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-   -   [REL] TMT v2 (Tribute to Manual Targeting-version 2) (https://www.subsim.com/radioroom/showthread.php?t=153937)

makman94 08-23-09 06:33 AM

Quote:

Originally Posted by Rubini (Post 1156744)
Hi makman,

I had some free time today and fixed that NLPL, NLST and NGRA. I will send the files to you in an hour.

Cheers,

Rubini.

Edited:
PM sent with the link and ALL the problematic ships fixed.:up:

i got the files Rubini ! a big thank to you sir !! :up:
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

makman94 08-23-09 06:35 AM

Quote:

Originally Posted by bybyx (Post 1156973)
My skills at modding are zero but:cry: please try to explain why aren't compatible:88)
It was good to have the Thomsen ships mod because it was something very close to the real thing

Thanks!:salute:

Bybyx,they are incompatible becuase they are using the same files that are responsible for the ships's behaviour ( these are the .sim files)

makman94 08-23-09 06:43 AM

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

h.sie 08-23-09 10:18 AM

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

Rubini 08-23-09 10:51 AM

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....

makman94 08-23-09 06:14 PM

Quote:

Originally Posted by h.sie (Post 1157101)
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

hello H.sie,
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:

Originally Posted by Rubini (Post 1157116)
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....

hello Rubini,

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

Rubini 08-23-09 09:11 PM

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.

h.sie 08-24-09 02:25 AM

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

makman94 08-24-09 04:48 AM

Quote:

Originally Posted by Rubini (Post 1157458)
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.

the TMT v2 is building based on gwx-16 km atmosphere (i have made no changes at all ) so no need for sensor's testing

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

makman94 08-24-09 04:59 AM

Quote:

Originally Posted by h.sie (Post 1157577)
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

good morning H.sie ,
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

DeadlyWolf 08-25-09 04:47 AM

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:

makman94 08-25-09 05:32 AM

Quote:

Originally Posted by DeadlyWolf (Post 1158322)
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:

Hello DeadlyWolf,

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

DeadlyWolf 08-25-09 06:03 AM

Understood, thx.
I'll eagerly await for the new version, then. :DL

makman94 08-26-09 01:55 AM

question
 
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 ??

Graf Paper 08-26-09 08:42 AM

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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