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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
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Hello,
There is something I would like A LOT to improve : the ships' behaviour at sea. They move too much, they look like plastic toys ! I've tried to change parameters in ship.sim file but without result. For example, I changed the mass, gc height, LR and UD (drag). Does anyone have a solution to correct this problem ? That would be GREAT ! PS : I don't know what means the threads' prefixes. |
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#2 |
Navy Seal
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Look for THOMSEN PARAMETERS APP by Stiebler, it fixes the "rubber duck" like actions of the ships.
From the readme... "THOMSEN PARAMETERS APP searches through your SH3 'Sea' folder looking for ship.sim files (eg 'NKC3.sim'). It then replaces optionally any or all of eng_power, rudder-drag, surfaced left-right drag coefficient ('LR') and gc_height (= centre of gravity) with values specified by the user. Every .sim file in your sea folder will be examined and altered!" ![]()
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#3 |
Commander
![]() Join Date: Nov 2010
Posts: 457
Downloads: 17
Uploads: 0
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Fahnenbohn,
probably you noticed, e.g., Le Fantasque is less prone to shaky movements than many stock ships. The reason is that its submerged draught (obj_Hydr -> Submerged ->) is set rather deep. You may wonder what effect the submerged draught may have on surface ships? As far as I understand, the game engine calculates the vertical position basically according to the standard draught but under unruly conditions (especially when the vessel dives into between waves) it becomes partly submerged. Then the submerged draught comes into play. The standard SH3 setting for submerged draught is 0 of many vessels (meaning, it es equal to the surface draught); that limits partial submersion. Result: the vessel tends to act as a rubber duck. Small vessels (with shallow draught) are especially sensitive to that. In short: allowing the vessel to dive a bit helps to make it act a bit more natural. |
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#4 | |
Sea Lord
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![]() Quote:
I just spot -checked more that a dozen ship classes, though, and all of them had a value for Submerged Draft which was significantly greater than Surface Draft. That is the case for all ships in NYGM and all ships in MFM 3.2. Seems like another good reason to play NYGM. ![]() |
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#5 |
Commander
![]() Join Date: Nov 2010
Posts: 457
Downloads: 17
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BigWalleye,
also GWX and LSH use the submerged draught to reduce the ships' movements (at least a number of ships have values different from those of stock SH3). I guess, it has been figured out early. Sadly, I cannot tell who gave me the hint to the submerged draught (likely Rowi58 or "the-modder-once-known-as-privateer"). |
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#6 |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
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First, thank you for your replies guys, it's always a pleasure to find help on this great forum !
@ HW3 Yes, I've already tried this, but I've not been satisfied of it at all. @ The Frog No, I didn't notice a difference with your new destroyer. But your answer helped me to find the solution ! Indeed, I thought that submerged displacement and draught concerned only submarines. As soon as I read your explanation, I immediately realized that I was wrong and thought to myself : Eureka ! That's it ! I immediately specify a submerged displacement. And that do the trick ! Then, I tested different solutions, and my conclusions : - the surfaced displacement must be inferior to the submerged displacement, otherwise, the hull is sinking in the water. - to delete completely shaky movements, the submerged draught must be setted to zero. The values for your destroyer that are OK for me yet : ![]() I've tested the ship's behaviour also with rough weather, and it seems to go well. I don't remember the original values of your destroyer, could you send them to me please ? F. |
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#7 |
GLOBAL MODDING TERRORIST
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I just do a visual adjustment.
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#8 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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I was modding the ships' physics in SH4 a little while ago. This may or may not apply to SH3: |
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#9 |
GLOBAL MODDING TERRORIST
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Adjusting just the sim file don't help much on how a Unit sinks.
It's only a part of the file system. The zon file controls flooding and how a Unit will sink. You can adjust the sim till the Cows come home and still not see the milk. To search for information posted by privateer? Search for Madox58. Last edited by Jeff-Groves; 02-10-15 at 10:54 PM. |
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#10 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
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I never said I adjusted it to help a ship sink. However, making ill-considered changes can interfere with them sinking. If, for example, a ship with a surface draft of 4.0 m is given a submerged draft of 5.0 m, when torpedoed, it will flood down to 5.0 m and sit there, absorbing great blows and floating all the while. |
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#11 | |
Sea Lord
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#12 |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
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#13 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
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![]() Neither did I, until I made the sub. draft changes. Quote:
There was no problem, as long as the sub. draft was high enough. It is just much easier, imo, to set them at 0, rather than play around with them to see exactly what they should or could be. I never bothered to try to determine exactly how high they needed to be to avoid the issue. |
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#14 | |
Sea Lord
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#15 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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You may think that existing mods have perfected ship physics, but Fahnenbohn didn't seem to think so, and I was merely trying to save him a little time and effort. |
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