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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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Haven't given it much thought, so I'm uncertain as to how this could be fully implemented, but the goal seems laudable. Best of luck with the project! ![]() |
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#2 | |
Torpedoman
![]() Join Date: Mar 2005
Location: Louisiana, USA
Posts: 115
Downloads: 64
Uploads: 0
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Well I've already decided my mod wont be...super... It is based on nygm/gwx and the older real uboot mod...as well as some great german mods. If it contains any gfx extra it'll be hitman's opticz.... im modifying GFX and nygm based on research. I've avoided as much as possible to edit hardcoded sh3.exe files but isnt possible to what i want to do ,, The mod will be large howeve due to the fact that i intend to include the best of the community mods thus far as well as some code from SHIV/V that I've managed to work in. I'm currently trying to combine MAgui with Hitman's. Because Ilike Magui's interface but I feel hitman's optics is more realistic. Thats about as far as im going on interface/gfx. The rest will be more subtle... weather algorithms, dynamic campaign algorithms and editing of hard coded data. I'd say my biggest achievement so far is the pump/venting system,,,,think aotd... the deeper you go the higher speed ypu have to run to prevent depth loss///etc As of current .....if you are running @ 160m you'll have to add more crew to maintenance to maintain that depth - this is abstract, I have figured out how to add crew to position to compensate. For now it is maint. If you go silent running you will slowly always lose depth due to shutting off your pumps to be more silent. The deeper you go the more you will slowly 'dive' due to these effects. Unless you speed up and/or change dive plane. Yes I've figured out how to adjust the planes, so instead of setting 15m depth, you can set fore plane 5dgrees and aft a different depending on rate of descent/ascent. This has to be done from 1O position. Fore and aft dive planes will not allow counter productivity. eg fore 10 aft 10 which would = no gain or loss in depth but a general slowing of the sub. cannot get around this. Added commands to open/close vents and pumps.\\ Silent runnind shuts off each, depending on depth you will gain or lose depth. You cannot open vent until 20m and if you do this causes cavitation and will cause you to be detected by 'elite' ai crews, sitting idle causes you lose depth due to boency + 120m
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-VP Missing targets since 1990. |
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#3 |
Torpedoman
![]() Join Date: Mar 2005
Location: Louisiana, USA
Posts: 115
Downloads: 64
Uploads: 0
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Added thermal layers and games ability to recognize them.....the latter needs a sound or txt,. not added yet.
added randomization the sh3.exe w/o SH3 commander...bugged. rewrote the entire weather algorithm (WIP) The data is based on N,O,H,A archives... The ultimate goal is RT weather/adjusted;;; this will use an optional app to determine weather
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-VP Missing targets since 1990. |
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#4 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
|
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Your ideas seem to fit quite nicely with your original description of 'true realism' as opposed to typical 'gameplay realism' which generally relies on artificial (AI cheating or spamming type) means to increase difficulty. Just between you and me I think there would be a real appetite for this type of mod as a lot of people would probably appreciate the enhanced controls for tasks that are currently taken for granted in a one button universe. Thanks for keeping us up-to-date with your progress. If there's one thing I've learned here it's that this community is a rich storehouse of talent with many members who are willing to help formulate (and implement) new ideas toward greater clarity and eventual realization. In other words, we're surrounded by good hands so I'd encourage you to stick with it and (if need be) ask for help along the way. Best of luck and keep up the good work! ![]() |
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#5 | |||
Eternal Patrol
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From your own link: Quote:
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ps When you do that trick of replying in bold inside someone else's quote you make it impossible to quote you again. I had to physically retype each of your replies before I could answer them.
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“Never do anything you can't take back.” —Rocky Russo |
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#6 | |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 237
Uploads: 0
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You win about a subs non-ability to hover as it seems people are hell bent on this not happening.Not a perfect hover but it can be done with no speed.Can we agree that the negative tanks were blown out after submerging to ensure positive buoyancy.I see alot of people saying that at low speeds the subs sink but thats not what I have been finding online.For safety reasons you want a positive buoyancy,just in case something happens to your compressed air supply. Yes blowing ballast means all in SH3 since its a simple model of a subs ballast system.It just models one tank.I have to disagree with you that it means blow all tanks in real life.Why would you want to rocket to surface to meet your maker when you can slowly use all the tanks you have at the subs disposal so that doesn't happen giving you time to stop the flooding. There should be a poll.....should ships sink or surface when at low speeds. |
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#7 | ||||
Eternal Patrol
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Aces Of The Deep modelled this very nicely. Even at slow speed if you set Silent Running sooner or later the LI would inform you "Sir, cannot maintain depth unless we run the pumps." Quote:
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I long ago advocated a random factor, in which the sub might start rising, might start sinking or might stay where it was, and you would never know. Unfortunately this doesn't seem possible within the game's structure.
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“Never do anything you can't take back.” —Rocky Russo |
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#8 | |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 237
Uploads: 0
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![]() Of course its only a dream. ![]() |
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