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Old 08-05-09, 03:23 AM   #76
makman94
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Quote:
Originally Posted by h.sie View Post
hi makman,

are the AOTD-Ships which come with bigboywoolys St.Naz-Schleuse-ShipsV4 mod already considered in your TMT mod? if not: do you plan to integrate them?

i ask because i plan to create a new Thomsens-Ships mod based on your TMT, if you allow me to do that.

h.sie
hello H.sie,

the AOTD-Ships are not inside 'TMT' . You can see all the ships that are adjusted by 'TMT' if you open the files of TMT

you have pm

bye
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Old 08-14-09, 06:29 AM   #77
rs77
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isn't this 'sinking' controlled by 'submerged depth' in .sim files ?

maybe for the barges surfaced depth is deeper than submerged depth with B&D ?

EDIT: just checked and the answer is NO, surfaced draught is 2,9 and submerged draught is 6,5

well it's just a 'wild' guess
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Old 08-17-09, 06:21 AM   #78
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hello, i have a question,

is TMT mod needed for range-finding using the stock-sh3 range finding tool (stadimeter)?

thanks,
h.sie
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Old 08-17-09, 02:19 PM   #79
tomfon
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Quote:
Originally Posted by h.sie View Post
hello, i have a question,

is TMT mod needed for range-finding using the stock-sh3 range finding tool (stadimeter)?

thanks,
h.sie
Well, this mod corrects the values of the masts and also the length of every ship included in GWX3 so i'd say that your measurements will be probably much more accurate. How much accurate exactly i do not know but it seems that makman and NGT did an excellent job. Its all about accuracy. Now, if you need it you ask. Hmm, well, thats your call h.sie.
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Old 08-17-09, 04:15 PM   #80
makman94
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Quote:
Originally Posted by h.sie View Post
hello, i have a question,

is TMT mod needed for range-finding using the stock-sh3 range finding tool (stadimeter)?

thanks,
h.sie
hello H.sie,

TMT mod is needed for whatever method you may use to find range ( either this is stadimeter or...u-jagd )

about the stadimeter: the stadimeter is taking tha mast value (as data) from .cfg files.if this value is not correct then the same is the....range!

bye

Quote:
Originally Posted by tomfon View Post
Well, this mod corrects the values of the masts and also the length of every ship included in GWX3 so i'd say that your measurements will be probably much more accurate. How much accurate exactly i do not know but it seems that makman and NGT did an excellent job. Its all about accuracy. Now, if you need it you ask. Hmm, well, thats your call h.sie.
Hello Tomfon,

the accuracy is about + - 40 m but this depends of how far the target is (the shorter distance the less fault) i have measure ship at about 7000m with 20 m fault (look here: where is the center ? at post 21) but there is a limitation when target is too far and this is the pixel by pixel movement of stadimeter !

bye
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Old 08-17-09, 07:26 PM   #81
Mordakai
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Quote:
Originally Posted by makman94 View Post
the only file that is conflicting is illustrious.cgf.

do this:

1.copy and paste to your desktop the rocket fix's illustrious.cfg
2.open it and change the mast=42.5 to mast=41.8
3.replace TMT's illustrious .cfg with the one that you just edited
4.enable first the rocket fix and then the TMT mod

ps:jsgme will warn you again but don't worry anymore,go ahead !

4.enable first the rocket fix and then the TMT mod

Shouldnt you enable TMT first and then rocket fix, that way you dont lose
the new data for Airgroup 3?
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Old 08-18-09, 05:55 AM   #82
makman94
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Quote:
Originally Posted by Mordakai View Post
4.enable first the rocket fix and then the TMT mod

