![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#31 |
Rear Admiral
![]() |
![]()
Ive got the files together, im just sitting on it for some reason. No one should much interest, no one's apparently tried it and posted more results, so i just stopped looking at it.
The type 7 i think works perfectly as it "probably" should under both, the type 9 i think could use a weee bit of adjusting somewhere, but is probably close enough. Personnaly i think the combo of both is probably for the more hardcore player. I'd use it, but im afraid it will increase my fuel consumption (which is probably realistic. im such a pansy sometimes. lol). edit: Seriously though, somebody, D/L the test http://www.ducimus.net/sh3/release/S...sics_TEST_b.7z And play around with it in some single missions, and post what you think of it. Id appreiciate it if other people looked at it so i know im not smoking crack here. Last edited by Ducimus; 01-25-07 at 10:40 PM. |
![]() |
![]() |
![]() |
#32 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
|
![]()
Ducimus,
This sounds like a very cool project with lots of promise. I hope that you find the following on how the NYGM Anti Humming Bird sinking effects work to be of value. The value that effects the sink rate is the Flotability=0.15 When testing I would recommend that you should submerge at ahead standard for 10 minutes game time before looking at cause & effect. The reason being is that the zone needs to be damage and then flood. The damage is via the Crash Depth=1. As you are aware I have used the one zone, PumpsXXI for II, VII & IX u-boats. I had intended originally to add a new zone to the zones.cfg for each class/type of u-boat but was forced to use the one zone for all the u-boats as any other non u-boat or u-boat zone did not behave correctly. I am certain this is due to hard code references to the zones effecting the u-boats. [PumpsXXI] Multiplier=1.0 Flotability=0.15 <== value that effects the sink rate HitPoints=10 Destructible=No Armor Level=-1 Critic Flotation=0.99 Critical=No FloodingTime=10.0 CargoType=None Crash Depth=1 Father=32 |
![]() |
![]() |
![]() |
#33 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
|
![]()
DTB?
Wow....no wonder a new NYGM update is comming out. If I never told you NYGM is outstanding. I love the random escorts around England. I hope to see the same concept added elsewhere. Whats new in the update? |
![]() |
![]() |
![]() |
#34 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Mr Teddy Bear.....Your absense record is quite shocking....please see me immediately after class
![]() |
![]() |
![]() |
#35 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
|
![]()
Did you happen to mod the type II's?
|
![]() |
![]() |
![]() |
#36 |
Rear Admiral
![]() |
![]()
Well this has gotten a bit more complicated. It appears that im getting several different patterns of behavior.
Type 2D - didnt spend alot of time on it seems to function as one would expect. Surface physics and has positive boyancy. Spin the screws or slowly slowly come to the surface Type 7B & 7C - Requires more then 100 RPMS to dive, otherwise it just sits there as if held by surface tension. Until you dive to 220ish meters you have the GWX surface physics with NYGM's changings giving it a positive rise where again, spin the screws or slowly come to the surface. After diving to 220ish meters, the boat takes on full neutral boyancy, and can hover at periscope depth without broaching. Type 9B & 9C -Functions how one might expect. GWX surface phsycis with NYGM's changings giving it a true positive boyancy that will slowly bring the boat to the surface should you cut the engines. Diving deep doesnt seem to eliminate the positive boyancy, it seems to keep it no matter what. Type 9D -Similar to other type9's only in that surfacing and running on the surface for awhile didnt return the positive boyancy. Boat stayed at a neutral boyancy. I think clearly there is some variable at work or that can be changed here. I also think part of the problem is understanding exactly how GWX's tweaks work, and why when combined with NYGM's you get a full positive rise rather then a partial one. (NYGM introduces negative boyancy, why is it going in the opposite direction now?) Ive looked over GWX's sim files before and the only thing i could tell was the addtion of mass. However, im a little credulous that just adding mass starts all the behaviors that the GWX model exhibits. My other guess is thers possibly some other variable not visible to TT's tweaker that is also involved. Other variables that i can see playing with is displacement. ONe should note that there are yet a few other variables that ive NEVER looked at and could be part of it as well. I really don't know. All told, theres only so much time im willing to devote to this, and i dont want to fall into the trap of continually tweaking a game that ultimatly ill never play because i keep monkeying around with files. In that light im just going to post what i have, incase someone else wants to work on it and let it go. http://www.ducimus.net/sh3/release/T...NED_Physics.7z Contains types: 2d, 7b,7c, 9b, 9c, 9d |
![]() |
![]() |
![]() |
#37 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
|
![]()
I salute you.
![]() ![]() |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|