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Old 07-05-12, 08:20 PM   #16
TheDarkWraith
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Quote:
Originally Posted by Webster View Post
were you able to do anything about reducing speeds for damaged ships like from one torpedo but still under way?

i am so tired of seeing big holes in ships or half the props missing or half sunk ships yet the ship still steams off at full speed, not sure if its fixable but its needed for sh4 and sh5
Here is something to test with IRAI and this interia mod enabled: http://www.mediafire.com/?r6mxk65jaxmb9fu

It will limit the max speed of the units based on damage incurred. For warships the max speed penalty is 35% of max speed of the unit. For merchants the max speed penalty is 25% of max speed of the unit.

To enable: you must have IRAI and this interia mod enabled. Unzip to MODS folder and enable LAST via JSGME.

I'm curious to know outcomes of this

Last edited by TheDarkWraith; 07-06-12 at 04:17 PM.
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Old 07-06-12, 04:26 AM   #17
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Thank you very much for this Mod, thank you again
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Old 07-06-12, 08:57 AM   #18
TheDarkWraith
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Working on v1.1.0 currently. I wasn't happy with the way the ships were performing in rough seas...
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Old 07-06-12, 09:12 AM   #19
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Is this correct order?

IRAI_0_0_37_ByTheDarkWraith
TDW_Ship_Inertia_1_0_0
TDW_IRAI_Inertia_Damage_Test

EDIT:
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Originally Posted by TheDarkWraith View Post
..Should be able to enable at any time
I have had a CTD when returning to Kiel if enabled it while in patrol..
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Last edited by volodya61; 07-06-12 at 09:39 AM.
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Old 07-06-12, 10:06 AM   #20
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Quote:
Originally Posted by TheDarkWraith View Post
Working on v1.1.0 currently. I wasn't happy with the way the ships were performing in rough seas...
Keep up your great work

Quote:
Originally Posted by TheDarkWraith View Post
Anyone have any idea what the prop factor does in the sim file? I've been playing with this value but I don't see any appreciable changes in the unit's behavior
Lately I investigated myself on this subjetc. As far as I learned from my readings on this and other SHx forums, in SH3 and SH4 this parameter affected vessel's turning radius: the higher the set value, the higher the turning manageability. But in order to give proper results, it had to be fine tuned and combined with comparable rudder drag figures. No idea if it works the same in SH5
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Old 07-06-12, 10:09 AM   #21
TheDarkWraith
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Quote:
Originally Posted by volodya61 View Post
Is this correct order?

IRAI_0_0_37_ByTheDarkWraith
TDW_Ship_Inertia_1_0_0
TDW_IRAI_Inertia_Damage_Test

EDIT:

I have had a CTD when returning to Kiel if enabled it while in patrol..
That would be correct order.

CTD? Really? This game is picky Makes no sense why it would CTD.
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Old 07-06-12, 10:13 AM   #22
BIGREG
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Ok this prop factor ! for the rudders in ship_unit
i think is the decrease speed factor when you turn,more you turn hard more the speed decrease
(maybe based on the rudders angle)
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Old 07-06-12, 10:16 AM   #23
TheDarkWraith
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Quote:
Originally Posted by gap View Post
Lately I investigated myself on this subjetc. As far as I learned from my readings on this and other SHx forums, in SH3 and SH4 this parameter affected vessel's turning radius: the higher the set value, the higher the turning manageability. But in order to give proper results, it had to be fine tuned and combined with comparable rudder drag figures. No idea if it works the same in SH5
I found that prop drag increased the turning radius of the ships. Thus all the merchants have been adjusted to have a larger turning radius along with the large warships. The destroyers and smaller warships I left unchanged in v1.1.0.

I've also played around with the gc_height and LR and UD drags and have the ships looking pretty realistic in large waves. They no longer bounce around like rubber ducks but look 'heavy' in the waves - cutting through them and slowly pitching sometimes nose down into a wave and sometimes nose high into the waves. I think it's a huge improvement over stock.

Ships were losing too much speed in high waves and I had to make some adjustments to v1.0.0 for this.
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Old 07-06-12, 10:19 AM   #24
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Old 07-06-12, 10:29 AM   #25
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Quote:
Originally Posted by BIGREG View Post
Ok this prop factor ! for the rudders in ship_unit
i think is the decrease speed factor when you turn,more you turn more the speed decrease
What you describe should be the drag factor. I can only guess that this prop factor is involved in tight turns, when left and right propellers (when both present) have to turn at different speeds, and rpm in general have to be decreased in order to reduce the turning radius. But o the other hand, it seems that these two parameters are strictly related...
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Old 07-06-12, 10:30 AM   #26
TheDarkWraith
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Very pleased with the results in v1.1.0. There are two single missions included - one that has an NLL merchant and one that has a V&W destroyer so you can see the effects
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Old 07-06-12, 10:35 AM   #27
TheDarkWraith
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v1.1.0 released. See post #1

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Old 07-06-12, 10:48 AM   #28
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Quote:
Originally Posted by TheDarkWraith View Post
v1.1.0 released. See post #1

Cool!


Quote:
Originally Posted by TheDarkWraith View Post
I found that prop drag increased the turning radius of the ships.
That's interesting. It should mean that this factor represents ship's inertia in the bow-stern direction, more than propeller's drag itself... I wish I had been more proficient in physics during my university years
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Old 07-06-12, 11:07 AM   #29
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Downloading at once

Quote:
Originally Posted by TheDarkWraith View Post
v1.1.0 released. See post #1

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Old 07-08-12, 07:40 PM   #30
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Quote:
Originally Posted by volodya61 View Post
Is this correct order?

IRAI_0_0_37_ByTheDarkWraith
TDW_Ship_Inertia_1_0_0
TDW_IRAI_Inertia_Damage_Test

EDIT:

I have had a CTD when returning to Kiel if enabled it while in patrol..
I tried installing it on patrol and got instant CTD. So it might have something to do with installing on patrol.
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