![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Webster's Ship Draft & Manuvering Fix for v1.5
================================================== ================================================== ============ general info: i made this mod to eliminate the way surface ships in the game (mainly the destroyers) can take off from a dry stop like drag racers or how they can stop on a dime or zip backwards and forwards without even hesitating for a second. the purpose of this mod is to add inertia to ships and reduce acceleration times to get more realistic looking movements from all surface ships. its not perfect but its as close as i can get without it effecting the way the game looks and feels in the way its played. ================================================== ====== about the mod: (manuvering fixes) i made changes to stop the lifeboats from zipping around like chickens with their heads cut off. they now move more slowly and dont move very far, unlike ijn the stock game where they sometimes move the same speed as my sub is going lol. this lifeboat fix is also available by itself as a stand alone fix on my filefront page. i adjusted the way surface ships will react to the waves so they no longer bob around so much and should ride more stable in large waves like in real life. im not saying its perfect but they now act like they have weight to them and cut into the waves a little more. i made some adjustments to the power levels of all surface ships so this means they are frequently changing speeds from manuvers and you will have to adjust your torpedo solutions or make sure they are not changing speed to avoid missing them. long story short, if you are detected and they are zig zaging you better be close to them when you fire or save your torpedos for a better target because you will miss. all surface ships will now speed up and slow down much slower than they did in the stock game and they will lose some speed in heavy seas or when turning and evading. they still stop much too quickly IMO but now it should be harder for them to stop forward movements as quickly. surface ships havent been neutered in any way, but they will act somewhat more realistically looking as far as accelerating and stopping. ================================================== ================ draft fixes: i included the changed sim files from my "WEBSTER's Ship Draft Fix for v1.5" it will fix some incorrect ship draft heights in the stock game for the following ships and subs: (American) DD clemson, BB north carolina, BB iowa, victory cargo, liberty cargo, troop transport, all US subs (japan) CL naka, CA furutaka, CV hiryu, CV shokaku, large composite merchant, small composite merchant, Sen Toku (I-400), and the midget sub (Ko Hyoteki) (german subs) i corrected draft heights for both the 9D2 U-boat and the U-boat 18 (walther) ================================================== ================ crush depth fixes: i included updated cfg files for all subs with accurately corrected data (according to wikipedia anyway) for crush depths, and all the rest of the data in the cfg files. this will fix all the incorrect crush depths used on all US subs in the stock game. ================================================== ================ install info: it is jsgme ready, just unzip and open the "Webster's Ship Draft & Manuvering Fix for v1.5" folder, then copy the "Webster's Ship Draft & Manuvering Fix" folder found there into jsgme. ================================================== ====== disclaimer: i tried to make all surface ships act more realistic in the game but i wasnt able to do that because there are limits to what you can do with the game files so i had to compromise between speeds vs the AI controlled manuverability and this was as much as i felt i could get acceleration speeds to slow down without it effecting the way the game looks and feels in the way its played. i did my best and im pretty happy with the results, thats about all i can say about it. this mod was based on the work done by Phillip Thompson for his SH3 Ships mod that has now been taken over and conhtinued by H.sie. i need to thank both of them for all the helpfull information they provided to me. i also wish to thank everyone involved in helping test the 3 beta versions of this mod. Webster UPDATE AND IMPORTANT NOTICE ! THE MOD WAS PULLED DOWN AGAIN FOR AN IMPORTANT UPDATE DUE TO A SOUND ISSUE WHERE YOU COUNLDNT HEAR MERCHANTS GOING ABOUT 3kts THERE IS A FIX FOR THIS AND I AM ADDING IT TO THE MOD BEFORE I REPOST IT. ANYONE NEEDING THE SOUND FIX TO PATCH THE MANUVERING MOD THEY ARE USING NOW CAN GET IT HERE: http://www.subsim.com/radioroo...s.php?do=file&id=784 as a side note i have had many requests to take out the sub draft and crush depth fix and keep this mod strickly as a manuvering fix and ship draft fix only so that is what i will do. i will remove the subs part of the draft fix and anyone wanting that can add my soon to be released sub draft & crush depth fix mod to put it back in. Last edited by Webster; 03-29-09 at 01:00 PM. |
![]() |
#2 |
Sonar Guy
![]() Join Date: Apr 2007
Posts: 381
Downloads: 281
Uploads: 0
|
![]()
Webster - thanks for this mod. Definitely something we needed. Is this compatible with TMO 1.7 or do you anticipate releasing a version compatible with the supermods?
