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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Bosun
![]() Join Date: Nov 2018
Location: Norway
Posts: 65
Downloads: 61
Uploads: 0
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You're right about the side rolling and it's taken care of in the 1.1 release which will be released asap. I've just had some crash issues that needed sorting out and I've got a ton of work before Xmas-holidays (I am a teacher, so grading tests and setting marks takes up most of my time at the moment).
Using "the correct" gravity point according to the VII manual was not a fantastic idea for storms because the way water works in the game. I need to find a middle ground between reality and what works best in game in all weather conditions. What works best in smooth water sadly doesn't work well in the worst storms and if you use a different environment mod than I do, which changes wave length and height, the results will also differ slightly. I still think it will be possible to create a general version that works quite well on all environment mods. |
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#2 |
Machinist's Mate
![]() Join Date: Jun 2011
Location: N 50 4 E 14 25
Posts: 127
Downloads: 266
Uploads: 0
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Don't be sad about it, your results are much better as any from my experiments. And with so short time... i'm sure you'l find some good compromise settings.
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#3 |
Bosun
![]() Join Date: Nov 2018
Location: Norway
Posts: 65
Downloads: 61
Uploads: 0
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Try this preview which includes Type VII (B and C) tweaks only.
Slightly increased up and down movement and fixed the side-rolling issue. The uboats doesn't ride as realistically and stable in smooth waters as the 1.0 did, but they behave much more realistic in storms. As far as I could test, the involuntary 10m dives are still fixed with these settings. So let's call this a compromise tweak! DOWNLOAD 1.1 Preview (Type VII) I honestly don't have time to test all the other subs at the moment. Sorry! PS. I do believe that type VII were the only sub suffering from the vastly increased side-rolling. So it's entirely possible that just overwriting version 1.0 with the Type VII-fix will equal (more or less) the final build. |
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#4 |
Machinist's Mate
![]() Join Date: Jun 2011
Location: N 50 4 E 14 25
Posts: 127
Downloads: 266
Uploads: 0
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I don't need other boats as type VII, im riding only this type. (Just sometimes when i start at the war begining i choose flotila with type II, i like them too, but there's not too much improvements as for type VII, so that few missions from start of war is enough...)
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#5 |
Bosun
![]() Join Date: Nov 2018
Location: Norway
Posts: 65
Downloads: 61
Uploads: 0
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Yeah, me too. I sometimes start with Type II because I like the boats and to get a few short runs early on. Then I stick with VIIB or C for the remainder of the career. I don't really fool much around with Conning Towers, so I sometimes just stick with VIIB.
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#6 |
Machinist's Mate
![]() Join Date: Jun 2011
Location: N 50 4 E 14 25
Posts: 127
Downloads: 266
Uploads: 0
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We be of one blood ye and I, "Atlantic canoe" is the best. :-)
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#7 |
Machinist's Mate
![]() Join Date: Jun 2011
Location: N 50 4 E 14 25
Posts: 127
Downloads: 266
Uploads: 0
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This version looks much better.
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#8 |
Bosun
![]() Join Date: Nov 2018
Location: Norway
Posts: 65
Downloads: 61
Uploads: 0
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I actually can't play Silent Hunter without "Ship Camera" pointed at my Submarine during travel. It's almost as fun to watch the boat catch the waves as it is to encounter a contact. Particularly so with the tweaks I've come up with, which is the reason I obsessed about the surface behavior in the first place. I don't really dislike any of the subs, I just happen to love Type VII. After installing the German Uboat Compilation (and the type VII addon) I completely forgot all about SH5.
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#9 | |
Torpedoman
![]() Join Date: Aug 2010
Location: Spain
Posts: 118
Downloads: 387
Uploads: 0
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But i have encountered a very big problema, my sub was not able to dive, used crash dive command, marking different deeps in the Deep meter or using the dive key, none of those has any effect, the sub remains surfaced. Using SH3 with GWX gold, and a Little list of mods, but none of them conflicto with this one. sub tipe was VIIB. Any ideas? while waiting your reply i will try the versión 1.0 and see
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#10 |
Gefallen Engel U-666
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complutum!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#11 |
Torpedoman
![]() Join Date: Aug 2010
Location: Spain
Posts: 118
Downloads: 387
Uploads: 0
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Now i am using v1.0 and my Uboot goes underwater nice, perhaps a Little slower tan without this mod activated.
Also have seen nice riding over waves with heavy wind. So till now all goes really nice. ![]()
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#12 |
Torpedoman
![]() Join Date: Aug 2010
Location: Spain
Posts: 118
Downloads: 387
Uploads: 0
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Just to show, here ist my current mods soup where you can see where i put this one
01_GWX_16Km_Atmosphere 02_GWX_Enhanced_Damage_Effects 03_GWX_Merged_Campaign 04_FM_New_Interior _V2.1D 05_CCoM_8.xBug_Heck_Torpedoraum 06_CCoM_Helle_Torpedos 07_Conus_Historically_Accurate_Uboat_Emblems 08_German_Voices_Speed_Dial_Fix_1.0 09_Improved_Wave_Textures 10_KB´s_Diesel_Sound_Mod 11_Lighthouse_V2 12_Real_ASW_Mod_V3_Beta4 13_Rubini´s_Chief_Helsman_Stress_Behaviour_Fix 14_Rubini´s_Underwater_Dust&Plancton_V1 15_GWX_Torpedo_Alarm_Mod 16_WB´s_Decks_Awash&Fuel_Economy 17_Z_Seafloor_SF_V3_Final 18_Uboat_Surface_Riding_Tweak_1.0 19_Torpedo_Trail_and_Wake_Fix 20_Torpedo_Tubes_Fire_Final_GW 21_Crew_on_Deck&Flag&Antenna 22_GWX3_Wilhemshaven_St.Naz_Schluese_and_Xtra_Ship s_V6 23_New_Lorient_V1_GWX3_Merged_Campaign&Wilhemshave n_V6 24_Supplement_to_V16B1 25_O2_Gauges_V2 26_SHIII_Internal_Life_Mod_V1.2 27_Air_Torpedo_Mod_V1.2 28_Sept39_Aug40_Radio_Mod 29_TDW_Ship_Plane_Fire_Damage_V1.4 30_RBS1_SH4_Effects_GWX_21_204f ![]()
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