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Old 02-12-09, 09:28 PM   #361
Webster
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by tater
Was gonna edit, but it's stuill fubar.

What were the 5 edited values?

Sufarced LR, HP, drag and prop-factor under rudder... gc height?
Surface LR and UD drag = 0,75
Propulsion to 30% of original value. Ex. 100=33
Rudder from 0,03 to 0,02 (only merchants)
GC Height from *whatever* to 0,1.

so do you mean we need to use 30% of propulsion (ex. 100=30)

or do you mean we need to use one third or 33% (ex. 100=33)

which is correct? what you said doesnt match the example you gave.

Last edited by Webster; 02-13-09 at 03:14 PM.
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Old 02-12-09, 10:46 PM   #362
AH_Thor
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Philipp...are you talking about old/current ships or new ships?

if news...what kind?

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Old 02-14-09, 12:55 AM   #363
Castout
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Thank you for making this mod.


Bloody genius we need this mod!


Eeer the mod conflicts with water stream mod.....oooh any work around?
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Old 02-19-09, 06:18 PM   #364
Uber Gruber
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I too would love to have this mod made comaptible with Exhause-WaterStream-Kombi...the exhaust part works, but not the waterstreams.

What do you think Hsie ?
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Old 02-20-09, 02:23 AM   #365
nikbear
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I'm using this wonderful mod with the exhaust-waterstrean kombi mod and both are working fine,no problems at allwhat order do you have them installed
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Old 02-20-09, 03:32 AM   #366
h.sie
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Quote:
Originally Posted by Uber Gruber
I too would love to have this mod made comaptible with Exhause-WaterStream-Kombi...the exhaust part works, but not the waterstreams.

What do you think Hsie ?
not played sh3 for months, but if i remember correct, it works fine with the combi......

i'll look for it in the future, but it will need time, because currently my job and my ill girl need all my power......

and additionally i'll test, wheather it is more realistic to give the uboats the same propulsion reduction (30% of eng_power) as the merchants.
currently u-boats have 50% of their initial power and merchants 30% power, so that uboats (perhaps) get a little speed advantage in stormy weather compared to merchants.
but i have to do researches if this assumption is correct......

please be patient.
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Old 04-06-09, 03:29 AM   #367
h.sie
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Although I helped PT to create this mod, I've never played with it. Now I think about to do this. But I'm interested in the opinions and experiences of others, especially of REALISM-FREAKS:

* Do you use this mod?
* Is the bahaviour of the ships more realistic than without the mod?

Thanks.
h.sie
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Old 04-06-09, 04:01 AM   #368
cemtufekci
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Quote:
Originally Posted by h.sie View Post
Although I helped PT to create this mod, I've never played with it. Now I think about to do this. But I'm interested in the opinions and experiences of others, especially of REALISM-FREAKS:

* Do you use this mod?
* Is the bahaviour of the ships more realistic than without the mod?

Thanks.
h.sie
I am using it for some time. Ships look more like ships. They swing less and they swing less as they get bigger. But still a 30000 tone warship swings left and right in calm weather. They should be like moving buildings. Orthagonal swinging is okay, big ships break through the waves easily. Also their acceleration behaviours is a little more realistic. They can now escape from dangers like collision and torpedos more difficulty but they still can sometimes. It's a must have for me .
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Old 04-06-09, 08:56 PM   #369
Sag75
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Hi, I'm also using this mod. Ships feel very well, even if in heavy seas I would like see a slow rolling a bit more.
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Old 05-03-09, 11:56 AM   #370
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(deleted because of wrong information)
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Last edited by h.sie; 05-06-09 at 07:19 AM.
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Old 05-03-09, 03:34 PM   #371
Fishers of Men
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This is bad news! I really liked the concepts addressed in this mod. It seems like it fixes ship behavior problems but created unintended side effects. I hope these things can be resolved, but until then, I will need to uninstall the mod.

FoM
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Old 05-04-09, 03:12 AM   #372
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Old 05-04-09, 03:56 AM   #373
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(deleted because of wrong information)
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Last edited by h.sie; 05-06-09 at 07:19 AM.
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Old 05-04-09, 03:59 AM   #374
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How bad is the problem,I'm using the mod and I'm wondering how much of a decrease is happening to the sonar rangeI'm wonderig what else its doing that I don't know about,It has been mentioned that it breaks other things in GWX,any ideas
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Old 05-04-09, 04:21 AM   #375
h.sie
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Last edited by h.sie; 05-06-09 at 07:20 AM.
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