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Old 11-08-08, 07:03 PM   #76
Philipp_Thomsen
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Finally...

After messing around with 250 ships, it's done.

Updating the first post with the details, please read.

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Old 11-09-08, 08:39 AM   #77
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Default speed subs

Hi PT,
thanks a lot for building a work around and improving the game!
Some remarks so far: The torp test mission works fine, no lamborghini-like accelerating any more. But in my campain my IXC behaves like a "speed boat": 23 kts. maximum, submerged 9 kts maximum. rpm´s are as before. :hmm: I havn´t checked the other subs yet.
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Old 11-09-08, 09:07 AM   #78
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23 knots

Hey PT....what ya broke now :p

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Old 11-09-08, 01:23 PM   #79
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IXC??? :hmm:

Well... more stability to the uboats, that means they can probably go faster...

But still, the IXC is configured to have 19.3 top speed in the sim file... thats weird. :hmm:

Are you sure you're using IXC?

Just tested.. in my system the IXC gets 20 kts tops. Do you have any mod enabled that changes the subs? Do you have added any engine upgrades?
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Old 11-09-08, 03:04 PM   #80
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I watched the video, and I must say that in the stormy weather part those ships really moved like real ships in a real storm!
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Old 11-09-08, 03:33 PM   #81
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Strange...in my campaign the IXC went 23 kts. But it´s the normal 19/20 kts in "Golf of Aden" mission either IXC or IXC/40. Another campaign with a VIIC works fine, too.
Other mods: RBS SH4 Effects GWX 2.04, RBS Effects lite and Thomsons Dials,they shouldn´t do any harm.
So perhaps: Never add a mod during a running campain.
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Old 11-09-08, 03:53 PM   #82
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Quote:
Originally Posted by onelifecrisis
I watched the video, and I must say that in the stormy weather part those ships really moved like real ships in a real storm!
Hey buddie! Nice to see you around!

Thanks for the compliment!

Hopefully we can finally kill those two annoying problems!
Instead of plastic bobbing sport cars, now we have ships!

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Old 11-09-08, 03:59 PM   #83
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People!

This mod also changes the uboats, for more realistic behavior. They will accelerate and break slower, and they won't be bobbing around in normal weather. Solid heavy metal submarines instead.

If you don't want to change the uboat's behavior, just delete the folder "submarine" prior to enabling the mod.

I don't have any time to play the game, so if you people would be so kind to report failures in ships, like "costal merchants are bobbing yet" or "ocean liner *name* is accelerating too fast" or "I think that *name* destroyer is lacking turning abilities".

Report back anything you think is wrong, and we can discuss about it and fix, if that's the case.

I've changed around 250 ships by hand, so I might have forgotten to change some value in some ships (5 changes per file). I was tired, and if I mistakenly changed the wrong line in some ship, you might see some very bizarre behavior, and I can fix that, if you tell be about it.

The fact that the game is not CTD'ing with the mod is also a big step ahead, since I didn't do any tests after I finished changing the values.

Really hope you guys like it!

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Old 11-10-08, 11:02 AM   #84
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[quote=Philipp_Thomsen]
Quote:


3) Is it GWX compatible?

No.

GWX's campaign is based on the current ship's maneuverability speed. This mod corrects the ship's maneuverability speed, so it breaks some gwx aspects.

What does that mean? Means that I will have ships behaving like crazy in my game?

No. Means that ship's actions will be 10 times slower. All ships. They will take longer to turn, longer to accel and longer to stop. How this will affect the convoys? I don't know... We'll have to test it out and discover...

By logic, while the convoy is moving in a straight line, there will be no problems. When they turn from one waypoint to another, we may have some strange behavior. But from what I've seen already, they make a pretty mess while turning in groups since stock game, and also in supermods. Not becouse the supermods were not built correctly, but becouse the game engine sucks. Sucks badly. Ships go everywhere, go backwards, go right and left, like a blind man in a shootout.

