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-   -   [REL] FIFI enhancements for Ccom12 (https://www.subsim.com/radioroom/showthread.php?t=248059)

Fifi 01-30-21 02:38 AM

https://i.goopics.net/9yLwY.png

Gyrocompass ring added for all types VII & IX :up:

See end of post #1.

Has to be activated on top of all.

:Kaleun_Salute:

ericlea 01-30-21 04:05 AM

:Kaleun_Thumbs_Up::Kaleun_Cheers:

Toyotagt86 02-02-21 10:40 AM

Depth Keeping problem with 0 knot
 
Hi Fifi
I have test the Enhancement mod for the CCOM12 ,but I found that when I test in the Naval Academy with 7B uboat at periscope depth and All stop 0 knot speed, The Uboat can not keep the depth. It keep dropping.
Also the snokel cover for the 7B have some problem when using the Enhancement Mod.

Best Regards
Toyotage86

Kal_Maximus_U669 02-02-21 11:01 AM

Quote:

Originally Posted by Toyotagt86 (Post 2726633)
Hi Fifi
I have test the Enhancement mod for the CCOM12 ,but I found that when I test in the Naval Academy with 7B uboat at periscope depth and All stop 0 knot speed, The Uboat can not keep the depth. It keep dropping.
Also the snokel cover for the 7B have some problem when using the Enhancement Mod.

Best Regards
Toyotage86

Yes it is normal "Negative buoyancy" effect when on the cover of the snockel I think that Fifi has not finished with that it is in progress

Fifi 02-02-21 11:14 AM

Quote:

Originally Posted by Toyotagt86 (Post 2726633)
Hi Fifi
I have test the Enhancement mod for the CCOM12 ,but I found that when I test in the Naval Academy with 7B uboat at periscope depth and All stop 0 knot speed, The Uboat can not keep the depth. It keep dropping.
Also the snokel cover for the 7B have some problem when using the Enhancement Mod.

Best Regards
Toyotage86

Yes, as Kal said above, my mods include the negative buoyancy so when all stopped the sub is slowly sinking :yep:
In real life it’s impossible to get the perfect steady at zero knot in any submarine.
So you’ll have to play with the speed telegraph to get at least 1 knot in every situation!
You can stay steady at zero knot for around 1 minute/1 minute 30, so should be enough to measure target speed with U-Jagd.
When very deep, you may have to run more than 2 knots to go up! Just because of water pressure.

About the snorkel mask, it’s not from my mod. I didn’t changed it from stock Ccom.
It’s a known glitch (even in LSH3) with the VIIB type... all others are fine though.
I tried to solve it, but didn’t success yet.

:Kaleun_Salute:

Toyotagt86 02-02-21 07:52 PM

thank you
 
Quote:

Originally Posted by Kal_Maximus_U669 (Post 2726641)
Yes it is normal "Negative buoyancy" effect when on the cover of the snockel I think that Fifi has not finished with that it is in progress

OK Understood Thank you very much

Toyotagt86 02-02-21 08:33 PM

Some viewpoint about the negative buoyancy when playing the game Wolfpack
 
Quote:

Originally Posted by Fifi (Post 2726647)
Yes, as Kal said above, my mods include the negative buoyancy so when all stopped the sub is slowly sinking :yep:
In real life it’s impossible to get the perfect steady at zero knot in any submarine.
So you’ll have to play with the speed telegraph to get at least 1 knot in every situation!
You can stay steady at zero knot for around 1 minute/1 minute 30, so should be enough to measure target speed with U-Jagd.
When very deep, you may have to run more than 2 knots to go up! Just because of water pressure.

About the snorkel mask, it’s not from my mod. I didn’t changed it from stock Ccom.
It’s a known glitch (even in LSH3) with the VIIB type... all others are fine though.
I tried to solve it, but didn’t success yet.

