SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 12-08-08, 09:36 PM   #15
Philipp_Thomsen
Old Gang
 
Philipp_Thomsen's Avatar
 
Join Date: Nov 2007
Location: Drunk at the whorehouse
Posts: 2,278
Downloads: 146
Uploads: 0


Default

Quote:
Originally Posted by h.sie
hi pt,

the problem is, that your mod V2 has some bugs and did not reduce eng_power to 10% for all ships. some ships (e.g. a passenger ship) remained at 100% and NBB_Nelson at 30% (see a former posting from me). if i apply 300% to all now, some ships will have more power than they had in stock sh3. the little bugs of your V2 will remain and propagate.

i'm used to do precise work and i strongly recommend to use a clean GWX2.1 as the basis of your new version and to define new rules for the modification. no old bugs can remain this way and for me it's much easier to do, because I don't have to debug your V2 prior to run my program on it.

if you don't like my idea, I have to debug your mod manually, which will take time and the time-advantage of my program is gone.

h.sie
Your theory is good, but on the practice it's not that easy.

1. If we use stock GWX 2.1 to do the changes, we won't be covering the community ships mod.

2. If we use the current V2, we only need to change one setting, all the others are already ok.

3. No problem with the 30% BB or the few units with 100% engine. The 30% BB was a fix for a low value of gwx, and the 100% engine power units are vessels with very low weight, below 100 tons. If that's the case, we can manually fix them later, since they are few (around 10).

4. If you want to do all ships from square one, you would need to separate all of them manually into 5 groups: Battleships and alikes, destroyers, destroyer escorts, merchants and ships with less them 300 tons. For group one, engine power 30%, rudder drag from 0,03 to 0,025, LR drag 0,75 and UD drag 1,0, and GC 0,1. For the second group, all the same except the rudder drag, which is 0,03. The third group (escorts), same as destroyers, except rudder drag (0,04). For merchants, same as the others, except rudder drag (0,02). For ships with less than 300 tons, no changes what so ever. They are too small, so they can accelerate fast and they pitch and roll a lot.

Now, with all this information, tell me: which is easier? What do you prefer?

It's your tool... You decide.

__________________
To each his own
Philipp_Thomsen is offline   Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:45 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.