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Old 03-23-08, 06:01 PM   #29
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
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Quote:
Originally Posted by Kpt. Lehmann
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.
Hi Kpt,
I just returned from my holiday and I´m replying the posts slowing. (sorry for my english these days because I lost my Babylon licence, then I´m writing in the best way that I can). First of all, I just don´t presented this mod for GWX team at first because i just entered in it after we reach our time limit on GWX 2.1. About the uboat behaviour while surfaced...hummm...at least for my type IXd2 (GWX 1.03 yet) it really becomes better (in behaviour) after i replace again the neutral buoyance. I know that in GWX 2.1 we are touching the uboats fuel/distance/speed again...so it´s in my plains to contact you before mess with anything on this matter to I really have the best information possible before modify anything on this issue. And you are right, to really mess with acceleration for all units in the game...WOW...this needs to be a mod team effort at first. And to finish, saying again, wat i said at first is just my impressions using GWX 1.03 Type IXd2. Let´s see the final results in the next days.

PS: i´m downloading the link above. Comments later!
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