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-   -   [REL] Thomsen's Ships V3.1 is out! All credits to H.SIE (10/12/2008) (https://www.subsim.com/radioroom/showthread.php?t=143775)

goggy 11-09-08 03:33 PM

Strange...in my campaign the IXC went 23 kts. But it´s the normal 19/20 kts in "Golf of Aden" mission either IXC or IXC/40. Another campaign with a VIIC works fine, too.
Other mods: RBS SH4 Effects GWX 2.04, RBS Effects lite and Thomsons Dials:),they shouldn´t do any harm.
So perhaps: Never add a mod during a running campain.:yep:

Philipp_Thomsen 11-09-08 03:53 PM

Quote:

Originally Posted by onelifecrisis
I watched the video, and I must say that in the stormy weather part those ships really moved like real ships in a real storm!
:rock:

Hey buddie! Nice to see you around!

Thanks for the compliment!

Hopefully we can finally kill those two annoying problems!
Instead of plastic bobbing sport cars, now we have ships! :lol:

:up:

Philipp_Thomsen 11-09-08 03:59 PM

People!

This mod also changes the uboats, for more realistic behavior. They will accelerate and break slower, and they won't be bobbing around in normal weather. Solid heavy metal submarines instead.

If you don't want to change the uboat's behavior, just delete the folder "submarine" prior to enabling the mod.

I don't have any time to play the game, so if you people would be so kind to report failures in ships, like "costal merchants are bobbing yet" or "ocean liner *name* is accelerating too fast" or "I think that *name* destroyer is lacking turning abilities".

Report back anything you think is wrong, and we can discuss about it and fix, if that's the case.

I've changed around 250 ships by hand, so I might have forgotten to change some value in some ships (5 changes per file). I was tired, and if I mistakenly changed the wrong line in some ship, you might see some very bizarre behavior, and I can fix that, if you tell be about it.

The fact that the game is not CTD'ing with the mod is also a big step ahead, since I didn't do any tests after I finished changing the values. :lol:

Really hope you guys like it!

:up:

asanovic7 11-10-08 11:02 AM

[quote=Philipp_Thomsen]
Quote:



3) Is it GWX compatible?

No.

GWX's campaign is based on the current ship's maneuverability speed. This mod corrects the ship's maneuverability speed, so it breaks some gwx aspects.

What does that mean? Means that I will have ships behaving like crazy in my game?

No. Means that ship's actions will be 10 times slower. All ships. They will take longer to turn, longer to accel and longer to stop. How this will affect the convoys? I don't know... We'll have to test it out and discover...

By logic, while the convoy is moving in a straight line, there will be no problems. When they turn from one waypoint to another, we may have some strange behavior. But from what I've seen already, they make a pretty mess while turning in groups since stock game, and also in supermods. Not becouse the supermods were not built correctly, but becouse the game engine sucks. Sucks badly. Ships go everywhere, go backwards, go right and left, like a blind man in a shootout.

Maybe making them slower will make it better. Maybe not. I don't know if I'll have the time to test it. But 99.9% of the time we spot a convoy, they are running a straight line, aren't them? So I guess we are ok.



:up:
hey!
Sorry for not reading the whole thread, but I sort of know convoys waypoints, arrivals etc. are based on maximum speed of the convoy (right?) plus I saw bbw react to this on this first page SO I ask this just to be shure..

This quote is not correct, right? Or it is?

edit: for goggy.. if you enable this mod after rbs effects(full or lite), your warships will have "normal" funnel smoke.. Because of the sim files thomsen's mod consists of.. That is the only "incompatibility" with this two mods.. I think.. NO BIGGY..

Philipp_Thomsen 11-10-08 01:11 PM

[quote=asanovic7]
Quote:

Originally Posted by Philipp_Thomsen
Quote:



3) Is it GWX compatible?

No.

GWX's campaign is based on the current ship's maneuverability speed. This mod corrects the ship's maneuverability speed, so it breaks some gwx aspects.

What does that mean? Means that I will have ships behaving like crazy in my game?

No. Means that ship's actions will be 10 times slower. All ships. They will take longer to turn, longer to accel and longer to stop. How this will affect the convoys? I don't know... We'll have to test it out and discover...

By logic, while the convoy is moving in a straight line, there will be no problems. When they turn from one waypoint to another, we may have some strange behavior. But from what I've seen already, they make a pretty mess while turning in groups since stock game, and also in supermods. Not becouse the supermods were not built correctly, but becouse the game engine sucks. Sucks badly. Ships go everywhere, go backwards, go right and left, like a blind man in a shootout.

Maybe making them slower will make it better. Maybe not. I don't know if I'll have the time to test it. But 99.9% of the time we spot a convoy, they are running a straight line, aren't them? So I guess we are ok.



:up:
hey!
Sorry for not reading the whole thread, but I sort of know convoys waypoints, arrivals etc. are based on maximum speed of the convoy (right?) plus I saw bbw react to this on this first page SO I ask this just to be shure..

