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I've written an java-application which reads in the sea-folder incl. the subfolders and automatically creates an ship ID manual in pdf-format from the data found there. only a few mouseclicks needed. now I think about editing binary files. after a learning period, it COULD be possible to write a program which automatically does, what you do manually and tedious: change floatingpoint-values in 200 or more .sim files. I'll do this for my personal use, but if you are interested, I'll share it with you, if it's done....but I cannot promise anything for now.....my programming skills are only average. h.sie |
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Didn't notice any serious problems. The ships in a convoy I attacked had trouble getting back into formation, which to me looked more realistic. Even if some had collided (which they didn't), I think that would be realistic. Such collisions did occur, albeit usually at night or otherwise poor visibility, from what I've read. Regarding improvement #2 in the new version, is this a fix for something you changed in v.1, or is it an improvement over the stock/GWX turning ability of escorts? I'm looking forward to trying v.2 soon. |
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About the DDs, yes, they can accelerate faster then any other ship in the game. I think 35 seconds to go from 0 to 10 is good enough. The flower corvette usually goes slow on it's own, not the mod's fault. But I'll give a look on what can be done! :up: |
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The V2 changes, fixes and improves some things. The ships were losing too much speed while turning. That I fixed. Also, there was about 10 ships I just forgot about doing, they had stock values. Fixed that also. Also improved the escorts, now they are turning properly. The V2 changes ALL the ships again. It's a lot better then V1, you should trade! :up: |
Hi PT,
Thanks for this mod. Does this mod change the sink times from GWX at all? Please excuse my modding ignorance but I wondered since the ships seem "heavy" now. |
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The only thing I did related to sinking time was changing the center of gravity to a lower point... hmmm... maybe... If I had to guess, I think that with this mod the ships will sink in about the same time as gwx, OR a little bit faster. This "little bit" is just a little bit really, few seconds. If you guys want the ships to stay afloat longer, I can do that also. Can do it as a separate mod too... :up: |
Yesterday I saw a ship go to the bottom in few seconds.. but others minutes, and others hours... so I don't think this mod modifies substantially the sinking time..
it's strictly dependending by hit position and weather conditions. |
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:hmm: Now that you mention it, many ships DO feel like they're going down a bit too fast. Depends on the circumstances of course, but I still sometimes wonder if it's that common even for a 2000-ton freighter to sink in mere minutes... But that's just a feeling, nothing more. Or in other words, just my $0.000002 :ping: |
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Jim is right.
Depending on where the water is coming in from, and where's the weight of the load balanced, in the right circunstances the ship can go down so fast that you'll miss the second torpedo. Most of the time the water comes in and the air gets stucked, the ship behaves like a cork. Then slowly the air leaks, the water goes up and the ships goes down. But if the air doesn't get stuck, the water comes in pretty fast and the ship goes down in a blink. |
Hi PT, the graph you'll find in this website may help in your mod tuning:
http://www.hmshood.com/ship/hoodspecs4.htm (even if I can't understand the origin of those data, I mean, are they true?) Anyway, these data probably describe ships during normal operations, but I think a DD ordering ahead flank from dead stop to hunt out an U-boat may speed up faster! |
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I'll take a look at it right away! :up: |
COME ON PEOPLE!
WHERE'S MY FEEDBACK??? I need something to reply to... I'm bored! :shifty: |
Did a fine job, sunk some.. no, I repeat no problems at all.
Its a long way to tipperary, but we get there! danke:up: Thompson! |
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