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Nobody says anything in here. :shifty: |
I've got this mod lined up in my GWX installation, PT, but I'm having a difficult time finishing my various SH3 installations. :damn:
I just rebuilt my computer with a new motherboard, CPU, and RAM this past weekend and have been working on completing a fresh installation of WinXP SP3 and all my software. As it is, I skipped nearly everything else so I could go ahead and have SH3 to play. All my programming apps, graphics apps, and other games can wait until later. I MUST HAVE my SH3 now! Once I do get GWX sorted out, I promise I'll give you a full report on my impressions of your ships mod. ;) |
I tested some DDs attack tactics and jams.
The two DDs considered here (I report only Evart class and CaptainI class) approach you at 6-7kts instead of 10kts because they are zigzagging (but I saw a Clemson class turning at 10kts). When they start the straight run against you, the speed increase to 11-12kts, with small route adjustments. When they pass over you, they launch the DCs and accelerate to 15kts, and start the turn. Thus the speed drop to 6-7kts again, until they take an other linear run to intercept you. If you launch a jam, the DD (I saw only the Evart class, about 1100tons) doesn't stop suddently and comes back but brakes from 10kts to 2-3kts in 30-45sec, then comes back at 2-3kts searching for you.:up: When she understands it was a jam, she starts again the search speeding up to 6-7kts in about 1min. Now some consideration: now could be more difficult evading the escort.. bacause DDs proceed at 6kts during the approach! So, they can hear you better ..but probably not :hmm:, because DD's propellers rpm is the same, 6kts are essentially due to the hull drag.... |
Ship missing?
I've just noticed that the ship NTIT_ is missing from my game can you tell me which ship it is? and where i might be able to find it?
Thanks Rick |
I am testing this mod.
That what i have seen in bad weather is that the speed of your sub is dropping. For example i have setted 10kts and some later it drops to 5/6 knots. But i see this as in real life. Great mod ! |
Hi PT, The little time I tested this mod, it looks like the ships were having hard time turning. Eg: Even with full rudder the small escort out of Lorient made the turn with difficulty, lagging behind, not being able to escort me out properly.
Did the PQ17 single mission, after taking out a tanker in the middle of convoy, the 2 ships immediatly behind tried to avoid the slow sinking ship but couldnt turn in time, they kept backing up and coming close to the wreck and each other, convoy was way away when they were back on route. All around good idea :up: just needs some tweaking, I still need to test more, will be reporting again, obviously more results need to be heard by users of this mod. IFRT-WHUFC, the ship is RMS Titanic by VonDos, check his shipyard thread. |
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another point (i know it is OT, but give me one sentence:up: ) is the distance of view: the limitation is not the human eyeball, it is the earth curvature and the hight of your position. there is a small rule of thumb for this: radical of your height in meter multiplied by 3.57 example: the bridges height of an u boat is 5 meters. radical of 5 is 2.2 multiplied by 3.57 is 7.9 km if your target is higher, you can see it beyond the horizon (his masts). because of this, 9 km stock range is quite ok, i think. greetz, Jaeger |
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1. controls the pitch and roll effect by changing the center of gravity 2. controls acceleration and slowing of ships by changing the ships drag 3. controls acceleration of ships by changing the engine power 4. controls turning radius of ships by changing the amount of drag the rudder has am i understanding that correctly? :hmm: and with #2 you changed it to (drag -> LR and UD = 0,75) and i want to understand how did you arrive at those numbers from (drag -> LR and UD = 1,0) because i might want to try a different setting and wish to understand it better to know what numbers to try |
Finally time to test.. left Lorient, saw no ill effects.. all seem normal.
Now in the open, hunting for prey.. will report back if we survive! One of the best mods avail ? we shall see! |
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If we get the final impression that the ships are losing too much speed on the turns, I'll have to cut back about 25% of the ship's drag, which will increase the roll and pitch. Let's see further ahead about this issue. :up: |
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Search in the forum and you'll see the thread for it. :up: |
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:up: |
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About the small escort, I think I accidently traded her configuration for a merchant ships, so she have 33% less rudder effect. I'll fix that right away! :up: |
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It's not the mast you spot, it's the huge amount of smoke coming out of the funnel, into the air. In OLCE2, at 15km scene, most of the time I can't see the ship, but I can see a lot of smoke in the air. Savvy? :up: |
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