This quote is not correct, right? Or it is?

edit: for goggy.. if you enable this mod after rbs effects(full or lite), your warships will have "normal" funnel smoke.. Because of the sim files thomsen's mod consists of.. That is the only "incompatibility" with this two mods.. I think.. NO BIGGY..

There will always be some incompatibility with a mod. There's thousand mods out there.

But the funnel smoke is controlled by the .val file, and not by the .sim file.

I'm not sure why RB used the sim files for... I would have to check, as I don't know his intentions.

But like I always say, enable the two mods together and see what happens!

My mod consists only in the .sim files, so you have to enable my mod for last, otherwise you don't have squat.

:up:

Jaeger 11-10-08 05:13 PM

Hi PT,

i would like to enjoy your great mod, but it doesnt roule... i am running stock, enabling your mod results in a CTD. do i need to install any other ships or anything else?



Jaeger

Philipp_Thomsen 11-10-08 05:48 PM

Quote:

Originally Posted by Jaeger
Hi PT,

i would like to enjoy your great mod, but it doesnt roule... i am running stock, enabling your mod results in a CTD. do i need to install any other ships or anything else?



Jaeger

See the ships you have and just copy the equivalent folders to replace the .sim files.

:up:

duif 11-11-08 03:38 AM

Left the harbor of Lorient last night in a IXD2. With this mod the ships in harbor look so much better!
Noticed two things:
- the harbor patrol, which escorts you out, runs aground in the first bend
- flakship 01 still seemed to be bobbling along

Keep it going!!

Philipp_Thomsen 11-11-08 04:56 AM

Quote:

Originally Posted by duif
Left the harbor of Lorient last night in a IXD2. With this mod the ships in harbor look so much better!
Noticed two things:
- the harbor patrol, which escorts you out, runs aground in the first bend
- flakship 01 still seemed to be bobbling along

Keep it going!!

Why did she ran aground? Can you be more especific? Didn't she manage to make the turn?

SeaWolf U-57 11-11-08 04:57 AM

Totally no good on my machine at periscope depth in bad weather my IXB gets thrown out the water and then dives back down to 20+metres this continues up then down :o

Philipp_Thomsen 11-11-08 05:04 AM

Quote:

Originally Posted by Phoenix1957
Totally no good on my machine at periscope depth in bad weather my IXB gets thrown out the water and then dives back down to 20+metres this continues up then down :o

If in your system it doesn't look good about the uboats, just delete the fold "submarine" inside my mod's folder prior to enabling, and that way you're just changing the ship's behavior.
:up:

duif 11-11-08 06:04 AM

Quote:

Quote:
Originally Posted by duif
Left the harbor of Lorient last night in a IXD2. With this mod the ships in harbor look so much better!
Noticed two things:
- the harbor patrol, which escorts you out, runs aground in the first bend
- flakship 01 still seemed to be bobbling along

Keep it going!!



Why did she ran aground? Can you be more especific? Didn't she manage to make the turn?
She obviously went wide in the turn, then got stuck. Because I was following her, so did my boat, but that was just my own stupid mistake

Philipp_Thomsen 11-11-08 07:29 AM

Quote:

Originally Posted by duif
Quote:

Quote:
Originally Posted by duif
Left the harbor of Lorient last night in a IXD2. With this mod the ships in harbor look so much better!
Noticed two things:
- the harbor patrol, which escorts you out, runs aground in the first bend
- flakship 01 still seemed to be bobbling along

Keep it going!!


Why did she ran aground? Can you be more especific? Didn't she manage to make the turn?
She obviously went wide in the turn, then got stuck. Because I was following her, so did my boat, but that was just my own stupid mistake

So, like I said before. GWX's ship's scripts are based in their current maneuverabilities, and so, if a ship's waypoints are tight inside a harbour, requesting the ship to turn and change speed quickly, if we change the ship's maneuverability to more realistic values, it won't be able to turn quickly enough.

So now we have two options:

1. Give the ships quicker turning speeds
2. Re-arrange the campaign script to fit the new maneuverability values.

I prefer the number 2.

It's pretty easy actually. You guys report me what ships are not turning quickly enough and I'll go there and fix the waypoints, to a more easy wayout, easier turns, further away from the terrain, so they can manage to move around without problems.

To have an idea of how tight it is, I've changed the merchants to diminish 33% of their turning ability, so compared to 100% they had, they still have 66%, which is a pretty high value. It's not like cutting in half, but just 1/3. If they are running aground, that means they were passing by pretty close to run aground before, and that needs fixing.

The problem is with IA. They are configured to, for example, go ahead flank in the direction of the land until 500 meters away, then they would just stop or turn, cos they knew they have this ability. Now they don't have it anymore, but they don't know it. So they still try to do those amazing sport cars maneuvers, and end up screwing themselves.

This is a problem that we will have to fix slowly along the following months, by mutual cooperation. People report ships running aground, when and where, and I fix the waypoints.

Remember that I didn't change the destroyers turning ability, just the merchants and alikes. So it's not a lot to fix, since there's not that much merchant ships going in and out of the harbour.

johan_d 11-11-08 05:39 PM

"Remember that I didn't change the destroyers turning ability"

Damn!