Shouldnt you enable TMT first and then rocket fix, that way you dont lose
the new data for Airgroup 3?
hello Mordakai,

no, the procedure i wrote is correct.you must enable first the 'rocket fix' and then the TMT(we are making 'TMT' compatible with 'rocket fix'). at step 2 you are editing the ROCKET FIX's .cfg and at step 3 you put THIS (the edited) inside TMT so you don't 'lose' anything.in fact is rocket fix's .cfg inside the TMT.
If you want to make the 'rocket fix' compatible with 'TMT' (opposite order) then open its .cfg and do the step 2.after that you can enable first the 'TMT' and then the 'rocket fix'

bye
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Old 08-18-09, 10:13 AM   #83
Mordakai
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Ohh I misread step 3. Your putting a modified rocketfix cfg into TMT. I did it the other way round, i guess because it requires less steps.
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Old 08-18-09, 03:15 PM   #84
tomfon
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Quote:
Originally Posted by makman94 View Post
the accuracy is about + - 40 m but this depends of how far the target is (the shorter distance the less fault) i have measure ship at about 7000m with 20 m fault (look here: where is the center ? at post 21) but there is a limitation when target is too far and this is the pixel by pixel movement of stadimeter !
Fair enough. It seems that a margin of error +/- 40 meters is more than acceptable. After all, correct data should give almost perfect solutions which in turn, up to some point (i.e. distance from target), shouldn't be affected by errors included in the measurement of the distance.
I'm starting to think that this mod is making my firing solutions "too perfect" for a simulator... Hmm, on the other hand, if this is true, then its not the TMT responsible for this behaviour since its true that quite a few players playing with manual targetting on, scored high tonnages long before TMT was released.

Anyway, its a fine mod.
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Old 08-18-09, 06:36 PM   #85
makman94
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Quote:
Originally Posted by tomfon View Post
Fair enough. It seems that a margin of error +/- 40 meters is more than acceptable. After all, correct data should give almost perfect solutions which in turn, up to some point (i.e. distance from target), shouldn't be affected by errors included in the measurement of the distance.
I'm starting to think that this mod is making my firing solutions "too perfect" for a simulator... Hmm, on the other hand, if this is true, then its not the TMT responsible for this behaviour since its true that quite a few players playing with manual targetting on, scored high tonnages long before TMT was released.

Anyway, its a fine mod.
finding the right distance was never an easy ...task! not even with TMT. the TMT is not 'killing' the gameplay....
when sea is not calm the great task is to 'find' the waterline and this will 'come' to you only with a lot of ...practising.if you do it right....the TMT will give you the prize! at the extreme weather situation with wind 14-15m/sec is almost imposimple to catch the waterline (before TMT you could score hits becuase the difference in range was constant so you had a course which was parallel to the true course.)
when sea is calm ....with TMT you don't miss

bye
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Old 08-19-09, 03:28 AM   #86
tomfon
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Quote:
Originally Posted by makman94 View Post
finding the right distance was never an easy ...task! not even with TMT. the TMT is not 'killing' the gameplay....
I agree, the mod does not kill the gameplay and it doesn't make range finding easier.

Quote:
Originally Posted by makman94 View Post
at the extreme weather situation with wind 14-15m/sec is almost imposimple to catch the waterline
I play with the "No Stabilize View" option unchecked so the only problem when i want to lock the peri to a ship is the height of the waves. If the weather is bad then its very difficult to maintain visual contact with the target and the task of coming up with a descent solution becomes too heavy (and frustrating!).
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Old 08-22-09, 12:29 PM   #87
bybyx
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It is possible to make TMT compatible with Thomsen ships 4.1?
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Old 08-22-09, 03:35 PM   #88
makman94
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Quote:
Originally Posted by bybyx View Post
It is possible to make TMT compatible with Thomsen ships 4.1?
hello Bybyx,

no, these mods are tottaly incompatible...
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Old 08-22-09, 05:40 PM   #89
Rubini
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Hi makman,

I had some free time today and fixed that NLPL, NLST and NGRA. I will send the files to you in an hour.

Cheers,

Rubini.

Edited:
PM sent with the link and ALL the problematic ships fixed.
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Last edited by Rubini; 08-22-09 at 07:21 PM.
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Old 08-23-09, 04:57 AM   #90
bybyx
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Quote:
Originally Posted by makman94 View Post
hello Bybyx,

no, these mods are tottaly incompatible...
My skills at modding are zero but please try to explain why aren't compatible
It was good to have the Thomsen ships mod because it was something very close to the real thing

Thanks!
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