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Old 07-20-09, 11:37 PM   #1
makman94
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Originally Posted by onelifecrisis View Post
That's what I did. When I next go out on patrol I'll be watching to see whether Rubini's buoyancy and draught adjustments will make ships less (or more!) likely to sink in rough weather; it may be that STz's fix is not needed when using TMT (let's hope so).
hello OLC,
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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Old 07-21-09, 07:50 PM   #2
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Originally Posted by makman94 View Post
hello OLC,
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
STz fixed the following ships:

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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Old 07-21-09, 08:37 PM   #3
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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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Old 07-21-09, 09:38 PM   #4
makman94
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Default attention !

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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Old 07-22-09, 06:32 AM   #5
onelifecrisis
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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! )

Quote:
Originally Posted by makman94 View Post
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!
Ah! A perfectionist I see!

Done, thanks!
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Old 07-22-09, 06:40 AM   #6
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Quote:
Originally Posted by onelifecrisis View Post
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?
I just did it for NKSQ_ in the post above yours

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 , but not original Thomsen's ships only the new version which doesn't include messing around with gc_height (well it doesn't exist yet) only acceleration and turning abilities + enhanced funnel smoke now that would be brand new ships behavior ha
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Old 07-22-09, 08:36 AM   #7
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Quote:
Originally Posted by rs77 View Post
I just did it for NKSQ_ in the post above yours
Right you are! I guess we cross-posted.
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Old 07-22-09, 12:09 PM   #8
makman94
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Originally Posted by onelifecrisis View Post

Ah! A perfectionist I see!

Done, thanks!
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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Old 07-22-09, 06:37 AM   #9
onelifecrisis
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Quote:
Originally Posted by Graf Paper View Post
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.
I think (well, for me at least) it's more a matter of immersion than lost tonnage. Sure, maybe one or two ships did sink in bad weather IRL, but not whole convoys (as sometimes happens in GWX, if the assortment of ships is right... or "wrong" perhaps is a better word). In any case I agree I would rather have makman's mod given the choice.

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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Old 07-22-09, 12:18 PM   #10
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Originally Posted by onelifecrisis View Post
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...
Not any more OLC ! Tramp Steamer is going just fine with b+d mod.

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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Old 09-26-09, 12:29 AM   #11
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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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Old 09-26-09, 02:08 AM   #12
makman94
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Originally Posted by Fluffysheap View Post
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.
hello Fluffysheap,

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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Old 09-27-09, 07:45 AM   #13
Uber Gruber
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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
 
Old 09-27-09, 09:09 AM   #14
onelifecrisis
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Originally Posted by Uber Gruber View Post
@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
I know that TMT can be used with OLC Gold (I use it).
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Old 09-27-09, 12:08 PM   #15
makman94
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Quote:
Originally Posted by Uber Gruber View Post
@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
''manos optics x6 or x15'' and ''manos optics-add on'' are made ONLY for use with Olc's gui 127 (for more info check here:[REL]Manos Optics-Final ). you CAN'T use them with OLC gold becuase they are built on Olc's gui 127's menu_ini
''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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Last edited by makman94; 09-27-09 at 12:54 PM.
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