Thanks again. |
![]() |
![]() |
#3 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
![]() dont you think its wise to at least wait until he finishes 1.7 so the files are there to be made compatable? |
|
![]() |
#4 |
Sonar Guy
![]() Join Date: Apr 2007
Posts: 381
Downloads: 281
Uploads: 0
|
![]()
Ha! Good point. I forgot it was still beta.
Thanks again. |
![]() |
![]() |
#5 |
Gunner
![]() Join Date: Jun 2007
Location: Suny Maritime
Posts: 92
Downloads: 38
Uploads: 0
|
![]()
when i activated this it reduced my crush depth on my balao why?
![]() |
![]() |
![]() |
#6 |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
Downloads: 60
Uploads: 0
|
![]()
This sounds like something we have needed since the beginning. Should we expect some RFB, TMO versions soon?
__________________
![]() RVAH-9 RA-5C Vigilante at NAS Sanford, Fl 1966 The coolest plane few have heard of! |
![]() |
![]() |
#7 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
this mod only makes changes to surface ships, the subs are for the most part untouched. the draft heights on subs were changed slightly (in the area of a foot or two) and i can assure you a minor change in draft height isnt effecting your subs crush depth. chances are you recieved damage before going that deep. remember even if that guage says [000] damage it doesnt mean that you arent damaged, it only means the pressure hull isnt damaged. you can still have quite a bit of damage and not know it. what depth were you at when it failed? |
|
![]() |
#8 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
it is my intention to do a TMO version but the new (and last) version isnt out yet. RFB i think is planning their own version of this mod plus a completely reworked sinking model for ships. so we'll see what happens there. it is my intention to do a FOTRS version but i have to get back to my "Game Fixes Only Patch" to put out the complete work with everything in it. i also have some other projects laying around in pieces parts so i'll try to finish up those and then get started on other versions for the big mods. dont forget we also have kriller2 and w_clear about to release the super enviro mod and that may do something to the game that requires me to make changes. so as i explained i kinda need everyone elses work to be done so i can do mine. |
|
![]() |
#9 | ||
Gunner
![]() Join Date: Jun 2007
Location: Suny Maritime
Posts: 92
Downloads: 38
Uploads: 0
|
![]() Quote:
|
||
![]() |
![]() |
#10 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
after doing some checking i found out whats going on, 330 feet crush depth for the balao and gato was a stock setting so one of the mods you used fixed this and you just got used to it that way but the stock game always had the balao set to 330 feet crush depth. not to worry though the fix is easy, see below. in the stock file the balao is set to MaxDepth=100;meters (100 meters = 330 feet crush depth) but its an easy fix to make so do this: open data/ submarine/NSS_Balao/NSS_Balao.cfg and edit the file as below [Properties] PeriscopeDepth=18.3;meters SnorkelDepth=15;meters CrashDepth=40;meters MaxDepth=136.36;meters <<<<< this line needs to be this to read 450 feet crush depth SurfaceDepth=5.3;meters TorpLaunchMaxDepth=30;meters StormConditions=9,0.1;max wind speed [m/s], max rain intensity [0,1] some balao subs went to 600 feet so you could set it at 181.81 if you wanted to reflect that crush depth. if i remember correctly the gato had the same 450 crush depth so you could make the 136.36 change there too if you desired. thanks for catching that needed fix for the stock game, it wasnt an error in my mod buts its something most people will want to fix and i'll include it into my new GFO patch ![]() |
|
![]() |
#11 |
Gunner
![]() Join Date: Jun 2007
Location: Suny Maritime
Posts: 92
Downloads: 38
Uploads: 0
|
![]()
thanks
![]() |
![]() |
![]() |
#12 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
i re-uploaded the mod at filefront and added the corrected crush depth fix into it while i was doing it. i also updated the read me to include this info.
the link is working now and sorry for any trouble you had getting the mod. |
![]() |
#13 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
UPDATE AND IMPORTANT NOTICE !
THE MOD IS NOW BACK UP FOR DOWNLOADING FOR THE LATEST CHANGES TO THIS MOD AND THE DOWNLOAD LINK PLEASE LOOK HERE: http://www.subsim.com/radioroom/showthread.php?t=150164 THANK YOU Last edited by Webster; 04-02-09 at 12:34 PM. |
![]() |
Thread Tools | |
Display Modes | |
|
|