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-   -   [REL] Ship inertia (https://www.subsim.com/radioroom/showthread.php?t=196657)

TheDarkWraith 07-06-12 10:09 AM

Quote:

Originally Posted by volodya61 (Post 1905773)
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.

BIGREG 07-06-12 10:13 AM

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

Quote:

Originally Posted by gap (Post 1905790)
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.

BIGREG 07-06-12 10:19 AM

:yeah:

gap 07-06-12 10:29 AM

Quote:

Originally Posted by BIGREG (Post 1905794)
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

:|\\

gap 07-06-12 10:48 AM

Quote:

Originally Posted by TheDarkWraith (Post 1905806)
v1.1.0 released. See post #1

:|\\

Cool! :up:


Quote:

Originally Posted by TheDarkWraith (Post 1905795)
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

Quote:

Originally Posted by TheDarkWraith (Post 1905806)
v1.1.0 released. See post #1

:|\\


lilpooper 07-08-12 07:40 PM

Quote:

Originally Posted by volodya61 (Post 1905773)
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

Quote:

Originally Posted by kiwi_2005 (Post 1907443)
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

What 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

Quote:

Originally Posted by sober (Post 1907446)
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

Quote:

Originally Posted by kiwi_2005 (Post 1907460)
My post was for DW mod, i wasn't referring to your post. :ping:

Haha , i thought TDW wrote the post .

LemonA 07-10-12 11:43 AM

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

Quote:

Originally Posted by TheDarkWraith (Post 1905806)
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

Quote:

Originally Posted by Blinded (Post 1917430)
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:


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