Maybe making them slower will make it better. Maybe not. I don't know if I'll have the time to test it. But 99.9% of the time we spot a convoy, they are running a straight line, aren't them? So I guess we are ok.



hey!
Sorry for not reading the whole thread, but I sort of know convoys waypoints, arrivals etc. are based on maximum speed of the convoy (right?) plus I saw bbw react to this on this first page SO I ask this just to be shure..

This quote is not correct, right? Or it is?

edit: for goggy.. if you enable this mod after rbs effects(full or lite), your warships will have "normal" funnel smoke.. Because of the sim files thomsen's mod consists of.. That is the only "incompatibility" with this two mods.. I think.. NO BIGGY..

Last edited by asanovic7; 11-10-08 at 12:24 PM.
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Old 11-10-08, 01:11 PM   #85
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[quote=asanovic7]
Quote:
Originally Posted by Philipp_Thomsen
Quote:


3) Is it GWX compatible?

No.

GWX's campaign is based on the current ship's maneuverability speed. This mod corrects the ship's maneuverability speed, so it breaks some gwx aspects.

What does that mean? Means that I will have ships behaving like crazy in my game?

No. Means that ship's actions will be 10 times slower. All ships. They will take longer to turn, longer to accel and longer to stop. How this will affect the convoys? I don't know... We'll have to test it out and discover...

By logic, while the convoy is moving in a straight line, there will be no problems. When they turn from one waypoint to another, we may have some strange behavior. But from what I've seen already, they make a pretty mess while turning in groups since stock game, and also in supermods. Not becouse the supermods were not built correctly, but becouse the game engine sucks. Sucks badly. Ships go everywhere, go backwards, go right and left, like a blind man in a shootout.

Maybe making them slower will make it better. Maybe not. I don't know if I'll have the time to test it. But 99.9% of the time we spot a convoy, they are running a straight line, aren't them? So I guess we are ok.



hey!
Sorry for not reading the whole thread, but I sort of know convoys waypoints, arrivals etc. are based on maximum speed of the convoy (right?) plus I saw bbw react to this on this first page SO I ask this just to be shure..

This quote is not correct, right? Or it is?

edit: for goggy.. if you enable this mod after rbs effects(full or lite), your warships will have "normal" funnel smoke.. Because of the sim files thomsen's mod consists of.. That is the only "incompatibility" with this two mods.. I think.. NO BIGGY..
There will always be some incompatibility with a mod. There's thousand mods out there.

But the funnel smoke is controlled by the .val file, and not by the .sim file.

I'm not sure why RB used the sim files for... I would have to check, as I don't know his intentions.

But like I always say, enable the two mods together and see what happens!

My mod consists only in the .sim files, so you have to enable my mod for last, otherwise you don't have squat.

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Old 11-10-08, 05:13 PM   #86
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Hi PT,

i would like to enjoy your great mod, but it doesnt roule... i am running stock, enabling your mod results in a CTD. do i need to install any other ships or anything else?



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Old 11-10-08, 05:48 PM   #87
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Quote:
Originally Posted by Jaeger
Hi PT,

i would like to enjoy your great mod, but it doesnt roule... i am running stock, enabling your mod results in a CTD. do i need to install any other ships or anything else?



Jaeger
See the ships you have and just copy the equivalent folders to replace the .sim files.

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Old 11-11-08, 03:38 AM   #88
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Left the harbor of Lorient last night in a IXD2. With this mod the ships in harbor look so much better!
Noticed two things:
- the harbor patrol, which escorts you out, runs aground in the first bend
- flakship 01 still seemed to be bobbling along

Keep it going!!
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Old 11-11-08, 04:56 AM   #89
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Quote:
Originally Posted by duif
Left the harbor of Lorient last night in a IXD2. With this mod the ships in harbor look so much better!
Noticed two things:
- the harbor patrol, which escorts you out, runs aground in the first bend
- flakship 01 still seemed to be bobbling along

Keep it going!!
Why did she ran aground? Can you be more especific? Didn't she manage to make the turn?
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Old 11-11-08, 04:57 AM   #90
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Totally no good on my machine at periscope depth in bad weather my IXB gets thrown out the water and then dives back down to 20+metres this continues up then down
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