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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: Feb 2004
Posts: 44
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still learning the game and am enjoying the challenge.
but the way that the surface ships seem to glide about unimpeeded is starting to annoy the piss out of me ![]() why did ubi make the player's subs constrained by the laws of physics but the AI ships seem to have no limits on their accelerations or their turning radii. is this mod-fixible or are we stuck with it forever? |
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#2 | |
Helmsman
![]() Join Date: Mar 2005
Posts: 106
Downloads: 83
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#3 | ||
Stowaway
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it was fixed for sh3 but the fix for sh4 is still a work in progress, have a look at this thread: http://www.subsim.com/radioroom/showthread.php?t=143775 |
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#4 | |
Sailor man
![]() Join Date: Feb 2004
Posts: 44
Downloads: 0
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![]() so it looks like we can edit some parameters? to quote form that thread, some edited values were: Surface LR and UD drag = 0,75 Propulsion to 30% of original value. Ex. 100=33 Rudder from 0,03 to 0,02 (only merchants) GC Height from *whatever* to 0,1. can i do these edits independent of a mod or will there be conflicts (i'm running TMO and RSRD)? |
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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It needs testing to make sure it doesn't reduce top speed, etc.
Stationkeeping and collisions are a legitimate concern as well. |
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#6 |
Navy Seal
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This is a major part of the future of RFB. They are working now on instituting realistic movement physics to surface ships (otherwise known as targets). This will be LukeFF's personal nut to crack and it promises to be both difficult to accomplish and revolutionary to the way we play the game.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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