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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1366 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,488
Downloads: 880
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#1367 |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,184
Downloads: 279
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Ditto same here chaps.
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#1368 |
Chief of the Boat
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So for the purposes of clarity, what precisely is wanted?
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#1369 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,488
Downloads: 880
Uploads: 0
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#1370 |
Chief of the Boat
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Ah, right and does anybody know where those are located or in what version?
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#1371 |
Navy Seal
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No idea Jim, I looked in CCoM 11.1 and didn't find it. I looked through Thomson's files as he did some work on the ships displacement, and just found an empty folder for the T15B, while the others had a .sim file in them.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#1372 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 919
Downloads: 360
Uploads: 0
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I have searched this thread for an hour and could not find what I was looking for. The other day I was reading something about the "MFM3.2 Displacement Correction Mod". Sorry I can't find it but, I kinda got the idea that it's not used. My question is : should I use "MFM3.2 Displacement Correction Mod" ?
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#1373 | |
Navy Seal
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Doolar Semler, is this what you were looking for?
Quote:
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#1374 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 919
Downloads: 360
Uploads: 0
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should have mentioned, I'm using MFM 3.2
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#1375 |
Navy Seal
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I found what I posted on page 91 of this thread about half way down. The posters were Fubar2Niner and rudewarrior. The consensus was to not use it but, I'm thinking it was in conjunction with MFM 3.3, which I have not tried yet. I did use it with MFM 3.2 & GWX but, it was so long ago I do not remember exactly what effect it had. I think it improved the lagging ship and the tramp steamer sinking itself but, I'm not totally sure.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#1376 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 919
Downloads: 360
Uploads: 0
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Thanx that was it. I searched and searched and couldn't find those post. I was going back too far, again thanx
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#1377 | |
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
Uploads: 2
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Best I can explain it: if the ship needed to perform like it had a tonnage of 50ktons, but in real life was only 8ktons, then he would alter the hidden data. Then the ship would perform like a 50kton ship, but when you sank it you would get credit for 8kton. The correction mod would now edit the ship to be 8kton and it would perform like an 8kton ship, which IABL may not have been trying to do. Thus it would alter the mod to act in a different way than IABL intended. Therefore I elected not to use it and I wouldn't recommend it. |
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#1378 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 919
Downloads: 360
Uploads: 0
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Thanx guys for the help. HW3 and rudewarrior, if ya get in the Baltimore area, CA45, I owe ya some beers
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#1379 |
Navy Seal
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Thanks for the explanation rudewarrior, it has been a couple of years since I ran SH3 with GWX and the MFM 3.2, and things are starting to get hard to remember. I switched to SH5 with the TWoS mod and like it very much.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#1380 |
Grey Wolf
![]() Join Date: Sep 2011
Posts: 979
Downloads: 256
Uploads: 0
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Is there a turns per knot chart for MFM to allow determination of speed based upon blade count and rpm?
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