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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||||
Old Gang
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ok... not funny... Anyway... This thread is about those ships I promise to make, turn those sport-car-ships into more heavy, slow and vulnerable ships, like they should have been. Tired of seeing a destroyer (that actually takes more then 10 minutes to reach it's top speed in real life) run away from your torpedos like a lamborghini? Don't worry, I'm fixing it. Yeah, this post is very messy and not serious, but that's my mood at the moment. Plus this is fixable, I'll edit later when the mod is released. For now it's just a daily update of what I'm doing, why I'm doing, for what purposes and how. This is also a good place where people can post complaints about the ships, ideas about the mod-to-come, suggestions about anything related and criticism about it. I'm sure there's people in this forum that prefer the sport-car-ships, I respect that, and I invite those people to come here and throw wrenches at thomsen. Believe or not, wrenches can be transformed into suggestions, and can give me ideas on how to make it even better. So, like samsung use to say, everyone's invited! Now, for the important and interesting part... 1) What does this mod do? It fixes the speed and maneuverability of the vessels (everything that floats, including u-boats) to more acurate and realistic values. 2) Why? We at subsim are so concearned about realism, constantly making mods that improve the game to a higher level, and yet the ship's maneuverability are still at square one, since the beggining. How long to you think that a 12 thousand tons tanker takes to go from zero to max speed? The answer would be around 40 minutes. And in game? Around 40 seconds. And how long would a ship like that take to go from full speed to completly stopped? Well, you bet that it would take more than 10 minutes, and a lot of kilometers. And in game? The ship can stop in less then 300 meters, enough to avoyd a collision with other ship, in the middle of the night, with zero visibility. Ships are huge, it takes the crap out of them to stop, or turn, or increase speed. In game, the lightning speed that they do that makes them feel like rubber ducks in a bathub. How can you ever get the feeling that a ship weights 40.000 tons if it can maneuver easily enough to avoyd torpedos and collisions, go from 30 kts to zero in 8 seconds flat as it watches your torpedo pass by. ![]() Wanna see something funny? Find a neutral ship and cross your uboat in front of it. The ship will stop in seconds, and avoyd the collision. It's so realistic! :rotfl: 3) Is it GWX compatible? No. GWX's campaign is based on the current ship's maneuverability speed. This mod corrects the ship's maneuverability speed, so it breaks some gwx aspects. What does that mean? Means that I will have ships behaving like crazy in my game? No. Means that ship's actions will be 10 times slower. All ships. They will take longer to turn, longer to accel and longer to stop. How this will affect the convoys? I don't know... We'll have to test it out and discover... By logic, while the convoy is moving in a straight line, there will be no problems. When they turn from one waypoint to another, we may have some strange behavior. But from what I've seen already, they make a pretty mess while turning in groups since stock game, and also in supermods. Not becouse the supermods were not built correctly, but becouse the game engine sucks. Sucks badly. Ships go everywhere, go backwards, go right and left, like a blind man in a shootout. Maybe making them slower will make it better. Maybe not. I don't know if I'll have the time to test it. But 99.9% of the time we spot a convoy, they are running a straight line, aren't them? So I guess we are ok. 4) What will I see from stock/gwx/nygm/wac to change with this mod? - Ships may collide with one another. I bet you never saw that happen! - Ships won't be able to avoyd torpedos. In real life, when a ship spotted a torpedo, it was too close to turn/stop/accelerate and avoyd it. On a big ship, if you apply full reverse when going foward, you wouldn't even feel any difference. Takes a LOT of time for the ship to express any reaction. - Ships will behave less like rubber ducks and more like solid icebergs. I'm improving their sailing behavior as well. This will fit perfectly with the Thomsen's Water mod, as the waves are also more realistic. You'll never again see a ship sinking on it's own, no matter how hard the storm is. - Some other neat stuff... (surprises) ![]() 5) Where can I download it? This mod is still under development. Note the title: WIP = Work in progress. So why is this a thread for it? So we can discuss about it, see how is it going, launch some beta-versions, have some feedback. I really don't have time to play anymore, but I do have some time to mod. I'll mod, and you guys will test. The feedback will provide me the info I need to tweak the mod as necessary. But mainly this is a very simple mod, I don't believe that it will cause much trouble, and hardly incompatible with other mods. (in terms of files). I believe that I'll have the first version of it to be released by the weekend. But as I said, I have short time to mod, about one hour per day. So I cannot make any guarantees. But I'll try. I wish I had the time to finish the Sound pack V4 and the Water V4, but unfortunally those two mods take much more time to be made, compared to this. Plus, I think that both look pretty good already, not much to be fixed, and besides, SH3 days are counting down, not worth invest too much modding time into SH3 anymore. But this is a discussion for other threads. ![]() Edit: New version 3.1 by h.sie Here
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To each his own Last edited by ReallyDedPoet; 12-18-08 at 09:24 PM. Reason: New version |
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#2 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
Posts: 6,079
Downloads: 43
Uploads: 0
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You have me interested.
