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Old 07-09-12, 01:52 AM   #421
Fubar2Niner
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Hi kaleun.

This is the readme;


TMT v2 + Thomsens Ships - Combimod
==================================

This Mod combines makman94's "Tribute to Manual Targeting V2" mod

http://www.subsim.com/radioroom/showthread.php?t=153937

with the Thomsens Ships mod, which (hopefully) makes
acceleration & maneuverability of surface ships more realistic.

http://www.subsim.com/radioroom/showthread.php?t=143775

This Mod changes acceleration & maneuverability of most
of the GWX3 ships PLUS the xtra ships contained in
"GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6"




Changes to TMTv2 .sim files according to Thomsens idea:
----------------------------------------------------------------
Only for ships with tonnage > 300:

Unit_Ship/Propulsion/eng_power: 30% of original value.

Unit_Ship/Rudders/drag: 0.02 (MERCHANTS)
0.025 (BATTLESHIPS)
0.03 (DESTROYERS)
0.04 (ESCORTS)



Version History
---------------

V4.3 -> V4.4:
Added modded NLOV.sim file for Jimbunas Q-Ship.

V4.2 -> V4.3:
Added modified .sim files for xtra ships which came with
"GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6"



Credits
-------
Makman94: For permission to use his TMTv2
Philip Thomsen: For his initial idea.
More Credits: See original TMTv2-Readme

This Combimod was made by
h.sie





-------------- Original Readme TMTv2 --------------------

TMT v2
-------
(Tribute to Manual Targeting - version 2)

for use with gwx3

----------------------------------------
ADDITIONS TO PREVIOUS VERSION 'TMT mod':
----------------------------------------

1. correcting all ships that was sinking on heavy seas
2. correcting the draft values on .cfgs
3. correcting an error to Averoff's length
4. adding missing funnel smoke to naval artillery and tranport Barge
5. immersion adding to the sailing of ships (they look more 'heavier')



credits to:
------------

a) NGT for all his support during the creation of 'TMT mod' and 'TMT v2'

b) RS77 for adding the correct draft values on .cfgs ,for adding the missing funnel smoke to barges and for testing the 'TMT v2'

c) RUBINI for his fixes on the most ships that had the 'sinking' problem and for all the info and help that he gladly gave me and of course for his 'GWX_ships_Buoyance&draught_mod'

d) Subtype_Zero for his fixes to some other ships that had also the 'sinking' problem

e) Phillip Thomsen for his wonderfull idea on his mod ''Thomsen's ships''.

f) H.sie for adding the drag-lr and drag-ud values to .sim files

e) Albrecht von Hesse for his ''enhanced funnel smokes '' mod ,which is reworked by Hansolo and additionaly and finally modified by RS77



note:
-----
unfortunatelly some issues are not clear yet with Phillip's ships so the tweaks on aceleration-decelaration-turning abilities of ships have NOT been included in TMT v2 . but his idea about the 'heavier' movement (meaning left-right ,up-down by its own axises) is included in 'TMT v2' with some minor tweaks by me



readme from 'TMT mod' (previous version)
------------------------------------------
'TMT mod'
---------

this mod is fixing all the ships's dimensions (masts and lengths).

is for use with gwx3.

WARNING: if you run the 'TMT mod' ,be sure that you are NOT running the 'GWX_ships_Buoyance&draught_mod' by Rubini.this mod is already incuded in the 'TMT mod'.[it includes all the ships that are adjusted , the rest ones-very small boats-are not included.so ,if you run the b+d mod on top of 'TMT mod' the mast of these ships (very small boats) will be affected but remember that these ships are not adjusted].
for this reason i am saying not to run 'b+d mod'.run ONLY the 'TMT mod'

ps: i want to express a big thank you to my friend NGT.Without his help,i would (for sure) had never complete this mod.
also ,i am thanking NGT for another reason: he found the name of this mod
--------------------------


enjoy it,


28/8/2009


makman94



Hope this helps mate.

Best regards.

Fubar2Niner
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Old 07-09-12, 06:23 PM   #422
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Thanks for the readme, but there's nothing in there regarding compatibility with the 1.61B1 patches or the Merchant Fleet Mod (plus skins, but those are incidental in this regard I assume)
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Old 07-09-12, 08:31 PM   #423
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ive played a decently long patrol today with LSH v5.1 and seen no problems, but i did notice it change how my IXB reacted so that was a plus. LSH uses some ships from MFM so i noticed no problems there either. i use h.sies patch and found no problems either. so.... good little mod here guys.

regards,
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Old 07-09-12, 10:50 PM   #424
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fair nuf. thx.
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Old 07-13-12, 04:13 AM   #425
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well. seems i can't run the wilhelmshaven, st naz, schluese, extra ships mod .. so i assume i can also not run the tmtv2+TS4.4+extra ships either; as there are no extra ships, i'm guessing that would cause errors.
SO. I'm just running TMTv2. Not sure if I CAN put TS3.1 on top of it or not.
Any input please?
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Old 05-11-13, 01:56 PM   #426
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Default TMT v2 + Thomsens Ships - Combimod - available for download?

