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#1 |
Medic
![]() Join Date: Feb 2006
Posts: 168
Downloads: 20
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trimzeke....
would you be so kind and offer your file for download... ??? A computer Noob like me can only copy/paste ![]() Andreas |
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#2 |
Torpedoman
![]() Join Date: Apr 2007
Posts: 119
Downloads: 0
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My values for the sboats if you want them:
restr_dist = 200 maxTraverse = 153 minTraverse = 207 speedTraverse = 20 maxElevation = 103 minElevation = -103 speedElevation = 12 trav_min = 350 trav_max = 10 elev_min = -103 elev_max = 103 mass = 845 gc_height = 1.4 fr_ratio = 0.5 put_on_water = 1 displacementSurfaced = 850 draughtSurfaced = 5.257 dragSurfaced = 0.5 displacementSubmerged = 1126 draughtSubmerged = 6.6 dragSubmerged = 0.5 I dont think you can simply pack them up without overriding other mods, you have to use the SH3 mini tweaker to use them. Its not really that hard to learn to use, I r teh n00b too and I fIgured it out ![]() Bah still no luck in figuring this problem out, I dont understand why i can make the S boat work farely well but anything bigger seems to have problems diving when I try to tweak the values =/ After today I wont have much time to work on this due to finals etc @ Beery, Aye I did that as well, definetly helps a bit.
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![]() Last edited by Kataki; 04-30-07 at 11:10 PM. |
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#3 | |
Seaman
![]() Join Date: Dec 2006
Location: Slightly Below Crush Depth
Posts: 33
Downloads: 95
Uploads: 0
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#4 |
Torpedoman
![]() Join Date: Apr 2007
Posts: 119
Downloads: 0
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Ok another setback, I can't seem to get these values to affect v1.2. Using 1.1 these values actually got the affect I wanted, but now its the same old same old, a boat on a rail.
Would using the generic mod enabler and then using the sh3 tweaker cause this ? I didnt use the JSGME before.
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#5 |
Medic
![]() Join Date: Feb 2006
Posts: 168
Downloads: 20
Uploads: 0
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thanks for the download trimzeke
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#6 |
Seaman
![]() Join Date: Dec 2006
Location: Slightly Below Crush Depth
Posts: 33
Downloads: 95
Uploads: 0
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@kataki... very puzzling... these are 1.2 NSS****.sim files that I tweaked with TT's Mini-Tweaker... using JSGME should have no effect on them... I use it all the time to activate-deactivate mods with no side effects... if you tweak them yourself with the MT, then that will definitely cause some changes though.... remember, I set the mass value to '0' because of strange depth control problems... and the gc value less than 3.8.... with min and max elevation set to -45 and 45... that's all I did... I get lots of movement on all the boats, especially the big fleet boats.... it's not real dramatic, but is still 'ocean rolling'...
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#7 |
Torpedoman
![]() Join Date: Apr 2007
Posts: 119
Downloads: 0
Uploads: 0
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Thanks for the info, I guess Ill just keep messing with it on and off until something happens :P
Edit: Well for whatever reason I can change the files now and I was messing around and changed the gc value to 4 and the boat is upside down ![]() Edit2: Hmm after testing some more I am definetly affecting the boat, but not in the same manner as before. The boat still looks as though it is on rails. Does your boat still look like its on a rail trimzeke especially when you leave the mass at 0? Edit numero tres: I feel stupid now, but I forgot to change the sim.cfg file They made a HUGE difference. When I use a mass of 845 with the sim.cfg I get a dramatic effect, but along with the depth keeping problems. At best its around a depth difference of 8ft, but I think it increases with depth. [Mech] Waves amplitude= (atm I am using .65) Waves attenuation= (atm I am using .15)
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![]() Last edited by Kataki; 05-01-07 at 12:29 PM. |
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#8 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
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I changed the Waves Attenuation to 0.01 and the boats seem to pitch and roll more realistically, but the downside is that they have trouble staying surfaced.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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