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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#601 |
Admiral
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Sorry Cb.., I think I'm blind.
![]() ![]() I will try your settings later.
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#602 | |
Ace of the Deep
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#603 |
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
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Does anybody know what Sudor.dat is for??
Also what is this reference to DMY_this and DMY_that (like DMY_Spark_Sudura)??? I see a fair amount of reference to DMY... Maybe Dummy??? (*maybe I'm a dummy!!) TT P.S. Looks like all the particle effects aren't just in the particles.dat file. Each unit has its own wake, even torpedoes, usually defined in the unit's DAT file. All this time I thought it was in the particles.dat file. That's just the start of it. |
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#604 |
Beach Leaf
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CB-
Can't find any buoyancy values. The closest I came was in each unit's .VAL file. It has several references to a FloatingHeight value. Not sure what that is. A ShipFrontAngle value appears in the same context. TT |
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#605 |
Ace of the Deep
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Thanks CB, just now able to get back into site.
Will try those changes you mentioned.
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#606 | |
Sea Lord
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for example Pescarus=sea gull perhaps there are more words .. :hmm: i look for sudor in romanian and i found this : Romanian to English dictionary sudor = welder ... joins pieces of metal by welding them together i don´t know if it has any sense... ![]()
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#607 |
Ace of the Deep
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TT many thanks for the efforts--best i could find was reference to the centre of gravity in the sim.act (not bouyancy i know but )
SH3sim.act 0340d0 gravity center horizontal position [>0] 1=FRONT 0.5=MIDDLE 0=REAR which i was toying with the thought that perhaps if the sub c-o-g was shifted slightly to the rear it might rest slightly nose down in the water when submerged--then setting the all stop speed to 0.2 knots it might- if the game works like this- slowly push the boat deeper--or it might just move thru the water at this funny angle without changing depth --depends on the dive planes really do they actually work or are they eye candy etc? allso depends on wether i've understood the C-O-G modelling correctly-- what do you think---are those entrys just reference or can they be edited--? HEMISENT yes me too couldn't get into the site at all untill right now-- if you still have problems with the DD's not pinging let me know what year your in in the campaign --as they hydrophones do get better as the campaign goes on it maybe i need to adjust them to get round this --my test campaign is currently at October 1942--where abouts are you?
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#608 |
Ace of the Deep
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oops double post
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#609 | ||
Beach Leaf
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TT |
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#610 | |
Ace of the Deep
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#611 | |
Beach Leaf
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Changing the FR center of gravity might work. Yes, I think you understand it. Two kinds of c-o-g in game, FR (front to rear), and gc_height (height above bottom of boat). Also, great idea on setting the All Stop to .2! Try setting fr_ratio (SH3 Inspector can do it) to a smidgen under .5, maybe .45). Good luck. TT |
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#612 | |
Ace of the Deep
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i'll give it a try ![]() UP_DATE////////////////// worth a try sadly the hold depth button (A) is semi pernament so it cancels it out---the boat did gradualy go deeper tho at around 1 knot all stop--but not the A key really does hold depth no matter what so it doesn't really work out gameplay wise--(had forgotton about the hold depth) had some perculiar side effects as i saw it tho- the corvettes were running at decks awash --i had loaded an in game saved career tho to test it so that's probably what caused that-- worth a try as you never know untill you do as they say---this isn't the way tho-- ![]()
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#613 |
Ace of the Deep
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CB
Thanks for reply. Bad snowstorm here sat connection in and out. Anyway my test campaign mission was sept 1943. Moot point now as a single DD was hounding me for 6 hours game time. With 1000m min distance stealth meter would stay completely green allowing me to attempt escape then when DD was approx 1000m distance the meter would go instantly red, DD would come charging back to my area inside the safe 1000m zone he lost me and would meander around searching w/o using active sonar(SR, any speed/any depth made no difference he could not detect me). I would attempt to get away but as soon as he got to the magic 1000m line he would start all over. This went on for 6 hours. I finally got fed up and took the boat too deep in an attempt to evade. Starting again same time frame but this time I'll reset the crew ratings and noise as you recommended.
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#614 |
Ocean Warrior
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Location: Canada, eh?
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Can I ask for a summary of the major developments in this thread. I hope its not too lazy of me to not want to read all 25 pages
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#615 | |
Ace of the Deep
![]() Join Date: Apr 2002
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just start with a stock AI_sensors.dat and make two alterations-- one- REDUCE all the hydrophones max distances by 4000 metres--so if it's 6500 as stock reduce it to 2500 metres--do this for all the hydrophones-- two- INCREASE the minimum distances for all the hydrophones to 1000 metres-- three- use these sim.cfg entrys [Mech] Waves amplitude=0.4 ;[0,1] Waves attenuation=0.02 ;>=0 [AI Cannons] Max error angle=20 ;[deg] Max fire range=5000 ;[m] Max fire wait=22 ;[s] [AI AA guns] Max error angle=5 ;[deg] Max fire range=1000 ;[m] Max fire wait=7 ;[s] [AI detection] Lost contact time=6 ;[min] [Visual] Detection time=0.5 ;[s] min detection time. Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time. Fog factor=0.3 ;[>=0] Light factor=1.0 ;[>=0] Waves factor=1.0 ;[>=0] Enemy surface factor=400 ;[m2] Enemy speed factor=15 ;[kt] [Radar] Detection time=1 ;[s] Sensitivity=0.03 ;(0..1) Height factor=0 ;[m] Waves factor=1.0 ;[>=0] Enemy surface factor=3.0 ;[m2] [Hydrophone] range factor=1 ;[>=0] fog factor=0 ;[>=0] light factor=0 ;[>=0] waves factor=0.2 ;[>=0] speed factor=0.5 ;[>=0] enemy speed=0 ;[>=0] aspect=0 ;[>=0] noise factor=1.0 ;[>=0] sensor height factor=0 ;[>=0] already tracking modifier=20 ;[detection probability modifier] decay time=150 ;[>0] already tracking bonus decay, in seconds uses crew efficiency=true ;[true or false] [Sonar] Detection time=5 ;[s] Sensitivity=0.03 ;(0..1) Waves factor=0.50 ;[>=0] Speed factor=10 ;[kt] Enemy surface factor=200 ;[m2] Lose time=2 four-- reduce the maximum revs for the electric engines using the mini tweaker by 30 to 50 revs per minutes--i reduced mine to 250 rpm max-- and that's it--
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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