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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#23 |
Medic
![]() Join Date: Jan 2006
Posts: 164
Downloads: 63
Uploads: 1
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As I'll have to adapt your mod to my own mod list, I want to be sure to do things right, so I've some questions :
- In some of your .sim files (ex : NKMCS-C1B) you are using a non null value for Max-Force, and yet AFAIK, these values were first introduced by TDW in his Ship Inertia mod. Are they here for a purpose, or by mistake? If the former is true, how does this parameter influence the ship's behavior? - You said in another post that if rpm goes over 100, the sound loops to 20 rpm and thus you can't ear it on hydro. Ok. But you say nothing about the lower value of rpm. For example, C1B can't be eared under 6 knots, but at 5 knots, it rpm should be something around 52-53, which is a value that can be eared for other ships. Is this relative to eng-power value? I've also found that the values set for the T3 Cimmaron are not exact. First, the ship mass in stock is set to ~7000t, it's true but it's the light mass. In full load, its displacement is 25200t-23000t. Second, you set eng-power to 30400, but it's shp (shaft horsepower). The engine power is 13500 hp. You can find a lot of technical data here : http://www.ibiblio.org/hyperwar/USN/ships/ships-mc.html I've also disabled the sound of the chronometer as I was absolutely unable to proporly count the propeller's rotations with its tack...tack...tack... ![]() ![]() Perhaps could you offer this option in your great mod. |
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