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or do you mean we need to use one third or 33% (ex. 100=33) which is correct? what you said doesnt match the example you gave. |
Philipp...are you talking about old/current ships or new ships?
if news...what kind? :) :salute: |
Thank you for making this mod.
Bloody genius we need this mod!:yeah: Eeer the mod conflicts with water stream mod.....oooh any work around? |
I too would love to have this mod made comaptible with Exhause-WaterStream-Kombi...the exhaust part works, but not the waterstreams.
What do you think Hsie ? |
I'm using this wonderful mod with the exhaust-waterstrean kombi mod and both are working fine,no problems at all:06:what order do you have them installed:hmmm:
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i'll look for it in the future, but it will need time, because currently my job and my ill girl need all my power...... and additionally i'll test, wheather it is more realistic to give the uboats the same propulsion reduction (30% of eng_power) as the merchants. currently u-boats have 50% of their initial power and merchants 30% power, so that uboats (perhaps) get a little speed advantage in stormy weather compared to merchants. but i have to do researches if this assumption is correct...... please be patient. |
Although I helped PT to create this mod, I've never played with it. Now I think about to do this. But I'm interested in the opinions and experiences of others, especially of REALISM-FREAKS:
* Do you use this mod? * Is the bahaviour of the ships more realistic than without the mod? Thanks. h.sie |
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Hi, I'm also using this mod. Ships feel very well, even if in heavy seas I would like see a slow rolling a bit more.
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This is bad news! I really liked the concepts addressed in this mod. It seems like it fixes ship behavior problems but created unintended side effects. I hope these things can be resolved, but until then, I will need to uninstall the mod.:wah:
FoM |
:damn::damn::wah::wah::wah::wah::wah::wah::wah:
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How bad is the problem,I'm using the mod and I'm wondering how much of a decrease is happening to the sonar range:06:I'm wonderig what else its doing that I don't know about,It has been mentioned that it breaks other things in GWX,any ideas:hmmm:
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This test results imply that, on the average, it took five additional minutes for your u-boat to detect the merchant ship with hydrophones, with 10% merchant ship engine reduction(less noise). That suggests that the merchant ship needed to be closer for the u-boat to pick up the propeller sounds. It might cause a u-boat on patrol to miss a number of potential targets.
Does this make any difference to the historical accuracy of the distance the hydrophone was suppose to reach? If not, the mod is not the problem I thought it was. Does anyone from the GWX team know the historical accuracy in SHIII? FoM |
In RL if a submarine speed was 4 knots, the submarine's underwater sound detector average distance of detecting another object was:
- for a destroyer- 5 to 10 nautical miles, - for a cargo ship- 3.5 to 7.5 nautical miles, - for a convoy- up to 50 nautical miles. The detection range however was also dependant on sea conditions. |
Hi to all, as I had already discussed with Thomsen, we may play with the mass ships instead of engines power.
This gives to ships a higher inertia, so not only the acceleration is lower, but the stop too! and probably the turning ability, also. I know in .dat files there are the real ship mass values.. but are we sure SH3 engine computes 1 kg as a real 1 kg ? :06: |
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Hi, no.. we won't get more points because they are linked to ship type and not to ship mass, ....at least, it's what I know!
So, yes.. we can have a try.. in my opinion it should be better than modify the engines power. At that time, I increased my U-boat mass 10 fold to have an experiment, and I got a complete stop only after 10km after I turned off the engines! Moreover I was able to get a full speed only after 10-15 minutes! I don't remember the turning ability.. So, it should works... |
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