods so what another month or two?

Thanx for answers,

Great community here, and I´m happy to be back after a year!:yep:
Cheers, AS

Wait for the new improved GW. I understand the more realism is being added to the u-boat models.:rock:

Respenus
10-19-06, 09:05 AM
well if you want to use GW and have bigger flooding and repair times (more realistic) you should use NvDrifter's Longer U-Boat Repair Times Mod! I strongly recommend it to anyone!

AS
10-19-06, 09:26 AM
Thank you all, I guess I´ll just wait for the GWX-Mod (does "X" stand for Xmas???):o

@ Dowly: Thanx for your quick answer, and no, I won´t complain since I´m used to both PCs and SH3 and (sadly) know a bit by experince- I don´t know how many times I´ve re-installed SH3 in the last two years! :yep:

Good hunting!

Dowly
10-19-06, 09:33 AM
Thank you all, I guess I´ll just wait for the GWX-Mod (does "X" stand for Xmas???):o

If you ask the people here, yes. If you ask me, I say eXpansion/eXpanded, not official but that´s how I see it.:up:

AVGWarhawk
10-19-06, 09:40 AM
Thank you all, I guess I´ll just wait for the GWX-Mod (does "X" stand for Xmas???):o

@ Dowly: Thanx for your quick answer, and no, I won´t complain since I´m used to both PCs and SH3 and (sadly) know a bit by experince- I don´t know how many times I´ve re-installed SH3 in the last two years! :yep:

Good hunting!

It stands for Xtremely Awesome and Cool:rock::rock::rock::rock:

Der Teddy Bar
10-19-06, 04:12 PM
Hi Everyone,

I´d love to play the GW Super-Mod, BUT I´d like to have my U-Boat behave as realistically as in the NYGM-Mod (which means: U-Boat slowly sinks deeper at zero knots, if flooding you might need more speed to keep it stable etc.)

In short: Is it possible to just copy the NYGM U-Boat-files into GW and be happy? I got a bit careful with mixing differently modded files since I´ve experinced a lot of CTDs lately.:damn:

I´m running JSGM Mod-Enabler with GW right know.:rock:

Thanx for answers,

Great community here, and I´m happy to be back after a year!:yep:
Cheers, AS To install the NYGM Anti Huming Bird Mod into GW is very, very easy. I'll re-upload it to file front.

For those who alread have the NYGM TW 2.2 downloaded all you require are the NYGM NSS_UboatName.zon file and edit the Zones.cfg file and replace the original values for [PumpsXXI] with the NYGM values.

NOTE, this can only be installed in base or before a new career.

NYGM Anti Humming Bird Mod
[PumpsXXI]
Multiplier=1.0
Flotability=0.15
HitPoints=300
Destructible=No
Armor Level=-1
Critic Flotation=0.99
Critical=No
FloodingTime=59.99
CargoType=None
Crash Depth=1
;;Father=30;;


To disable/uninstall the NYGM Anti Humming Bird mod but keep the revised and improved zompartment zones simply copy the text below into the zone.cfg replacing the NYGM values for [PumpsXXI].

[PumpsXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=300
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None

NOTE, this can only be installed in base or before a new career.

Der Teddy Bar
10-19-06, 04:20 PM
SH3 Cmdr random Crush Depth settings for GW users of the NYGM Anti Humming Bird Mod


After making a backup copy, edit the SH3 Cmdr file Options.cfg in notepad and replace the crush depth values with those below
;-------------------------------------------------------------------------------
[CRUSH DEPTH] ;THIS BLOCK CAN BE DELETED IF UNWANTED
;Randomises/sets crush depth for each sub type
;<SUBTYPE>=<folder/file name>|<.zon offset>|<default crush depth in metres>
;Upper and Lower provides the randomisation range
;Written to each sub's .zon file
Upper=1
Lower=0.9

IIA=NSS_Uboat2A|x2688|175
IID=NSS_Uboat2D|x2688|200
IXB=NSS_Uboat9b|x2CA2|275
IXC=NSS_Uboat9c|x3066|275
IXC/40=NSS_Uboat9c|x3066|275
IXD2=NSS_Uboat9d2|x2CA2|275
VIIB=NSS_Uboat7b|x1A86|250
VIIC=NSS_Uboat7c|x1A86|300
VIIC/41=NSS_Uboat7c|x1A86|350
VIIC/42=NSS_Uboat7c|x1A86|450
XXI=NSS_Uboat21|x35A8|350


A special thanks goes to lurker_hlb3 for finding the issue for the users who are using SH3 Cmdr & GW together when this mod was originally released.

kapitanfred
10-19-06, 07:40 PM
I found that in GW when my sub is stationary at periscope depth, she will eventually go deeper (ie 12m to 15m etc)