Hello fellow kaleuns,

Tried to find the above links from Fubar. Gamefront did not provide a working link anymore and Mediafire did not contain the file at all.

Looking forward to this!
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Old 05-11-13, 04:24 PM   #427
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Quote:
Originally Posted by pkl75 View Post
Hello fellow kaleuns,

Tried to find the above links from Fubar. Gamefront did not provide a working link anymore and Mediafire did not contain the file at all.

Looking forward to this!
ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS

Username: Maik
Password: Woelfe

look for it in the link above but to gain access you will need the username and password above too.
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Old 05-12-13, 04:26 AM   #428
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Quote:
Originally Posted by desertstriker View Post


look for it in the link above but to gain access you will need the username and password above too.
Thanks you, tried that. My browser (IE) asked for username and password but then it just repeats the password window, seemingly not accepting the password?
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Old 05-12-13, 04:57 AM   #429
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Quote:
Originally Posted by pkl75 View Post
Thanks you, tried that. My browser (IE) asked for username and password but then it just repeats the password window, seemingly not accepting the password?
Give me 10 minutes I'll have it up on mediafire

Best regards.

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Old 05-12-13, 05:00 AM   #430
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@pkl75

The file you seek can now be found here:

TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships.7z

http://www.mediafire.com/?8nmlg4u5o76pxk4

or you can have;

Thomsens_Ships_V3.1.rar

http://www.mediafire.com/?hujhsuq6a6pjryh

Best regards.

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Old 05-15-13, 05:52 AM   #431
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I have created an application 'Thomsen Parameters App' that will apply any combination of Thomsen's settings to any range of ships for any user.

See this thread here:
http://www.subsim.com/radioroom/showthread.php?t=204399

Stiebler.
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Old 05-15-13, 11:18 PM   #432
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Quote:
Originally Posted by Stiebler View Post
I have created an application 'Thomsen Parameters App' that will apply any combination of Thomsen's settings to any range of ships for any user.

See this thread here:
http://www.subsim.com/radioroom/showthread.php?t=204399

Stiebler.
Does TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships still need to be installed?

Mike
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Old 05-16-13, 02:28 AM   #433
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@Captain Wreckless,

Quote:
Does TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships still need to be installed?
You can add whatever ships you like to your SH3 setup (provided they are stable at the time of adding), *before* you follow the instructions for the ThomsenParamApp. I know Makman tested his TMTv2 mod + ThomsenShips v4.4 properly before distribution. If this is all you have added, then no need to use my application.

If you have added any further ships since then (eg IABL's MFM merchant ship collection), then you should use the ThomsenParamApp, but use the app's recommended values. The recommended values are the same as Makman's: eng_power = 30%, rudder-drag = 0.02 (auto-set by the app to 0.03 for fast ships), and 0 for gc_height and 0 for LR. The value of 0 will preserve Makman's slight changes to gc_height and LR.

But check you have a stable game with all new ships present before running my application. Run a long patrol. If the ships you have added to your game cause a CTD (crash-to-desktop) before you use my application, (and test a game save in mid patrol and then a game reload), then it is certain that they will cause a CTD after use of the application!

Good luck,
Stiebler.
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Old 05-16-13, 10:54 AM   #434
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Quote:
Originally Posted by Stiebler View Post
@Captain Wreckless,

You can add whatever ships you like to your SH3 setup (provided they are stable at the time of adding), *before* you follow the instructions for the ThomsenParamApp. I know Makman tested his TMTv2 mod + ThomsenShips v4.4 properly before distribution. If this is all you have added, then no need to use my application.

If you have added any further ships since then (eg IABL's MFM merchant ship collection), then you should use the ThomsenParamApp, but use the app's recommended values. The recommended values are the same as Makman's: eng_power = 30%, rudder-drag = 0.02 (auto-set by the app to 0.03 for fast ships), and 0 for gc_height and 0 for LR. The value of 0 will preserve Makman's slight changes to gc_height and LR.

But check you have a stable game with all new ships present before running my application. Run a long patrol. If the ships you have added to your game cause a CTD (crash-to-desktop) before you use my application, (and test a game save in mid patrol and then a game reload), then it is certain that they will cause a CTD after use of the application!

Good luck,
Stiebler.
Thanks.

I'm rethinking what mods to use and was just making sure about this new one.

Right now I don't have any active and plan on using MFM, VonDos' ships and some others available when I play.

I will use the app then.

Mike
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