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Old 03-01-08, 11:06 AM   #16
tater
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Yeah, same one, I think.
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Old 08-31-08, 05:05 PM   #17
swdw
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Finally started work on the surface ships. Things are in the experimentation stage as I learn how the different parameters affect performance.

Using the Mogami as the initial test bed.
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Old 08-31-08, 05:23 PM   #18
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Great idea! I'm wondering though, unless I missed it while I was speedreading through the thread, how dose this differ from, or similar to NSM?:hmm:
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Old 08-31-08, 05:30 PM   #19
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Quote:
Originally Posted by swdw
We've been discussing various fixes that the merchants and warships need in SH4.

I was thinking about doing the fixes and having them be a part of RFB, but then I started to have another idea.

It seems it would be better to have a seperate mod that anyone can use.

What this mod would entail is correcting the physics of the surface ships and the cfg files. People could take it for their mod and whatever recognition manual they want to update to use with it.

I've had some good results playing with the Mogami in reducing her acceleration and increasing her turning radius.

Anyway- throwing this out to the community. If you like this,it will take help from some of the more knowledgable people in digging up info and testing (Like tater, otherwise known as "Mr IJN" )
thank you , your work will be part of every modders game in one form or the other. i have been a strong supporter of the stand alone mod style because it does just as you said, it allows everyone to use it in there own way.
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Old 08-31-08, 06:51 PM   #20
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Quote:
It seems it would be better to have a seperate mod that anyone can use.
Yep, yep, yep....if I am allowed a voice in this then I heartily concur. Seldom do I like each and ever thing included in any super mod and like to pick and choose what I want to employ and what I do not.

I never was a big fan either of unisex or one size fits all .
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Old 08-31-08, 09:04 PM   #21
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Sounds good


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Old 08-31-08, 09:19 PM   #22
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Nah, I like the jet ski reaction of tons of steel. Especially the tankers! This is long overdue Swdw.
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Old 09-03-08, 06:14 PM   #23
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Quote:
Originally Posted by Fish40
Great idea! I'm wondering though, unless I missed it while I was speedreading through the thread, how dose this differ from, or similar to NSM?:hmm:
I believe NSM didn't deal with the acceleration and turning capabilities of the ships. That's all I'll be addressing in this mod so it's compatible with stock.

It'll also be in a later version of RFB along with the new ship damage model. Next relesae will just have the new damage model.
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Last edited by swdw; 09-19-08 at 03:15 PM.
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Old 09-03-08, 08:00 PM   #24
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Quote:
Originally Posted by swdw
Quote:
Originally Posted by Fish40
Great idea! I'm wondering though, unless I missed it while I was speedreading through the thread, how dose this differ from, or similar to NSM?:hmm:
I believe NSM didn't deal with the acceleration and turning capabilities of the ships. That's all I'll be addressing in this mod so it's compatible with stock.

It'll also be in RFB along with the new ship damage model.
Sounds great, at the rate things are progressing, Sh4 could become the falcon 4.0 of sub sims....

But we still need that 300 page manual.
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Old 09-19-08, 01:50 PM   #25
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Ping!

Hopefully I'll have my PC set up in the "man cave" next week.
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Old 09-19-08, 01:53 PM   #26
tater
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On topic, I have a number of ideas for merchant shipping, several I have experimented with that required some of the S3D improvements to finalize. I'm slightly rusty, frankly. Might dive in in earnest in a few weeks.
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Old 09-19-08, 02:15 PM   #27
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that would be amazing!
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Old 09-19-08, 02:42 PM   #28
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Quote:
Originally Posted by swdw
We've been discussing various fixes that the merchants and warships need in SH4.
I have a strange one for you. Working on the Japanese Campaign, I fired four fish at a Fleet Carrier, nothing. DDs approaching had to move quickly. Popped up again, and got lucky the Carrier had turned to run and was crossing my bow, shot three more, nothing. :hmm: Went to 'free camera' over to the Carrier and underwater and looked up. I could actually see about half of the ships hull with no water on it. The Carrier didn't have two inches of water under it. I wish I had the screenshot but I had problems and had to reinstall SH4 and I didn't bother to save the pics. It's not the first time I've missed (I wrote the mission, I know where they are:rotfl some may be legitimate misses because of the 'acceleration' issue, but these I was close enough I could see my torps wake and they passed right under it. (And I wasn't too close for arming either).

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Old 09-19-08, 02:46 PM   #29
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Absolutely amazing! Swdw vanishes for a period of time on personal business and comes back to tackle one of the biggest issues in SH4! This will make a tremendous difference for every player of the game. I especially like that the surface ship guru, ivank, jumped right on this one, and that tater is excited about a project again.

Seminole, you not only are allowed a voice, but your good judgment and independent attitude (like WEBSTER!) speak for the majority of players of the game. Your voice is one that is listened to very carefully by the RFB team.

You've got to be pretty excited about the new enthusiasm and the explosion of new mod ideas for SH4.
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Old 09-19-08, 03:12 PM   #30
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Quote:
I was thinking about doing the fixes and having them be a part of RFB, but then I started to have another idea.

It seems it would be better to have a seperate mod that anyone can use.
Please DO SO!

RFB is great, but "advanced" users prefer to customize their own install to personal taste, and this mod would be a blessing.

If you can include in the readme the tweaks done to files, that would allow easy coordination with other mods used
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