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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mate
![]() Join Date: Nov 2008
Posts: 51
Downloads: 151
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I know that this problem is solved for example by UHS, but this solution is quite imperfect (boat does not go so deep as you order).
Maybe I have key to this issue. My VII A and B have maintain depth problems, but myVII C is almost perfect (goes just 1m shallower than ordered). So I would like to ask you, experienced modders, to try to find solution for A and B. I can provide you all my VIIC files, which may help to find where is the problem I think. |
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#2 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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Hi Petr,
I've tried the same fix you're talking about, but it left me disappointed. So I made one myself. There is nothing scientific about it, I only tried again and again by changing mass values in the .sim values of each boat with a brute force approach, but at the end the results were good indeed. My fix works for all boats (I did not change the VIIA, but i guess it can be fixed as the others). If you're interested I could explain how I did it..
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"Memento Audere Semper"
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#3 |
Black Magic
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please explain away
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#4 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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Ok guys, here is the trick...but beware! There are some side effects...
![]() It's a very simple tweak, provided that you are familiar with Goblin Editor (if it's not your case, there is a simple guide: http://www.subsim.com/radioroom/showthread.php?t=165805 ). Now, open any of the u boats .gr2 file. Let's take the VIIB for example, but it will work on every model, now merge the NSS_Uboat7b.GR2 with the proper NSS_Uboat7b.sim file. under "NSS_Uboat7b.sim" open the "unit_Submarine @ NSS_Uboat7b" in the new window select the "unit_submarine", found under the "Render" tree. And here we go, now pay attention... ![]() 1) find the *mass* value in unit_Submarine -->unit_Ship-->obj_Hydro, here change the value to 852.8. 2) now go for "surfaced"--> "displacement" and set the value to 853, do he same with "submerged"--> "dispalecement" and set to 857. 3) last thing, search for the "Front_diveplane" and "Rear_diveplane" under "unit_Ship" and set the "drag" and "prop_fact" to 0.1 and 0 respectively for both dive planes. And it's done. With theese little tweaks my VIIB and VIIC boats work like a dream. They keep depth very very well down to 200 meters. There is still a lite sinking effect, but nothing like the stock game. Now if your boat is at 220m and you keep running at 1knot the boat will not sink anymore. Even if you stop the engines and loose some meters (but it's very slow), as soon as you gain movement the boat will stablize itself at ordered depth. Additional tweak: I don't know if it has a real impact on the game, but I've boosted the power of the electric motors as well, just to make sure the boat has the necessary horsepower to make it against the water resistance while climbing up when rudders are in rise position.. under "E_propulsion" set the "eng_power" value to 1500 (which was the real total power output of the electric motors anyway 750+750). Note that this will not affect the u boat speed while submerged, only the acceleration. I Think it's everything. ![]() OH NO! I almost forgot the in-famous side effects... ![]() well, nothing serious really.. only diving times are a LOT FASTER. A possible solution is to adjust the values under the "Ballast" tree, although I have not tested. P:S Sorry for my poor English, I hope it is clear enough...
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"Memento Audere Semper"
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#5 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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And your releasing this mod when?
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#6 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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Actually I haven't planned a mod release, because there are some other tests and adjustments to be made. The problem is that I have almost no time and a poor machine (Pentium 4HT 3.0Ghz + Radeon x 1800) that barely allows me to launch the game, with epic loading times and frequent CTDs and/or BEX error (Buffer overflow Exceptions) that prevent me from doing my modding proprely.
I guess I could release a beta version as soon as possible, but I will need time for a complete release. I'll keep you informed. ![]() Anyway longam, you can do this yourself, it's very easy! It will take less than 10 minutes to modify all sim files for all 4 U boats (from VIIA to VIIC/41).
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"Memento Audere Semper"
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#7 | |
Mate
![]() Join Date: Apr 2007
Location: Hertfordshire UK
Posts: 56
Downloads: 19
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![]() Quote:
I was in the middle of moving house when SH5 was released & my typeVII bible (Anatomy of the Ship - The Type VII U-boat by David Westwood, taken from his Ph.D thesis on German U-boats from 1935-45) was packed away, dug it out this morning... ...it says Type VIIa 2 BBC (Brown Boveri & Co) GG UB 720/8 electric motors totalling 750shp Type VIIb 2 AEG GU 460/8-276 electric motors totalling 750shp Type VIIc U's 69-72, 89, 93-98, 201-212, 235-300, 331-348, 351-374, 431-450, 731-750, 1051-1058, 1063, 1068, 1191-1214, 1271-1285, 1301-1312; 2 AEG GU 460/8-276 electric motors U's 77-82, 88, 90-92, 99, 100, 132-136, 401, 451, 452, 551-650, 751, 821-840, 929-936, 951-1050; 2 BBC (Brown Boveri & Co) GG UB 720/8 electric motors U's 301-330, 375-400, 701-730, 752-782, 1131, 1132; 2 GL (Garbe, Lahmeyer) RP 137/c electric motors U's 349, 350, 402-430, 453-458, 465-486, 651-698, 901-912, 921-928, 1101-1110, 1161-1170; 2 SSW (Siemens-Schuckert-Werke) GU 343/38-8 electric motors Output totalled 750shp in all cases Type VIId & f 2 AEG GU 460/8-276 electric motors totalling 750shp Whether or not it makes a whole lot of difference I dont' know, but I am gonna mess around with this myself this weekend (no football on this weekend - english premiership) ![]() Am also going to look at the displacements as a few of those seem to wrong. Well not wrong so to speak, they mostly seem to be dry weights, no water/fuel, unmanned and unloaded, see if those play any part. I'll let you know of anything significant andycaccia. |
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#8 | |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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![]() Quote:
And I remind you that I was not looking for historical specifications, instead I was working to find a solution for the siniking effect. Data about mass and displacements were correct, but the submarines had unacceptable behaviour while submerged..so I had to make changes. Thank you for your help, tell me if you find some solution for this. Good luck
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"Memento Audere Semper"
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#9 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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#10 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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Beta version ready to go!
Ok, I have a beta version containig the VIIB VIIC and VIIC/41 .sim and . cfg files. It's JSGME ready. Now I must upload to subsim donwload section. Since I am a new Modder, I sent a pm to request access to the upload files function.
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"Memento Audere Semper"
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#11 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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Thank You Sir!
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