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Old 03-21-08, 10:33 AM   #28
Kpt. Lehmann
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Quote:
Originally Posted by Rubini
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.
Rubini, the positive bouyancy from GWX 1.0 has been drastically reduced (by you mate) before the release of 2.0, and has nothing to do with the U-boat drafts when surfaced.

I've fixed it (The IXD2 draft) by simply pushing it down by one meter... and now the water line is correct/uniform with the rest of the U-boats in GWX. (I just hadn't noticed the IXD2 riding a little high until now... God only knows why.)

Returning to "true" neutral bouyancy as in stock SH3, will cause the U-boats to plow through the water like bricks again... with little or no interaction with hydrodynamic forces present on the surface. U-boats shouldn't behave like battleships on the surface, especially considering that they spend a majority of the time on the surface.

With the exception of the XXI, I've checked all player boat drafts.
Screenshots from last night's range testing I took while thinking about this thread: http://www.mediafire.com/?lw2wbpmdkej

Regarding drag settings, and engine power settings... changes to either will cause U-boat ranges to need complete overhaul/rework. Lengthy testing and proximity to release makes it prohibitive for us. Each would have to be adjusted individually... the same is true for all surface vessels in SH3.

Sailor Steve is right about the units in SH3 being able to accelerate/slow too quickly... but he's also talking about buckets of work. (Get to it Steve!)

EDIT: Changes to draft settings of player U-boats would also cause range settings to need reworking.

Plugging real life values into the .sim file for range vs knots is useless. It must be adjusted, then tested in game... then re-adjusted as necessary until correct in-game.
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