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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: |
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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: |
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: |
[quote=Philipp_Thomsen]
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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.. |
[quote=asanovic7]
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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: |
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 |
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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!! |
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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
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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. |
"Remember that I didn't change the destroyers turning ability"
Damn! |
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. |
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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: |
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! |
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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: |
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 |
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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