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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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Thank You Sir!
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#2 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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Cheers matey
![]() But please, explain how UHS does not, uh, 'fix' the problem for you? I haven't noticed any real problems with UHS and I love the way the boat sits in the water with that Mod. But if you files fix the depth issue than by all means I will overwrite UHS with yours
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#3 |
Convicted Ship Killer
![]() Join Date: Mar 2009
Location: Just out of sight... plotting your course and speed
Posts: 846
Downloads: 371
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Any word on how these changes affect other mods? I dunno about you gents... but I have a ton of mods running.
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Akula4745 ![]() "If you sit by the river long enough... the body of your enemy will float by -- SunTzu" |
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#4 | |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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Simply I made another fix myself. I've changed nothing else. Moreover, I could not use the historical values (mass, displacement) because that would have worsened the problem. With my settings the boats keep depth almost perfectly, but there are some side effcts (very fast diving times and very slow surfacing times if theb boat is not moving), so my mod is not perfect. **beta version now available for donwload at subsim** http://www.subsim.com/radioroom/down...o=file&id=2779
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"Memento Audere Semper"
Last edited by andycaccia; 08-29-10 at 11:53 AM. |
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#5 |
Mate
![]() Join Date: Apr 2007
Location: Hertfordshire UK
Posts: 56
Downloads: 19
Uploads: 0
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@ andycaccia,
have tried your method, and the depth fix works a treat, but... ...when surfaced the sub looks like it's on rails, fine in calm waters, but as soon as the wind picks up, well, it doesn't look good. ![]() In a perfect world, I'd like to have UHS1.4mod on the surface and your mod when submerged. ![]() Any chance of Krauter & yourself tying the (mod) knot. |
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#6 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Quick FYI - I made UHS not Krauter, I do appreciate that its a popular mod and may refine it to fit with some of the current mods....
Can someone help me understand the problem with the stock game is exactly? Is this all about the boat being at depth and continuously sinking at slow speeds?
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#7 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
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Please note that I did in no way, shape or form attempt to take credit for your work ddrgn
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#8 | |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#9 | ||
Mate
![]() Join Date: Apr 2007
Location: Hertfordshire UK
Posts: 56
Downloads: 19
Uploads: 0
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#10 | |
Frogman
![]() Join Date: Jul 2007
Location: Nebraska...
Posts: 303
Downloads: 102
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I'm a gas pumpen, tire and brake changin, fix anything, jet fuel drinken, USAF Crew Chief. |
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#11 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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Cheers
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#12 | |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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That's because I have made only the depth keeping modifications, leaving avery other value like stock. UHS also tweaks the center of gravity plus something else to make the physics more lifelike. I think theese two mods can be merged...
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"Memento Audere Semper"
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#13 | |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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Well, after a little more testing I am afraid that a "merging" can not be done. ![]() In fact, the submarine on rails is a direct effect of the very small difference between surfaced and submerged displacements, and unfortunatly, is this diffarence that makes the submarines sink down. I fear the we can not have both realistic sailing and proper depth keeping using this method, but I am considering the idea of apening a new thread and discuss possible solutions. ![]()
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"Memento Audere Semper"
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#14 |
Lieutenant
![]() Join Date: Mar 2007
Posts: 250
Downloads: 140
Uploads: 0
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There is simply NO solution for this in SH5.
All you can have is what is done in "UHS" mod - draft is set to 5,45 instead of 4,5 = sub does not fly as much as when stock setting used. Believe me, ppl tried to tweak this for weeks (including me) so unless ubi does not change their wave engine/sub mass algorythm, it will always look like it moves on rails. Or, of course, you can do what we done here 100 times - increase submerged mass/displacement and lower up/down drag for surfaced "obj_hydro". I`ve had a little success when editing "sim.cfg": --------------------------- [Mech] Waves amplitude=0.3 Waves attenuation=0.75 --------------------------- These values govern how waves affect surcafe behavior too, but also detecting times for AI ships etc. so tweak this with caution. I`ve also tried to tweak "submerged draught" to 7,5m (6 was stock I think) -> it also helped a bit so ship pitched up and down the waves but it also slowed surfacing procedure - sub stopped to surface at 7,5M and it was surfacing only very slowly up to 5,45m which is surface draft (about 2 min until fully surfaced when not using "blow ballast"- if you do then you surfaced faster) Try it if you want its easily done and you`ll understand what i meant ![]() |
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#15 | |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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![]() My fix is perfect (almost perfect) for depth keeping, but has a very heavy "submarine on rails" effect. ![]() Thank you for the help and infos ![]()
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"Memento Audere Semper"
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