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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | ||
Ocean Warrior
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve Last edited by Rubini; 03-20-08 at 10:08 AM. |
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#17 |
Ace of the Deep
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might it be possible to reduce the surfaced drag coeffecient to match the normal surfaced speed range stats?..i seem to remember there being an entry for surfaced drag somewhere?:hmm:
come to think of it if there is then this should help with the AI uboat speed problem. when attached to a convoy? could this also be used to set the boat to decks awash ?
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#18 |
Commodore
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never even thought of that!!!!!
this just keeps getting better and better ![]() hope its possible and not too tricky for you mate good luck ![]()
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#19 |
Chief of the Boat
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#20 | |
Eternal Patrol
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Also, if you're going to play with the different parameters to change draft/speed/range, might you also look into acceleration? It has long been a problem that all ships in the game, including u-boats, accelerate far too quickly.
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#21 |
Planesman
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"Take us home chief, we should make it back to port in time for this upgrade."
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"You can either watch things happen, make things happen, or wonder what the heck happened." Capt. Phil Harris ![]() GWX 2.1 - SH3 Commander 3.2 - OLC Ubermod 2.4.2 - DiD |
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#22 | ||
Ocean Warrior
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![]() Now a reply also for CB..: The best settings until now for the IXd2 as really draught=0 and go back to neutral buoyance (GWX introduced a positive buoyance what makes that "too above water" problem yet worst). The ubaot sail effect is much, much better and necessary to have water stream. And is always possible (in the.sim itself) to adjust the potency of the engines what I think will solve the too much quickly acceleration. I will look at the surfaced drag , but i guess that it's for left-right/ up-down (just shake movements for first) and then it will not solve the final velocity problem adequately.:hmm:
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#23 | |||
Old Gang
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To each his own |
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#24 | ||||
Ocean Warrior
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#25 | |
Ace of the Deep
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#26 | ||
Planesman
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"You can either watch things happen, make things happen, or wonder what the heck happened." Capt. Phil Harris ![]() GWX 2.1 - SH3 Commander 3.2 - OLC Ubermod 2.4.2 - DiD |
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#27 | |||
Eternal Patrol
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#28 | |
GWX Project Director
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I've fixed it (The IXD2 draft) by simply pushing it down by one meter... and now the water line is correct/uniform with the rest of the U-boats in GWX. (I just hadn't noticed the IXD2 riding a little high until now... God only knows why.) Returning to "true" neutral bouyancy as in stock SH3, will cause the U-boats to plow through the water like bricks again... with little or no interaction with hydrodynamic forces present on the surface. U-boats shouldn't behave like battleships on the surface, especially considering that they spend a majority of the time on the surface. With the exception of the XXI, I've checked all player boat drafts. Screenshots from last night's range testing I took while thinking about this thread: http://www.mediafire.com/?lw2wbpmdkej Regarding drag settings, and engine power settings... changes to either will cause U-boat ranges to need complete overhaul/rework. Lengthy testing and proximity to release makes it prohibitive for us. Each would have to be adjusted individually... the same is true for all surface vessels in SH3. Sailor Steve is right about the units in SH3 being able to accelerate/slow too quickly... but he's also talking about buckets of work. ![]() EDIT: Changes to draft settings of player U-boats would also cause range settings to need reworking. Plugging real life values into the .sim file for range vs knots is useless. It must be adjusted, then tested in game... then re-adjusted as necessary until correct in-game. |
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#29 | ||
Ocean Warrior
![]() Join Date: May 2005
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I just returned from my holiday and I´m replying the posts slowing. (sorry for my english these days because I lost my Babylon licence, then I´m writing in the best way that I can). First of all, I just don´t presented this mod for GWX team at first because i just entered in it after we reach our time limit on GWX 2.1. About the uboat behaviour while surfaced...hummm...at least for my type IXd2 (GWX 1.03 yet) it really becomes better (in behaviour) after i replace again the neutral buoyance. I know that in GWX 2.1 we are touching the uboats fuel/distance/speed again...so it´s in my plains to contact you before mess with anything on this matter to I really have the best information possible before modify anything on this issue. And you are right, to really mess with acceleration for all units in the game...WOW...this needs to be a mod team effort at first. And to finish, saying again, wat i said at first is just my impressions using GWX 1.03 Type IXd2. Let´s see the final results in the next days. ![]() PS: i´m downloading the link above. Comments later!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#30 |
Ocean Warrior
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Me again!
![]() KL, After saw yours pics in the link above, my first comment is that for calm seas I never saw problems too. In my posts i refer only to water line/behaviour when you are sailing with bad weather, winds more than 9m/s. Sometimes the uboats on stock sh3 (GWX and others mods included) seems that to be "flying". This is the behaviour that i don´t like and is is to much different from RL IMHO. Sorry to not make this clear: the main problem isn´t with the water line on calm seas, but the sail behaviour on winds >9m/s. The uboat sometimes seems to be flying. In RL they are much more "into" the water all the time. ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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