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Old 08-27-09, 01:34 AM   #106
makman94
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Quote:
Originally Posted by Graf Paper View Post
Submerged Drag does affect the underwater speed of the u-boat. I'm not sure if it affects turning, surfacing and diving.

One example: A u-boat equipped with a deck gun has a higher submerged drag value than it does with the deck gun removed. This means that the same u-boat can be 1 or 2 knots faster underwater without the deck gun.
Hello Graf Paper ,

the questions where about submerged drag values of SHIPS not ...subs. anyway,thank you for the reply

the 'TMT v2' is ready ! i will need one ,maybe two beta testers .anyone volunteer ?

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Old 08-27-09, 09:43 AM   #107
DeadlyWolf
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Great!
I was just awaiting this, before starting my new campaign.

And just out of curiosity:
Quote:
Originally Posted by makman94 View Post
And with the new version all ships will have a more real ( heavy ) sailing
What does it mean in terms of the ships behaviour? I assume it will be more difficult for them to decrease speed, to accelerate, and maybe to turn?

Also: why these adjustments on the ships drafts (made by Rubini, if I'm correct)? They're closer to reality?

bye
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Old 08-27-09, 08:55 PM   #108
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Originally Posted by DeadlyWolf View Post

What does it mean in terms of the ships behaviour? I assume it will be more difficult for them to decrease speed, to accelerate, and maybe to turn?
no, the ability of ships to acceleration-decelaration-turning is ''untouched'' becuase its not clear yet if these tweaks 'break' or not something else in the game
the 'TMT v2' is altering ship's 'movements' by its own axises (left-right and up-down) giving them a much more 'heavy' looking sailing.this idea belongs to Phillip Thomsen

Quote:
Also: why these adjustments on the ships drafts (made by Rubini, if I'm correct)? They're closer to reality?
these adjustments (and the aboves ones ) are made in order the ships to stop 'dancing' on the big waves .it was a little bit 'strange' to see tones of steel to have the behaviour of a leaf on water (or ,even worst, to... 'fly' on big waves)
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Old 08-30-09, 02:52 PM   #109
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Some "last hour" problem?

Btw in the meantime I've just seen your tutorials on manual targeting and hydrophone hunting. Really interesting, although I need to examine the hydrophone strategy deeper
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Old 08-30-09, 03:12 PM   #110
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Some "last hour" problem?

Btw in the meantime I've just seen your tutorials on manual targeting and hydrophone hunting. Really interesting, although I need to examine the hydrophone strategy deeper
it will be released in a minute (some final finings took place)

the bad thing with the tutorials is that they don't have sound but i think that you will understand them
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Old 08-30-09, 03:22 PM   #111
DeadlyWolf
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Quote:
Originally Posted by makman94 View Post
it will be released in a minute (some final finings took place)

the bad thing with the tutorials is that they don't have sound but i think that you will understand them
N1.

My first sinking this evening will be dedicated to you

(Provided I can sink one ship at 100% realism)
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Old 08-30-09, 03:34 PM   #112
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Default TMT v2 is out !

TMT v2 is released !
check the first post,is updated !

enjoy it,

Makman94
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Old 08-30-09, 05:50 PM   #113
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Great work makman!
More one must have mod in few days.
Sh3 never dies, no?
We yet have so much time before SH5, then let's sink them all!
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Old 08-30-09, 06:08 PM   #114
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Quote:
Originally Posted by Rubini View Post
Great work makman!
More one must have mod in few days.
Sh3 never dies, no?
We yet have so much time before SH5, then let's sink them all!
sh3 had never a real opponent Rubini ! but now,with the incoming sh5 , i am afraid that this new challenger will be very .... powerfull !!
thank you for the gruts Rubini ! you know that your words are value for me !
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Old 08-31-09, 05:32 AM   #115
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Well done, makman. Thank you for the time you spent on this mod and for all of your efforts.

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Mods for SH3

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Old 08-31-09, 05:34 AM   #116
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Quote:
Originally Posted by tomfon View Post
Well done, makman. Thank you for the time you spent on this mod and for all your efforts.

thank you too Tomfon
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Old 08-31-09, 12:28 PM   #117
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Is it me or? I only see the First TMT mod on your page...
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Old 09-01-09, 01:24 AM   #118
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Quote:
Originally Posted by java`s revenge View Post
Is it me or? I only see the First TMT mod on your page...
Maybe you have to clear your browser's cache...
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Old 09-01-09, 03:36 AM   #119
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Excellent work makman!

Now it just might be possible for me to learn manual targeting without missing 90% of the time.

I have to say that what makes this mod so exceptional is the dedication you've shown in fixing an issue that has been dogging kaleuns for years. Sometimes a problem is considered too big to fix but you stepped forward, like David going against Goliath, and never faltered. Bravo!

This one is definitely a permanent addition to my "GWX patches and bugfixes" folder.
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Old 09-01-09, 11:22 AM   #120
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I have cleared the cache. I don`t see the TMT v2 mod on
subsim or marksman`s filefront.
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