SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-06-10, 02:53 PM   #1
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default [REL]: TMT v2 + Thomsens Ships Combimod

TMT v2 + Thomsens Ships - Combimod
=============================

This Mod combines makman94's "Tribute to Manual Targeting V2" mod

http://www.subsim.com/radioroom/showthread.php?t=153937

with the Thomsens Ships mod, which (hopefully) makes
acceleration & maneuverability of surface ships more realistic.

http://www.subsim.com/radioroom/showthread.php?t=143775


Changes to TMTv2 .sim files according to Thomsens idea:
----------------------------------------------------------------
Only for ships with tonnage > 300:

Unit_Ship/Propulsion/eng_power: 30% of original value.

Unit_Ship/Rudders/drag:
0.02 (MERCHANTS)
0.025 (BATTLESHIPS)
0.03 (DESTROYERS)
0.04 (ESCORTS)


Download: See my mediafire page.

Credits
-------
Makman94: For permission to use his TMTv2
Philip Thomsen: For his initial idea.
More Credits: See original TMTv2-Readme

Greetings,
h.sie

By the way: I only merged these two incompatible mods and so I give no further support on this mod, because I am very tired.
__________________
My Mediafire page: http://www.mediafire.com/hsie

Last edited by h.sie; 03-06-10 at 03:40 PM.
h.sie is offline   Reply With Quote
Old 03-06-10, 03:18 PM   #2
Magic1111
Silent Hunter
 
Join Date: Sep 2008
Location: Germany - Sailing on U-552 in North Atlantic
Posts: 4,429
Downloads: 783
Uploads: 0


Default

Hello h.sie !

Many thanks for merged these two MODs and for uploading !

And also a big Thank you to makman for permission to upload the MOD !

Best regards,
Magic
__________________
Magic1111 is offline   Reply With Quote
Old 03-06-10, 03:28 PM   #3
vergol
Machinist's Mate
 
Join Date: Jul 2009
Posts: 121
Downloads: 29
Uploads: 0
Default

Choosing between these two mods has been a year-long headache for me. You've just cured it. Thanks a million.

PS: Did you by any chance include the 'Enhanced Funnel Smoke' in this release? I understand it was paired with Thomsen's Ships at some point.
vergol is offline   Reply With Quote
Old 03-06-10, 03:34 PM   #4
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

Hey,

no I didn't, because I don't like this Enhanced Funnel Smoke.

Sorry.
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Old 03-06-10, 03:39 PM   #5
vergol
Machinist's Mate
 
Join Date: Jul 2009
Posts: 121
Downloads: 29
Uploads: 0
Default

Quote:
Originally Posted by h.sie View Post
Hey,

no I didn't, because I don't like this Enhanced Funnel Smoke.

Sorry.
I can live with that.
vergol is offline   Reply With Quote
Old 03-06-10, 03:42 PM   #6
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

Makman gave me a version with this smoke. With that the ships looked like if they were burning. and the smoke direction was funny. GWX smoke looks better in my opinion.
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Old 03-06-10, 04:33 PM   #7
Loltak
Seaman
 
Join Date: Mar 2010
Posts: 37
Downloads: 62
Uploads: 0
Default

I was on the starting block to merge these 2 mods and you made it, great

Thanks
Loltak is offline   Reply With Quote
Old 03-06-10, 04:59 PM   #8
verte
Sparky
 
Join Date: Jan 2010
Posts: 158
Downloads: 36
Uploads: 0
Default

Thank you, h.sie!

I would gladly hear some comments from people who are using Thomsens ships mod - is it good? more realistic? without problems?
verte is offline   Reply With Quote
Old 03-07-10, 03:28 AM   #9
Loltak
Seaman
 
Join Date: Mar 2010
Posts: 37
Downloads: 62
Uploads: 0
Default

I don't know if it is really realistic but for me it is more real with than without, a tanker can't accelerate like a rocket. And also i prefer with Tomsens tweak
I did not see big problems but i have not a lot of hour of gaming with it.
I think that in a "solo" encounter there is no problem; in a convoy perharps there is more confusion and some boats may be stopped but i also saw this behaviour in GWX3 "unmod" (or vanillia but i did play with it).

Also, i think it facilitates a bit shooting but for me it's good

Bye.

Last edited by Loltak; 03-07-10 at 09:35 AM.
Loltak is offline   Reply With Quote
Old 03-08-10, 03:09 AM   #10
java`s revenge
Ace of the Deep
 
Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
Uploads: 0
Default

Yessssssssssss, i have always waited for these 2 mods made to one.

Thanks a lot
__________________
java`s revenge is offline   Reply With Quote
Old 03-08-10, 03:37 PM   #11
Das Gespenst
Sailor man
 
Join Date: Jan 2010
Location: The engine room
Posts: 46
Downloads: 2
Uploads: 0
Default

Two great mods merged. Many thanks, downloading asap!
Das Gespenst is offline   Reply With Quote
Old 06-14-10, 02:59 PM   #12
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

new version V4.4 available. now containing the xtra ships that come with BBWs GWX3-Wilhelmshaven-and-so-on-V6 campaign and also containing Jimbunas Q-Ship.
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Old 06-15-10, 01:08 AM   #13
Magic1111
Silent Hunter
 
Join Date: Sep 2008
Location: Germany - Sailing on U-552 in North Atlantic
Posts: 4,429
Downloads: 783
Uploads: 0


Default

Quote:
Originally Posted by h.sie View Post
new version V4.4 available. now containing the xtra ships that come with BBWs GWX3-Wilhelmshaven-and-so-on-V6 campaign and also containing Jimbunas Q-Ship.
Many thanks for the new Version !

Best regards,
Magic
__________________
Magic1111 is offline   Reply With Quote
Old 06-15-10, 03:35 AM   #14
makman94
Hellas
 
Join Date: Jul 2008
Posts: 2,325
Downloads: 182
Uploads: 7


Default

thank you H.sie

is there a programme that we can measure new ship's lengths fast ?
with s3d it is a little time 'eater' ....
i mean that adjusting the X,Y,Z values to a node to make it positioned first on bow and then to stern is a little uncomfort
if we could find a way to do this fast then we can import and the FMF's new ships (when Iambecomelife release a stable final version of his mod)
__________________
Knowledge is the only thing that nobody can ever take from you...



Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods
makman94 is offline   Reply With Quote
Old 06-15-10, 03:45 AM   #15
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

Hi makman,

please excuse my unexact description. I did only add Thomsens changes (acceleration and gc_height and so on) for the new ships, but not the TMTv2 related data, because I only use TMTv2 but really don't know how to mod it by myself. So I hope that the ships dimensions of the new xtra ships are exact. If not, I'll live with that and call it historical inaccuracy. Did the Kaleuns in WWII know the exact length of all ships with high accuracy?

h.sie
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:12 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.