I remember people had problems trying to make this in the past. How long to get a VIIC from 0-17knts? Do you know how it effects destroyer difficulty? Any chance of a version that only effects u-boats? Thanks and regards.
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#3 | |
Old Gang
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An uboat you take around 5 minutes to achive maximum speed. They cut thru the water very well and they're small and light. About the destroyers, they will suffer less then the ships, the difference on their difficulty won't be great. They will just take a bit longer to accelerate and to brake. ![]()
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#4 |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
Downloads: 40
Uploads: 25
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PT is Ships not Chips ok.. I liked them pickled not all flavored lol.
![]() Great idea you have. I can't wait to see the finished product. |
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#5 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Ummmm
This Quote:
The GWX campaign is not built on ships going from 0 to max speed in 1 second or anything like The GWX campaign - like the rest of the campaigns out there - assigns a ship a sped to travel at within it speed range If you need any help understanding something just ask ![]() |
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#6 |
Watch Officer
![]() Join Date: Jan 2007
Posts: 339
Downloads: 76
Uploads: 4
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I think he was trying to play it safe and say that problems were expected with ship manuvering in the game. GWX would have thrown him overboard if he said it was compatible. Maybe it is none of my business, but can't we all just get along here?
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#7 |
Ace of the Deep
![]() Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
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I think he's operating on the understanding that altering a ship's ability to maneuver can break waypoints in GWX, bbw.
And with the hammering Philipp has taken lately about how his mods "break" things in GWX, I'm thinking maybe he added that remark to try and avoid such criticism again. Philipp's battles with other modders may have made him reluctant to approach anyone involved in developing GWX so it's understandable why he didn't ask how his mod would affect waypoints for ships in GWX. I know PT can be a bit rough around the edges but I really don't think he meant any insult this time. Philipp's still young and he hasn't fully mastered how to express himself in english. I know my own mouth got me into plenty of trouble in my youth and I grew up speaking english as my native language! I'm not asking you to cut the kid some slack for his own sake. I figure that would be unlikely, given all the bad blood. However, I'm asking for the sake of this community. We all need to be more forgiving and stop snapping at each other over these mods like a dog guarding a well-gnawed bone. No matter who is to blame, I think that attacking a modder who has insulted a person's "professional pride", through ignorance or lack of language skills, only serves to make the community look ugly and leaves a black mark on the name of the modder or group that perpetuates the feud. It's not impossible to remain civil while you tell someone they're wrong or mistaken in their statements. I admire all of the modders' efforts here and wish I knew even a tenth of what you all have learned about modding this game. The rest of us look up to you as heroes, of a sort. I pray you would keep that in mind.
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Still sailing the high seas, hunting convoys with those who join me. |
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#8 | |
Eternal Patrol
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I will disagree with one point:
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I've found several accounts of merchant ships avoiding torpedoes. But, they were always underway, and did manage to avoid them by turning, not acceleration or deceleration. And several does not equal many. And a lot of the ones who avoided a torpedo got caught by the next one. And since PT is not in a position to do extensive testing it's possible that a ship may actually still evade a torpedo every now and then. So, I'm not arguing with the basic premise, just pointing out a fact of life. And I'm looking forward to seeing where this goes.
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“Never do anything you can't take back.” —Rocky Russo |
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#9 |
Old Gang
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Yeah, Steve, I know what you mean.
The ship's turning ability wont be changed too much, maybe just cutted in half. The main idea here is to fix the accel/breaking ability to a more realistic approach. It's hard to see a ship stop at a red light to let pass the torpedos. ![]() ![]()
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#10 |
Chief of the Boat
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Did someone mention penguins :p
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#11 |
Rear Admiral
![]() Join Date: Jul 2008
Location: SPACE!!!!
Posts: 10,142
Downloads: 85
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Will this be a GWX 3.0 feature.
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Task Force industries "Taking control of the world, one mind at a time" |
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#12 | |
Old Gang
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To each his own |
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#13 | |
Ace of the Deep
![]() Join Date: May 2008
Posts: 1,231
Downloads: 92
Uploads: 0
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Didn't you ask for some on the ice flows in GWX3.0 :hmm: |
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#14 |
Torpedoman
![]() Join Date: Jun 2004
Posts: 112
Downloads: 7
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This mod sounds great PT, best of luck, and keep us informed of your progress.
I guess there will be people willing to test it out throughly. |
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#15 | ||
Chief of the Boat
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