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#1 | |
Chief
![]() Join Date: Mar 2005
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Beery wrote
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Does the T3 still have an unaltered 11,355 tonnage in the base file? |
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#2 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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When we moved over from the date-based to the cfg-based method of implementing the random tonnage mod, the tonnages in the mod were strictly defined by Observer, based on his investigations into wartime tonnage. He gave me specific upper and lower limits for each ship in his mod. As I recall, nothng was changed from what he gave me. In fact he was VERY determined that nothing should be changed, and I was very sure to stick to his requirements.
As for specifics, I have no idea what C3 tonnages were in real life or in the standard game. I'm a big picture kind of guy when it comes to peripheral stuff like this, so I leave that stuff to others who know better. ![]()
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#3 | |
Silent Hunter
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I'd love to resolve the inflated tonnage problem by creating some medium-sized ships but I still haven't mastered Pack3d resizing. I wouldn't mind it if some of the 400-plus foot ships we're making were scaled down to maybe 4500 tons or so when they're released. |
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#4 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
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I was having trouble resizing objects too, but under wings3d - when I do so, each surface of the objects comes apart.
BTW - What is the best way to change the actual shape of a ship's hull? I would like to make my Ammunition Freighter flush-decked. If the textures get screwed up, maybe the developers will fix them. |
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#5 |
Chief
![]() Join Date: Mar 2005
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I've PM Observer to get to the bottom of this.
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#6 | |
Silent Hunter
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#7 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#8 |
Commander
![]() Join Date: May 2005
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Hmm...must have missed this thread, but anyways.
I think the confusion might be based around the classes of ships chosen by the developers for SH3. Instead of generic classes of merchants, we are handicapped by specific classes of ships which are intended to represent the wide variety of merchants sailing the ocean during WWII. Using the T2 tanker for example, this specific class of tankers, was built between 1942 and 1945 (also built after the war, but not relevant to the purpose of the discussion). If we used the T2 in it's absolute specific sense, we would have no medium sized tanker prior to 1942. The random tonnage mod does not treat the specific classes of merchants included in SH3 as the class their name might represent. Instead, I use these classes to represent a variety of possible tankers sailing between 1939 and 1945. The numbers used in the mod included with SH3 Commander uses data from about 3000 different ship sinkings to develop a range of possible tonnages for generic classes of ships. For the purpose of the random tonnage mod, the following are examples of rules I applied to ship classes (not all inclusive): C3 Cargo - Represents a large sized dry cargo merchant C2 Cargo - Represents a medium sized dry cargo merchant Small Merchant - Represents a small sized dry cargo merchant Coastal Merchant - Represents a class of tramp steamers T3 Tanker - Represents a large sized class of tankers T2 Tanker - Represents a medium sized class of tankers The values for the tonnage variations are based upon some distribution curves for each class with a 2% increase per year in the seed tonnage value (the value used in the Ship displacements.cfg) and a possible plus or minus 15% variation in actual tonnage. This means it's possible to get some tonnage values at the low end, as well as the high end. In about 1000 different simulations of possible values (using Monte Carlo analysis) the average results were representative of each class ships using, for example, those classes above. You are welcome to see the data, analysis and statistical basis for each seed value used in the Ship displacements.cfg. Let me know and I'll send you a link to the file. If you are not satisfied by this answer and the low tonnage still bothers you I suggest: 1. Change the Ship displacements.cfg to tonnage values to stock and set the upper, lower and YearlyAdjust to 1.0. You could also tweak these down to provide a smaller variation, but I think variety is the spice of life, and I like not knowing how many torpedoes it's going to take to sink a big tanker/merchant and if it's going to be "worth" the effort. 2. Change the specific merchant class names to something more generic in the EnglishNames.cfg. If you don't want to make the changes I can post the version I use. |
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#9 |
Chief
![]() Join Date: Mar 2005
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Observer
I have already sent a PM to you regarding this matter. Intrigued rather then dissatisfied is how I would say I feel about this matter. :hmm: May I take you up on your offer of the link to the file? Cheers. ![]() |
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#10 |
Commander
![]() Join Date: May 2005
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Yes, I got the PM, but thought I would reply here for everyone to see at least the rationale involved in case there are other questions.
I posted a mod like this a long time ago when I did the first version of random tonnage, but haven't updated it since with all of the new ships that have been added. This is an updated version. http://rapidshare.de/files/7711549/G...Names.zip.html Again, I am happy to share the data and analysis if anyone wants to see it. ![]() |
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