Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Sailor Steve
Quote:
Originally Posted by Rubini
Seems that the water "leak" from the lateral vents from all the uboat body. (Interesting is also how, in the RL pics, the uboats are much more "into the water" than we have on Sh3/GWX. This is another thing that annoys me.)
I will try to adjust all the water stream to start from the lateral vents...anyway in the end the final effect will be more or less how we have it now on Sh4, with some tweaks here and there. 
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One thing to remember (and this applies to all WW2-era submarines) is that the outer hull is designed to cut through the water on the surface, and is independent of the inner, or 'pressure' hull. The outer hull is open to the sea, and the vent holes are all just that--holes. Water will fill the space between the inner and outer hulls, and went the boat rises the water will 'stream' from every hole that has been underwater.
Also, if you're going to play with the different parameters to change draft/speed/range, might you also look into acceleration? It has long been a problem that all ships in the game, including u-boats, accelerate far too quickly.
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Sailor Steve, yes, I have now 43!! water stream to play with and it's possible to add infinite numbers of them. So each singular hole can have it's own water strain in each uboat!. i guess that in the end this will be to much because the effect in game isn't exactly as in RL (mechanical/texture limitations) so i will play just with some of them (perhaps ten per side as an example) what is already enough as an very good eye candy effect. My last look at them in my dinner hour reveal a lot of possibilities. I'm just annoying that i need to go in a family trip by the holiday without my PC! OMG!
Now a reply also for CB..:
The best settings until now for the IXd2 as really draught=0 and go back to neutral buoyance (GWX introduced a positive buoyance what makes that "too above water" problem yet worst). The ubaot sail effect is much, much better and necessary to have water stream. And is always possible (in the.sim itself) to adjust the potency of the engines what I think will solve the too much quickly acceleration.
I will look at the surfaced drag , but i guess that it's for left-right/ up-down (just shake movements for first) and then it will not solve the final velocity problem adequately.:hmm:
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The acceleration is the easiest thing to edit in the game, and the better part is that it doesnt change the final speed. I think the acceleration underwater is a little less unreal then the surfaced acceleration, but still both of them need adjustments. Those adjustments I've done for myself long time ago, but I see no point in making a mod out of it, nobody will use it.