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09-12-08, 06:42 PM | #1 |
Ensign
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How to fix pitch and roll of U-boot on waves ?
How to fix pitch and roll of U-boot on big waves ? I don't know what is wrong but U-boots on big wave don't "jump". The u-boot go straight like he was a very big ship and wave don't move him.
Sry for my eng |
09-15-08, 04:00 AM | #2 | |
Admiral
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Quote:
1) At first edit in sim.cfg section: [Mech] Waves amplitude=0.2 ;[0,1] Waves attenuation=0.75 ;>=0 as in (for example) SH3: [Mech] Waves amplitude=0.5 ;[0,1] ; (or 0.6 ... 0.8) Waves attenuation=0.03 ;>=0 ... first param - ↑, second - ↓ ... Waves become more and more "abruptly" ... 2) Edit in NSS_xxx.sim, in unit_Submarine controller fr_ratio parametr from 0.5 to ↓ (for example 0.48 ... 0.46 ... 0.42) ... The boat "nose" will move with bigger amplitude ... P.S. Do not forget, that the American boats were more and more heavy than German boats ...
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09-15-08, 10:03 PM | #3 |
Grey Wolf
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I am having no luck finding the following
2) Edit in NSS_xxx.sim, in unit_Submarine controller fr_ratio parametr from 0.5 to ↓ (for example 0.48 ... 0.46 ... 0.42) ... The boat "nose" will move with bigger amplitude ... Where exactly is this usefull parameter located? |
09-16-08, 12:30 AM | #4 | |
Admiral
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Quote:
Folder ..\Silent Hunter Wolves of the Pacific\Data\Submarine\NSS_Balao, file NSS_Balao.sim ... Using S3D (Skwasjer's program) you open this file and in a tree of objects you find unit_Submarine --> unit_Ship --> obj_Hydro --> fr_ratio ... (by default equal 0.5) and you edit it ... then save file ...
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Alex ® Moses said: "Don't create yourself an idol"... |
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09-16-08, 03:35 AM | #5 | |
Ace of the Deep
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Quote:
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09-21-08, 02:51 AM | #6 |
Swabbie
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There is a bug with gigant storm wavea and u boats (it have short towers). The boat periodicaly goes underwater while surfaced. How it can be solved?
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09-21-08, 05:46 PM | #7 |
Grey Wolf
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Well, first, if people will install the pitch and roll mod that comes with PE4 and PE4, that will solve a lot of the issues.
Second, depending on the timing of the wave and which way the boat is going, there are times where it should go under a wave, even including the conning tower. There is a limit to what can be done. In addition, you have to balance the pitching performance for the environment mod you are using (or not using). Between kriller's wave work and the original draft mod I did (which affected pitching), I found out you are limited by the game engine as to how big you can make the waves w/o getting the "flying sub" or "flying ship" you see in some mods for SH4 and SH3. This was discovered while he was sending me different 15m wind speed wave heights.
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03-10-09, 07:45 AM | #8 |
Engineer
Join Date: Apr 2006
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I'm using SH4 U-Boat missions + + Monsum Operation and feel like the navigation of the type VII U-boat is like going on a road. Not the bow sinks into the water. It's unreal.
My question is: if I put the same values as in Silent Hunter III ¿is valid for SH4? I have to change (as it says Anvart) in NSS_xxx.sim, in unit_Submarine controller parameters fr_ratio or is sufficient with edit; [Mech] Waves amplitude = 0.2 [0.1] Waves attenuation = 0.75,> = 0 I like to get the most realistic, although I have never sailed in a U-boat but I live on the coast I know it behaves like a ship. Thank you PS. In Silent Hunter III is more realistic (pitch and tilt) Sorry for my english. |
03-10-09, 09:11 AM | #9 |
Grey Wolf
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In addition to the previous advice, you can also raise the GC (gravity center) of the submarine in the same NSS file, but do it cautiously, because too high the sub will capsize.
As a comment to the FR ratio solution, some time ago I changed it to something like 0.4 and the sub dive did look all wrong - too steep. No sub can dive/surface at an angle of 40+ degrees. So here too make changes in small steps, until you get it right. Speaking for the uboat models used in Ops Monsun, I found that the best approach is to make only the changes in sim.cfg and leave the NSS hydro model alone, as it is the best balanced you can get. |
03-11-09, 07:11 PM | #10 |
Admiral
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Thank you very much for the help
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03-12-09, 02:45 PM | #11 |
Grey Wolf
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Just a word of advice, based on what I recently noticed. Fiddling with the waves amplitude and attenuation in sim.cfg will uber the DD visual spotting factor.
In a test mission I set up for testing purpose, using the original Waves amplitude=0.2 ;[0,1] Waves attenuation=0.75 ;>=0 a DD spots my uboat at around 4 kms, while using the modified Waves amplitude=0.75 ;[0,1] Waves attenuation=0.02 ;>=0 the same DD in the same conditions spots the sub at a whooping 10 kms. Also check what Ducimus said about the waves properties as defined by sim.cfg in this old thread: http://www.subsim.com/radioroom/show...l+range+factor Perhaps a workaround could be to still make the changes, but compensate them by lowering the AI detection parameters |
03-14-09, 08:08 AM | #12 |
Engineer
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Ok. I understand what you are explaining but don't understand why a U-boat in Silent Hunter III has a more real behavior that Silent Hunter IV. Simply in Silent Hunter IV is not navigate a submarine, an aircraft carrier to sail. Let me exaggeration. Does anyone have an explanation?
Thank you. Sorry for my english |
03-17-09, 01:49 PM | #13 |
Loader
Join Date: Nov 2006
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Hey somebody please build a mod to solve this problem, I am too lazy to do it by myself.... I mean, I did try to change the SIM.CFG but had no results on U-boat bahaviour. But american boats became "hypercinetic".
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03-20-09, 09:15 AM | #14 | |
Gunner
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Quote:
This is very needed. I can't understand why in SH3 all is more reallistic in this area... |
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03-20-09, 05:21 PM | #15 |
Weps
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I'll second that. I'd blur my vision a bit while playing SH3 and be convinced I was looking at a real boat pitching and rolling over the sea. SH4 movements seem a bit rigid or otherwise off somehow, especially in pitch.
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