:Kaleun_Salute:

Yes I agree with the "In real life it’s impossible to get the perfect steady at zero knot in any submarine." But when we play the game Wolfpack the Dive officer will manage the trim Compressed air valve and the trim Ballast tank to keep the depth at 0 knot. While in the Silent Hunter 3 we do not have such mechanism to adjust the buoyancy accurately, it makes the player hard to control the depth steady. In my opinion when the player in the SH3 he is just the Captain of the Uboat, the Dive officer will Execute the command to keep the depth, especially at Periscope depth the Water pressure won't as horrible as deep waters. Also for the better user experience when playing the game I like the original depth control.

Anyway thank you for answering me

Best Regards
Toyotagt86

Fifi 02-03-21 01:13 AM

Quote:

Originally Posted by Toyotagt86 (Post 2726807)
While in the Silent Hunter 3 we do not have such mechanism to adjust the buoyancy accurately, it makes the player hard to control the depth steady.

Best Regards
Toyotagt86

That’s precisely the purpose of my negative buoyancy.
To make the game harder, trying to simulate the difficulty of a steady position as it was in RL. It’s totally playable though, but you have to be more attentive than stock game, and it changes the way of planning attacks.
Stiebler and his NYGM was the first to introduce it, and perso i couldn’t play without anymore. Much more interesting than beeing a sitting duck!
Nevertheless there is still an easy way to disable it from my mod :03:
Just let me know via PM if you are interested...

:Kaleun_Salute:

Toyotagt86 02-03-21 02:42 AM

thank you
 
Quote:

Originally Posted by Fifi (Post 2726851)
That’s precisely the purpose of my negative buoyancy.
To make the game harder, trying to simulate the difficulty of a steady position as it was in RL. It’s totally playable though, but you have to be more attentive than stock game, and it changes the way of planning attacks.
Stiebler and his NYGM was the first to introduce it, and perso i couldn’t play without anymore. Much more interesting than beeing a sitting duck!
Nevertheless there is still an easy way to disable it from my mod :03:
Just let me know via PM if you are interested...

:Kaleun_Salute:

Thank you very much, The PM was sent

FUBAR295 02-06-21 04:52 PM

Need some flag help!
 
Is there a fix or file remediation for this?

Having this issue with the flag with CCoM non modded :

https://ibb.co/XV5yv17https://i.ibb.co/QXH81LP/CCo-M-flag-issue.jpg

The flag image and the flag mesh do not appear to be attached to each other or in sync, just get this twisted stringy thing for a flag.

Have down loaded fresh copies of CCoM but still having the problem. Even persists with Fifi's update.

Any help would be appreciated!

Good hunting,
FUBAR295

kl43 02-06-21 05:23 PM

I use ARB 1920x1080 and the flags are ok

Aktungbby 02-06-21 05:44 PM

Welcome aboard!
 
Kl43!:Kaleun_Salute:

Fifi 02-06-21 05:45 PM

Quote:

Originally Posted by FUBAR295 (Post 2728038)
Is there a fix or file remediation for this?

Having this issue with the flag with CCoM non modded :

https://ibb.co/XV5yv17https://i.ibb.co/QXH81LP/CCo-M-flag-issue.jpg

The flag image and the flag mesh do not appear to be attached to each other or in sync, just get this twisted stringy thing for a flag.

Have down loaded fresh copies of CCoM but still having the problem. Even persists with Fifi's update.

Any help would be appreciated!

Good hunting,
FUBAR295

Didn’t touched the flags, the sub flags even the pennants in my mod for Ccom12....
I’m afraid it’s on your side, don’t have such problems here.
...and don’t see what could cause it. Sorry.

FUBAR295 02-06-21 06:47 PM

Quote:

Originally Posted by Fifi (Post 2728049)
Didn’t touched the flags, the sub flags even the pennants in my mod for Ccom12....
I’m afraid it’s on your side, don’t have such problems here.
...and don’t see what could cause it. Sorry.

I know it is not your mod as the problem persists with just CCoM running unmodded. Thanks for the response. :Kaleun_Salute:

Good hunting,
FUBAR295

FUBAR295 02-06-21 06:49 PM

Quote:

Originally Posted by kl43 (Post 2728047)
I use ARB 1920x1080 and the flags are ok

Using the GUI that comes with the package and the problem still is there. Thank you for your reply. :Kaleun_Salute:

Good hunting,
FUBAR295


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