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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Hellas
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can you tell me please which one of these ships ( that STz's fix ) had the bigger 'problem' ? (i have all the ships in test missions ,so i will set the weather parameter to 15m/sec and see if it will sink or not) bye
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#2 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
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NGRA_ NKC3 NKSQ_ NLOL NLPL_ NLSQ_ NLST NLUS_ NPPL_ For all I know the B&D mod may also fix them. ![]() HTH OLC
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#3 |
Ace of the Deep
![]() Join Date: Jan 2008
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They just might, olc. B&D does alter some of the same values as STZ's Sinking Ships Fix but my recollection was that STZ's mod was considered by many to be the better fix for the issue of smaller vessels sinking in rough seas. Of course, that has to be taken with a grain of salt because there's no way to know how many of those who had that opinion actually tried both mods for comparison.
I think the key values at play, with STZ'z mod, was the buoyancy and center of gravity. I don't think he altered the draught, specifically because it would have altered the targeting data for those vessels. If B&D turns out not to offer the same benefits, then I suppose the two mods could be merged or else players will just have to live with choosing one or the other. Honestly, I would rather have accurate targeting data than worrying myself over losing 3,000 (or less) BRT because some small merchant succumbed to the angry sea.
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Still sailing the high seas, hunting convoys with those who join me. |
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#4 |
Hellas
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first the most important.
disable TMT and inside it open the data/sea/NCA_Averof/ and then open the NCA_Averof.cfg . change the length=185 to length=183. (it was made a stupid mistake to calculations,sorry about that).enable again the TMT and thats it! now,about the sinking ships problem. i checked all the ships that you mentioned OLC and we HAVE PROBLEM with NLPL (ocean liner) and with the NLST (landing ship tank ) all the others are doing just fine! now,as i am not familiar with .sims files can somebody check if these sims for these two ships can be merged (in order to avoid adjusting them again) ?? also ,is that for sure that STz's fix's .sims for these two ships are ok,meaning that solving the problem? (where can be found this mod? ) ps:Graf Paper , its not big deal the solving of this issue and as it can be done then no need to worry about it any more .it will be fixed!
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#5 | |
Maverick Modder
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I'm sure that fixing the sim files will not be difficult, they are not very big, only a handful of values IIRC. Maybe start by opening them in S3D and doing a visual comparison of GWX vs STz vs B&D? The solution might be as simple as merging the differences. (Edit: mind you, we don't want them unsinkable!
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![]() Done, thanks! ![]()
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#6 | |
Helmsman
![]() Join Date: Jun 2009
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![]() thing that should also be corrected as I stated earlier is draft in .cfg files Rubini put ships deeper by increasing draught in .sim files, so now .cfg and .log files are little wrong in this matter, which can cause problems when using magnetic torps supposed to go under the keel ![]() what's on my mind lately is to merge TMT with Thomsen's ships ![]() ![]() ![]() ![]()
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GWX 3.0, OLCG2, Waterstream+Exhaust Combi v2.3, Lifeboats&Debris v4, Torpedo damage v2, TMT ![]() SH3 forever ![]() ![]() Last edited by rs77; 07-22-09 at 07:00 AM. |
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#7 |
Maverick Modder
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Right you are! I guess we cross-posted.
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#8 |
Hellas
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when i told you that, if anything is done right ,you will see an accuracy of +-1 degree at AOB.....i wasn't joking! (thats why i like this 'game' so much)
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#9 | |
Maverick Modder
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BTW, makman, one ship that STz didn't fix is the Tramp Steamer. They sink all the bloody time. I was just thinking, maybe while you're at it... ![]()
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#10 | |
Hellas
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saw the post #27# ?? i checked them all and only the NLPL (ocean liner) and the NLST (landing ship tank ) have problem.just these two ships. now i tested the .sims for these ships from StzSinkingFix and they didn't sink (although especially the landing ship tank is very...funny at 15 m/sec).so,if at last don't find a way to merge the .sims then i will use StzSinkingFix's sims for these two ships and readjust them bye
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#11 |
Bosun
![]() Join Date: Jan 2009
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Hi all,
I'm wondering if this mod can be made compatible with the ship changes in the Racerboy's SH4 Effects mod? I see they have a lot of overlapping .sim files but I wonder if there are really any actual incompatibilities, or if I could just put this mod on top of that one and get good results? I also have GWX 3 Gold, Lifeboats & Debris v4, and Longer Repair Times 2.04, and a couple other minor ones but no conflicting files with any of those, only with SH4 Effects. |
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#12 | |
Hellas
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no , these two mod are totally incompatible (as they are now) ! meaning that you can't use both of them ! BUT if you like the fires and explosions of Racerboy (like me) you can copy ONLY the textures of his mod in your textures folder (this is what i have done).believe me,you will not 'lose' much of his work bye
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#13 |
Stowaway
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@Makman
Can you confirm that Manos Optics-X6 Reversed + Manos Optics Addon + TMTv2 are ALL only for OLCs GUI 127 ? I ask because I see that you and OLC have been exchanging posts here and am wondering if there's any intention of your mods being avaialble for OLC GUI Gold MkIId (heck thats some mod title!). EDIT: And where can I download this version of OLCs GUI ? I've looked all over the download section to no avail. Cheers, UG |
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#14 | |
Maverick Modder
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#15 | |
Hellas
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''TMT v2'' is a stand alone mod for gwx3 so you can use it anytime you want (on a gwx3 version of sh3) you can find OLC GUI 127 here: http://www.filefront.com/user/maik01 (scroll a little bit down the page and you will see it ) bye
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods Last edited by makman94; 09-27-09 at 12:54 PM. |
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