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Agree with Fandango here....
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There was a lot of air in the Summer on sub dynamics, concluding with the following-
Jamie: Quote:
http://www.battlefront.com/cgi-bin/b...1;t=000361;p=0 |
Well, I've "fixed it." So there. :P
So if you want your FFG to go 24 kts tops in Level 3 seas and make turns at 6kts, then don't use the mod. :up: Which I know you don't anyway, Xabba... so I'm doing for those who do, and I give them a big thanks for that as well! :rock: :arrgh!: :D |
As a Frigate driver I can tell you,
That would not make sense to loose so much speed. Again at a max turn the max loosing speed would be 6 to 7 kts for an OHP (even considering it is a single shaft) so at max speed passing from 29kts to min 22-23 kts (with 30 deg of helm). Not going down to 9 kts like it is/was doing. In rough sea that should not affect that much. Really hope it can be fix Mau |
The speed in higher seas, yes. In fact, I've already done it!
And thanks Mau! :up: If someone thinks that a ship that makes 41,000 SHP and weighs 4,100 tons loses 5 kts in five foot seas, then I'm not going to make much of an effort to try to convince them otherwise. ;) |
Hi
I haven't had much time to try out the beta 1.03. One thing is puzzeling me though. When in game and on the different stations in a sub I get a slight high pitch sound. After turning of sound in game I located this to my computer! :huh: It wasn't there before in DW and is not present in other games. Changing between station alters the sound a bit, but mostly high pitch. Is this my HDD working, and if so why? Anyone else experience this? Cheers Porphy |
HDD should not produce high pitched sounds ... it could be your monitor, mine too pruduces sometimes very high pitched sound, but only sometimes when running on low resolution, which is not often.
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So LF,
Are you saying that you ``fixed`` the speed thing with the FFG? I thought some times ago you said that would involved may be some bigger tweaked. Let me know, if you did it , you are the greatest!! So the FFG now is not loosing more than 6-7 kts now from a hard turn (30 deg of helm?) That was put in the 2.03 Mod? Mau |
No, I fixed what I was able to fix with the thrust prop diameter. So from 1.03 to the Mod 3.00 Beta, the FFG now maintains speed and accelerates how it should.
In terms of the turning of the FFG, it is still going down to 8-9kts... however the circle it makes is not much bigger in diameter than the length of the boat, so perhaps it is the rudder effect that is too strong. When you guys made donuts in the FFG, how wide is the circle the frigate makes at 20-24kts of forward speed? |
BTW, the new sonar model kicks ass! :rock: :rock: :rock:
We now have a whole new toy to play with! :up: :up: :up: Thank you SCS! :D :arrgh!: |
Quote:
Being no expert, could you explain in simple terms what are the improvements on the new sonar model. ? |
The diameter of a turn should be in the order of 600 to 800 yards which should be about 5 to 6 times the lenght of the ship.
I am pretty sure (will double check my notes) So what did you change then for the speed if it was not for the turn. You mean there is no more slight variation of speed (even with currents or against very strong winds? Thanks Mau |
Goldorak, I am no expert in sonar either... however, the sonar model in DW 1.01 was a very simple model that did not account for environmental conditions in precise ways, instead by only adding fixed modifiers to detection ranges, and in some cases this worked to produce the feeling of sonar operation and in some cases it didn't. The effect was to have sonar model that was very predictable. You could look at three or four simple variables and be able to detect just about any detection range for any situation, because that was essentially how the model worked: x+y-z/a=d.
However, now what we have is an actual, functional model of how sound propagates in various environmental conditions and the ways in which this effects sonar. So it is no longer possible to simply have a few pieces of information and be able to figure out exactly what will happen. Now, even if you have a lot of information, the actual game effect will be not nearly predictable in the way it was previously. In short, the game now has a sonar "model" rather than a sonar "approximation." Mau, I have increased the FFG acceleration by fixing its prop size to the proper diameter. The physics model still effects it the way it should, but you no longer have a weak propeller, meaning that the thresholds that slow the FFG down have been raised, so, for example in Sea State 3, you can still achieve flank, as with stock 1.03 you were only able to go about 24kts in moderate seas, which seemed too slow to me anyway for a ship such as the OHP. Also, during turns, the FFG would lose more speed than even in 1.01. My logic for making these corrections was that since the physics engine was changed, but the database was left the same, there was no necessary connection between what was in the database and what is now in the game. I'll say that I believe it was simply an oversight by the developers and I have reported it as a "bug." So they can take care of it, or not, but the fix is very easy, so I have gone ahead and taken care of it in the Mod BETA. In terms of the turn performance you are talking about, if you set the FFG to make a 600 to 800 yard circle, you will get the performance you describe. This has been the same since 1.01. However, when you set 25 degree rudder in DW at flank, you get a circle of about a boatlength in diameter and the speed drops to 9kts. Now, I find it very hard to believe that such a circle is possible to make at 24 kts, and what you say seems to confirm this. So, the issue here seems to be that the rudder is way too efficient in creating a turn, and the FFG decelerates because of that. However, like I said, if you set the FFG to make a 600 to 800 yard circle, you will maintain the speeds you are describing. So I believe the issues is that the handling of the FFG has been simplied somewhat. Perhaps you can make such a tight turn in the FFG at 8-9kts, but you need to have a different real life setting than flank and 25 degrees rudder. In the game you can make a 600 to 800 yard circle at 22-24 kts, but not with the settings you would use in RL. So you can do everything you are describing, but the in game inputs are different than what a real FFG helmsman use to make those maneovers. I think that makes sense. :doh: |
Hmm... I think I may have found the problem.
The smallest circle it is possible to set with the FFG rudder is at 5 degree deflection... and that circle is only 200-300 yard across!!! I think I maybe able to fix this with a combination of thrust and turn radius. :hmm: More testing being done right now. :ping: |
Well, I've been able to fix the problem by increasing the turn radius for the FFG by a phenominally large degree over the standard value in the database... from 500 to 3000.
Now, this is good and bad. The good is that I have gotten exactly the turning performance that you have described... well a little more speed lost, goes down to 19kts but that could be corrected by adding an even larger turn radius, and a circle the size of that you have described for full rudder deflected. HOWEVER, the negative side of this is that it makes the FFG autopilot, used on turns to bearing and for the AI, completely broken. So, I can get what you are saying to happen in the game, but the game is clearly not designed for that to be the case. I need to do more testing, but I am afraid in this case the cure is worse than the disease. :cry: |
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