SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-30-11, 04:22 AM   #1
Magic1111
Silent Hunter
 
Join Date: Sep 2008
Location: Germany - Sailing on U-552 in North Atlantic
Posts: 4,429
Downloads: 783
Uploads: 0


Default

Quote:
Originally Posted by Maki4444 View Post
great mod!! Thank you
Welcome aboard !!!
__________________
Magic1111 is offline   Reply With Quote
Old 09-01-11, 04:03 PM   #2
plhought
Nub
 
Join Date: Aug 2010
Posts: 2
Downloads: 0
Uploads: 0
Default

The sea handling was exactly what I was looking for!
plhought is offline   Reply With Quote
Old 09-26-11, 02:11 PM   #3
Selak
Bilge Rat
 
Join Date: May 2010
Posts: 1
Downloads: 39
Uploads: 0
Default

I had the same wild swinging problem as others.

I noticed it in the type VIIb first. If i set time compression to 512 or higher it eventually gets the wild tadpole effect even when following a straight course. i could make it go away if I reduce time compression to less than 32 but it comes back after increasing time compression.

When it does the wild tadpole, the submarine is actually changing course (up to 30 degrees off of ordered course) and then going off course the other way (again up to 30 degrees). If you go to external view (camera above the sub) you will find that the submarine is actually driving at about a 30 degree angle from where it is pointing.

After reading the comments about the LR drag changes i took a look at the changes using the goblin editor.

On the type 7b and type 7c the ship LR drag was reduced from 0.3 to 0.03 and on the type 7c41 the LR drag was changed from 0.3 to 0.01.

While in game trying to work out the problem before reading this thread, I noticed that on sharp turns, the sub would physically turn to face the new direction but would stay on almost the same course for a while. if you made a big turn (like 120 degree course change) you would actually see your sub moving sideways (port or starboard side first and not bow first).

While testing, this mod was the only mod I had enabled. After reverting the changes I noted above for the type 7b (LR drag from 0.03 back to 0.3) it stopped acting strange (driving sideways during sharp turns) and doing the tadpole dance at high time compression.

I think the 10 fold reduction in drag is a bit too much for the game engine to handle and it gets confused.
Selak is offline   Reply With Quote
Old 09-26-11, 05:20 PM   #4
1sLtHunter
Swabbie
 
Join Date: Oct 2006
Posts: 13
Downloads: 33
Uploads: 0
Default

Quote:
Originally Posted by Selak View Post
I had the same wild swinging problem as others.

I noticed it in the type VIIb first. If i set time compression to 512 or higher it eventually gets the wild tadpole effect even when following a straight course. i could make it go away if I reduce time compression to less than 32 but it comes back after increasing time compression.

When it does the wild tadpole, the submarine is actually changing course (up to 30 degrees off of ordered course) and then going off course the other way (again up to 30 degrees). If you go to external view (camera above the sub) you will find that the submarine is actually driving at about a 30 degree angle from where it is pointing.

After reading the comments about the LR drag changes i took a look at the changes using the goblin editor.

On the type 7b and type 7c the ship LR drag was reduced from 0.3 to 0.03 and on the type 7c41 the LR drag was changed from 0.3 to 0.01.

While in game trying to work out the problem before reading this thread, I noticed that on sharp turns, the sub would physically turn to face the new direction but would stay on almost the same course for a while. if you made a big turn (like 120 degree course change) you would actually see your sub moving sideways (port or starboard side first and not bow first).

While testing, this mod was the only mod I had enabled. After reverting the changes I noted above for the type 7b (LR drag from 0.03 back to 0.3) it stopped acting strange (driving sideways during sharp turns) and doing the tadpole dance at high time compression.

I think the 10 fold reduction in drag is a bit too much for the game engine to handle and it gets confused.
I was having that issue as well. I just copied the TDW compatible mod from the folder directly into my mods folder and activated it that way, without the It worked fine afterward.


that is if you're using NewUIs of course
1sLtHunter is offline   Reply With Quote
Old 12-22-13, 03:49 AM   #5
stoney
Bilge Rat
 
Join Date: Dec 2013
Posts: 1
Downloads: 92
Uploads: 0
Default

Very Nice
stoney is offline   Reply With Quote
Reply

Tags
favorite

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:46 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.