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now i think that we are entering the final part of completing the TMT v2 .a few more ships had left ....:yeah: have a nice day |
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for H.sie
H.sie, i think that you have made a tool that is changing the values at .sims for all ships ,right ?
as , i like too , the aceleration-decelaration ,turning of Thomsen ships can you tell me which values are altered for the above stuff (aceleration - decelaration ,turning ) ?? can you take the 'TMT mod' and import these values (i guess for the engine and rudder values only ---don't import especialy the gc values or any other values ) in order to make a test version to see how it will go ? what do you think ? bye |
i tested a ship with 1% of its original eng_power and sound did not reduce.
a problem could be gc_height=0.1 setting from thomsen which perhaps changes draught. but it is not necessary for acceleration and maneuverability |
GC center will not change draught, but itīs sailing and sinking behaviour. The more high the GC center more "rubber like" movement into water, also more variation on sink way (less plain sink, the ship will sink more by itīs bow/stern). Another way to change sail behaviour is changing its surfaced drag: more near 1.0, less rubber like effect.
A good deeper draugth (but not so much to avoid expontaneous sink), and some adjust on surfaced drag will be enough to we have a good sailing behaviour (more "heavy" feeling and less "rubber like" effect). The GC center can then be adjusted in the end (or just left it as it is on B+D mod or even with GWX original values) Also notice that the more high waves used (stock, the better for the SH3 fake physics is 256) then more annoying is the sailing behaviour at bad weather (wind at 12 to 15m/s). I always suggest to use stock waves, we already have that weather bug where the wind frequently stop at 15m/s which donīt allow we really play the game anyway.... |
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at Thomsen ships the eng_power is reduced only by 1% ? also what other values are involved with the agility-manuverability of the ship ? Quote:
i tested the new .sim for the tramp streamer (the others ...not yet ) and all i can say is that you have ''magic'' hands !!! it is absolutely ... wonderfull now !! about the waves : i also have notice this problem long time now . note that all ships are now testing at gwx-16 km atmosphere (the one that come with gwx3) ,for other enviroments .... (that change the waves height --to bigger--or tweaking waves's behaviour ) ...would be no guarantees after the 'TMT v2' i will release an update for 'M.E.P. v1.1' (the ships are also testing with my environment) in which i will reduce a little bit the waves's height at wind 12-15 m/sec .don't worry, the eye don't 'catch' the difference on waves's height and i can confirm Rubini's words that sh3's engine is handling much better the ships on lower waves at 12-15 m/sec |
GWX sensors are adjusted for its "big waves" environment...but I can asure you that this isnīt noticiable even when using stock waves environment. So, look at this when you make some tests. (This is more noticiable exactly in 16km environment)
As a botton line, itīs clear that some weather states with big waves is a desired thing, in RL we have them. But the problem is that, like I said, sh3 fake physics donīt handling the ship sail behaviour well when using big waves and so on. |
Hi makman,
no. In Thomsens mod V4.1, eng_power is set to 30% of its original value, but I set it to 1% only for testing purposes in order to see clearly, if it affects the ships sound. The sound I heard was the same as with 100% power. But to be 100% sure, it must be tested, that the detection range for hydrophones is also not influenced. Thomses Ship Mod rules are as follows (for ships with tonnage > 300) Unit_Ship/Propulsion/eng_power : 30% of original value. Unit_Ship/Obj_Hydro/gc_height : 0.1 Unit_Ship/Obj_Hydro/Surfaced/drag/LR : 0.75 Unit_Ship/Obj_Hydro/Surfaced/drag/UD : 1.0 MERCHANTS: Unit_Ship/Rudders/drag : 0.02 BATTLESHIPS: Unit_Ship/Rudders/drag : 0.025 DESTROYERS: Unit_Ship/Rudders/drag : 0.03 ESCORTS: Unit_Ship/Rudders/drag : 0.04 I have a program which automatically applies these changes to the sim files in one or two seconds and I offer you to do that job if you plan to add these changes to the TMT. h.sie |
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i said that i will release an update to 'M.E.P. v1.1' becuase i like better the ships's behaviour on lower waves on 12-15 m/sec but this will be optional .the TMT v2 will be fine with either both of M.E.P. v1.1 or M.E.P. V1.1 updated (of course i will made that tests first for the sensors ) good day to you, Rubini |
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i understand you now (i had misunderstand this 1% on my previous post) . as we are talking for engine sound ,i want to tell you that by this i mean if the hydro ranges are effected by the reduce on Unit_Ship/Propulsion/eng_power's values and not the sound of engine that our ear hears when for example use the free camera also i made a little test : i set in one ship 1% on his engine power and put it in mission with one other unedited ,setting the speed to both of them at 6 knots . the edited ship didn't make 6 knots but less (the unedited was doing 6 knots) so i suppose that there will be problems on campaigns . now that i know the values that are responsible for that i will send a pm to Kpt Lehman to have his opinion on this thank you for your tool and your will to help here :up:,we will come back at this after the release of 'TMT v2' and see what can be done in order to have 'TMT v2-optionals' bye |
Hi makman, I'm just preparing to start a new campaign with stock SH3+GWX (16km enabled) :)
I intend to play as high as possible in regards to the % of realism, so I thought your mod could be useful:) I read some of the pages and found out there's a new version incoming..could you please summarize the shortcomings of the actual version? Thx:salute: |
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1. some ships are sinking (not many,still ''scaning'' to discover all of them) becuase the b+d mod is putting ships deeper in water 2. the DRAFT values on .cfgs are not correct And with the new version all ships will have a more real ( heavy ) sailing |
Understood, thx.
I'll eagerly await for the new version, then. :DL |
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hello ,
does anybody know if the submerged drag values must 'match' with surfaced drag values ??? and one more : does the submerged drag values effecting the ship's sailing ?? |
Submerged Drag does affect the underwater speed of the u-boat. I'm not sure if it affects turning, surfacing and diving.
One example: A u-boat equipped with a deck gun has a higher submerged drag value than it does with the deck gun removed. This means that the same u-boat can be 1 or 2 knots faster underwater without the deck gun. |
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