Ducimus
10-19-06, 07:49 PM
BUT I´d like to have my U-Boat behave as realistically as in the NYGM-Mod (which means: U-Boat slowly sinks deeper at zero knots


A slow sink would be indigative of a slight negative boyancy. I think in reality, subs keep a slight positive boyancy as a safty precaution. To my understanding, ( and i could be wrong) the subs in GWX will have a slighy positive rise to their boyancy. Personnaly im looking forward to seeing :D

Der Teddy Bar
10-19-06, 08:37 PM
BUT I´d like to have my U-Boat behave as realistically as in the NYGM-Mod (which means: U-Boat slowly sinks deeper at zero knots

A slow sink would be indigative of a slight negative boyancy. I think in reality, subs keep a slight positive boyancy as a safty precaution. To my understanding, ( and i could be wrong) the subs in GWX will have a slighy positive rise to their boyancy. Personnaly im looking forward to seeing :D
Quite right, for normal submerged operations they would have a positive bouyancy. As we all know, the air is up!

However when operating at periscope depth the u-boat’s overall buoyancy would be set negative so as to assist against the u-boat accidently breaching the surface either by heavy wave action and/or from possible trim imbalances after firing a salvo of torpedoes.

In addition the u-boat would be set stern heavy as it was critical, that if the u-boat did breach the surface, that the propellers remained as deep as possible to give as much push to regain depth.

I am sure that the GW system will be good. Though I want that if I have to try and wait out an escort on the sea bed due to battery levels etc that I can do so without floating to the surface. But that is my view.

Ducimus
10-19-06, 09:23 PM
LOL well i think we both know that laying doggo on the bottom doesnt help in terms of escort avoidance. Im also going to hazard a guess that most people are in deep water most of the time. So the bottom isnt always there as a saftey cushin. Although i just once id like to have one of those "das boot moments" being smashed and laying on the bottom, but usually if im going down, its permanently :roll:

I've also heard a little about the tweaks GWX is going to be doing, and if i heard correctly, broaching may be possible (as it did often occur, at least in US fleet boats), but i dont think you'll surface entirely from being at a dead stop.

AS
10-20-06, 08:02 AM
Personally, I don´t mind whether my stopped U-Boat goes up or down as this depended on the trimming anyway (eating and digesting was enough to alter a boats buoncy), for me it´s important that my U-Boat DOES MOVE either up or down when stopped. Everything else can be considered a cheat, because in real life...

- it was NOT possible to find an ideal position (e.g. ahead of the convoy) and wait at periscope death and zero knots forever (except with the periscope up, at VERY calm sea and Bernard not using the toilet to let go some extra weight...)

- battery capacity was a much more relevant factor than it is in SH3. Without energy, the sub could not hover and would eventually break the surface or sink down to the bottom (if there was any...)

- And why the hell am I explaining all this anyway? You already know all that, I guess. :oops:

Cheers, AS

Kpt. Lehmann
10-20-06, 08:26 AM
There is far more to the GWX version than simply positive bouyancy...

Real Life U-boat Behavior Mod- by Kpt. Lehmann based on information provided by Cdre Gibs

Generally speaking this mod causes your uboat to react more accurately to its environment and reflects the fragile nature of "trim" in comparison to hydrodynamics.

This mod also implements and represents surface wave action/friction much more realistically than has been presented elsewhere before. Heavy seas impede forward motion and cost fuel. Watch your knot meter for proof... you can see it change slightly as waves crash against your bow.

Much greater pitch and roll on the surface.

Also present is a (limited) positive bouancy manageable at 2 knots forward speed.

A better feeling of mass is now present... Accelleration takes time. In higher speed ranges coming up to top speed takes even longer.

Directional changes cost speed (as usual... but a little more so now)

Fragility of trim- (See all statements on positive bouancy) DC's upset the boat more... takes more time to recover control/trim of boat after close detonations... I was BLASTED TO THE SURFACE (as I have read in real life accounts over and over) more than once. DC's detonating above you may force you down a bit.

Periscope depth is a little more more tricky now.
At shallow depths speed below 2 knots increases the risk of breaching the surface... at which point the LRG mod may come into play.

Flooding adds mass to your U-boat fast and must be reacted to with all possible haste! Remember your trim is fragile? I'm sure you can guess what happens when your boat is taking on water.

All stop will bring the Uboat up a few meters to a point of NEUTRAL bouyancy... not necessarily to the surface.

As you travel and set your depth... the boat will generally settle at one meter less than you set... (If you are travelling at 1.5-2 knots.)

caspofungin
10-20-06, 01:15 PM
does the acceleration effect also apply to escorts and merchant ships? i'm tired of seeing a cruiser put the pedal to the metal -- 9-30+ knots in 10 seconds, just in time to watch my spread of torps pass well astern.

also, the dd's and de's turn radius us way too sharp at present -- will that be changed too?