![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#256 | |
Seasoned Skipper
![]() Join Date: Oct 2006
Location: Belgium, mai 1940
Posts: 665
Downloads: 127
Uploads: 0
|
![]() Quote:
I agree Thomsen must stay Führerbefehl ![]()
__________________
IMMER WEITER ![]() Gramophone songs http://www.filefront.com/16221983/Ra...gs_Part_I.rar/ http://www.filefront.com/16227547/Ra...s_Part_II.rar/ http://www.filefront.com/16227839/Ra..._Part_III.rar/ |
|
![]() |
![]() |
![]() |
#257 | |
Helmsman
![]() Join Date: Jan 2008
Location: Birmingham, England
Posts: 107
Downloads: 58
Uploads: 0
|
![]() Quote:
God Save the Queen :rotfl: |
|
![]() |
![]() |
![]() |
#258 | ||
Old Gang
|
![]() Quote:
Reducing the engine power doesn't reduce the ship's maximum speed, just increases the time for a ship to accelerate to said maximum speed. If it's 20 kts, the ship will eventually get there, but will take more then half hour.
__________________
To each his own |
||
![]() |
![]() |
![]() |
#259 | |
Old Gang
|
![]() Quote:
Has to do with something I had planned for long time, and I feel the time has come. http://www.subsim.com/radioroom/showthread.php?t=134126
__________________
To each his own |
|
![]() |
![]() |
![]() |
#260 |
Admiral
![]() |
![]()
does anyone know how to remote control a merchant by script for example. any ideas? i plan to do some researches, if ships really reach their max speed despite drastically reduced engine power. if so, realistic maneuverability can be modeled as PT did.
if so, the aqua-dynamic ship model used within sh3 does not correspond with physics (in RL then there would be no need for strong machines if ships could reach their desired speed with much weaker engines.) |
![]() |
![]() |
![]() |
#261 |
Admiral
![]() |
![]()
i want to have them at 0kn and then at a defined time (trigger) i want them to accelerate to max. speed.
|
![]() |
![]() |
![]() |
#262 | |
Admiral
![]() |
![]() Quote:
|
|
![]() |
![]() |
![]() |
#263 |
Old Gang
|
![]()
Guys, use your brain.
![]() Set the uboat engine power to 10% of it's original power and go for a ride. I already did it. And as I said before, the max speed doesn't change, just the time to get there. ![]()
__________________
To each his own Last edited by Philipp_Thomsen; 12-02-08 at 06:46 PM. |
![]() |
![]() |
![]() |
#264 | ||
Old Gang
|
![]() Quote:
I still don't understand what you want to fix!
__________________
To each his own |
||
![]() |
![]() |
![]() |
#265 | ||
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
A usually use it to do Stunt flying for aircraft! I'll script 5 aircraft flying in a wedge and have them increase speed and start a split as they climb! It's awesome to watch! Sometimes I add Smoke in different colors just for the thrill! FPS really takes a hit but it's so Danged COOL!! Here's an early example of Stunt Flying. http://s108.photobucket.com/albums/n...ent=Fly_By.flv Last edited by Madox58; 12-02-08 at 09:13 PM. |
||
![]() |
![]() |
#266 | |||
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
Uploads: 0
|
![]() Quote:
the acceleration ability "linked" to the moment of inertia and not to the drag. in other words, if you get lower the power and increase the drag, you get a slower acceleration ability due to low power and high drag effect. An other way to reach this, is mantaining the stock power, and increase the inertia momentum (that I don't know where is and if exists in sh3!). In this way you will have the same effect on take down the acceleration ability, but without a so big slow down effect during the turning. Last edited by Sag75; 12-03-08 at 01:50 AM. |
|||
![]() |
![]() |
![]() |
#267 |
Admiral
![]() |
![]()
it is obvious to use an uboat for testing, but I'm not sure wheather freighters and uboats use the same implementation of aqua-dynamic model. sh3 uses so many inaccurate simplifications.....being pedantic and perfectionist, I prefer to do my testing with merchants to avoid unknown effects that falsify my results.
thanks, privateer. but my mission editor is hard to use (buggy?). if i move the mouse to a certain point (e.g. x=20, y=20) in order to place a ship at that position, the editor places the ship far away, at x=60, y=60. and it's very hard to mark units in order to change their properties. Last edited by h.sie; 12-03-08 at 02:25 AM. |
![]() |
![]() |
![]() |
#268 | |
Bosun
![]() Join Date: Sep 2002
Location: Vienna, Austria
Posts: 65
Downloads: 54
Uploads: 0
|
![]() Quote:
Do you use the hi-res-fix (d3d9.dll)?? If yes, you had to rename this file temporarely and than start the mission-editor. Because hi-res-fix and mission editor don't like each ohter. ![]() Hope this helps.
__________________
Greetings Lucky ------------ Angriff, ran, versenken |
|
![]() |
![]() |
![]() |
#269 |
Admiral
![]() |
![]()
Sag wrote: "An other way to reach this, is mantaining the stock power, and increase the inertia momentum (that I don't know where is and if exists in sh3!). In this way you will have the same effect on take down the acceleration ability, but without a so big slow down effect during the turning."
yep. the moment of inertia is proportional to the mass (if the mass is concentrated in one single point). one needs to enlarge the mass in order to get a higher moment of inertia and a lower acceleration. F(orce) = m(ass) * a(cceleration), so that a = F/m. One can edit the ships mass using S3D, but I'm afraid of unexpected side-effects....if I remember right, the mass is defined a) in the cfg-file of the ships and b) in the sim-file. I guess that the mass in the cfg-file is used for the recognition manual only and has no physicalic effect, while the mass in the .sim-file is used for the physicalic behaviour of the ship model. but I'm not sure, because I'm not a modder. I only want to have an halfway "realistic" game. Last edited by h.sie; 12-03-08 at 02:53 AM. |
![]() |
![]() |
![]() |
#270 | |
Admiral
![]() |
![]() Quote:
Last edited by h.sie; 12-03-08 at 03:19 AM. |
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|