Graf Paper 11-11-08 06:45 PM

I wish this mod or a similar fix would be a part of GWX 3.0 or else it's going to require troubleshooting the waypoints and ships all over again when GWX 3 is released.

Don't forget that the barriers, sub nets, and mines are the reason why the harbor escort ship has to make such frequent and sharp turns while guiding your u-boat out of the harbor.

Until this gets fixed, it might be best to use SH3 Commander's "Start At Sea" feature to skip having to transit the harbor.

Philipp_Thomsen 11-11-08 07:21 PM

Quote:

Originally Posted by Graf Paper
I wish this mod or a similar fix would be a part of GWX 3.0 or else it's going to require troubleshooting the waypoints and ships all over again when GWX 3 is released.

Don't forget that the barriers, sub nets, and mines are the reason why the harbor escort ship has to make such frequent and sharp turns while guiding your u-boat out of the harbor.

Until this gets fixed, it might be best to use SH3 Commander's "Start At Sea" feature to skip having to transit the harbor.

Not quite.

1. So far we have just one complain about ships running aground. Just one.
2. Just because a ship is not managing to follow it's designed waypoints, doesn't mean we have to forget about the mod and use the old ships. No mod ever borns perfect.

This is V1.0. Look at the sound pack, or the water mod!!! They all sucked at version 1.0! Look at where they stand now! And they still have a lot to improve! I'm working on sun's reflection on the water for the water mod right now, to a more realistic approach.

Every time I look at something I have done yesterday, I find a lot of flaws. Flaws that I didn't see when I was doing it. So I'm improving all my mods, day by day, everytime I have a better idea, and time to execute it.

You guys have the fixed idea of giving up from a mod once you find a flaw. Jeez! You guys need to look at the bigger picture! We are fixing something very important, that has never been fixed before, and that makes a hell of a difference for the realism and gameplay.

If this mod has a flaw, I'LL FIX IT!
Dammit!

I'll fix this until it reaches the best level possible allowed by SH3 engine. It doesn't matter if I have to stay awake during the night and have to work in the following morning... screw it! I'm gonna do it!

Not because it will make SH3 better...
Not because people here deserves better ships...
Not because it will make the world a better place to live...
But because I can!

I'm compulsive!

Don't ever tell me I can't do something... I die trying!

It will take longer and it will be harder without feedback from everybody here, but I'll get there!

So instead of saying "this mod breaks that and so I'll stop using"
Say something more constructive, like "thomsen, you must fix this and that".

So then, in the next morning you'll find an update for the mod in my Filefront page.

That's how it works.

:up:

sabretwo 11-11-08 07:48 PM

PT,

In addition to giving more room on the waypoints near land, it might be a good idea to reduce the speed of vessels near land or that require tight corners. Lower speed may give them more time to maneuver the turn.

I like this idea, but I see where it conflicts with existing mod scripts. I'll try to be conscious of this issue when working on the revised Med Campaign. I like the idea a lot and would like the campaign to be fully compatible with your mod.

Keep up the good work, PT!

Philipp_Thomsen 11-11-08 07:54 PM

Quote:

Originally Posted by sabretwo
PT,

In addition to giving more room on the waypoints near land, it might be a good idea to reduce the speed of vessels near land or that require tight corners. Lower speed may give them more time to maneuver the turn.

I like this idea, but I see where it conflicts with existing mod scripts. I'll try to be conscious of this issue when working on the revised Med Campaign. I like the idea a lot and would like the campaign to be fully compatible with your mod.

Keep up the good work, PT!

It's not necessary to reduce their speeds. They're already quite slow.

I just need to know what ships are running aground and where, so I can shorten the waypoints to be further away from the land. Piece of cake!

:up:

Vader 1 11-12-08 06:54 PM

PT in case we forgot......thanks again for all your hard work..:up: :up:

Your mods are the main reason I still play SH3..

Have a Beck on me :yep:

Vader

Sag75 11-12-08 11:00 PM

HI PT, so, I tried your mod and it appears good as first impression. :cool:

In torpedo training, I haven't seen any more super-car ships: their behaviour was pretty heavy. They can be sunk by torpedoes as well. In convoy attack training, I saw a DD avoiding a stopped ship hit by me. :up:

Then I played a Campain. I tried to cross a minesweeper route in the Brest harbour: she tried to avoid me and her manouver was successful, without any sudden back course. :up: Maybe she went too much close to me because of the nature of ship avoiding manouver in SH3 (ships try to pass by your stern). In open sea, I encountered a convoy, I tried there some tests and ships seem work fine. ...Maybe DDs seem slow???:hmm:

Moreover, I enconutered a single DD (Q&R class), she was able to get from 30kts to 11kts in 1,5 minutes...is it reasonable??:hmm:

I used VII type, she was more stable :up:


My set up is SH3+GWX2.1-april.fix, + lifedebries, and I didn't notice any issues during the play.


the test goes on......:up: ....I need a nice storm!:huh:


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