SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
05-21-09, 03:45 PM | #391 |
Admiral
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Thomsens Ships V4.1 can be downloaded from my filefront-page.
Changes from V3.1 - > V4.1 1. Submarines removed from this mod, because reducing their engine power also drastically reduces their max. speed in stormy weather, so that they would have big disadvantages compared to surface ships. 2. The mod now contains 208 surface ships: All GWX3-ships plus CommunityShips plus AOTD-Ships. h.sie |
05-21-09, 04:15 PM | #392 |
XO
Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
Uploads: 0
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Hi, is it GWX2.1 compatible ?
did you change other ship parameters from 3.1 version? thanks! |
05-22-09, 07:44 AM | #393 |
Admiral
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Hi Sag,
yes, it's compatible with GWX2.1. And apart from the above mentioned changes there are no further changes. I think, with this mod the ships behave a little bit too stable in high waves and I could try to reduce gc_height not as drastically as PT did. WEBSTER who made a similar mod for SH4, reduced gc_height to 25% of its original value instead of 0.1 for all ships as PT did. I don't want to touch Surface LR and UD drag because they affect the turning radiuses. h.sie |
06-20-09, 08:47 PM | #394 |
Planesman
Join Date: Apr 2007
Location: China
Posts: 190
Downloads: 618
Uploads: 0
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is this mod compatible with GWX3 and MFM?
i used the mod yerstoday with MFM,and found a problem the new ship that GWX dont have,got a strange behavior,when she found me and the speed reduced to almost 1knots......her real speed should be 9knots before finding me! |
06-21-09, 02:52 AM | #395 |
Admiral
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what is MFM?
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06-21-09, 04:19 AM | #396 |
Planesman
Join Date: Apr 2007
Location: China
Posts: 190
Downloads: 618
Uploads: 0
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06-21-09, 10:55 AM | #397 |
Admiral
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MFM ships are not modded with that mod and so that mod should not change a MFM ship's behaviour.
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06-21-09, 11:40 AM | #398 |
Bosun
Join Date: Mar 2009
Posts: 61
Downloads: 73
Uploads: 0
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h.sie i have imported hansolo's enhanced funnel smokes to gwx and community ships based on your sim files. Can i release it to the community?
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06-21-09, 11:53 AM | #399 |
Admiral
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yes of course. they are not mine.
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07-10-09, 07:09 AM | #400 |
Watch
Join Date: May 2008
Posts: 25
Downloads: 14
Uploads: 0
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First, I want to thank PT and h.sie for the mod.
Do I understand correctly, that with this mod ships will be deeper in the water and thus calculated range to the targeted ship using her mast height value will be a bit higher than it should be? I've tried the mod in the eels tutorial and I really liked what I've seen, but I didn't have the time to test manual targeting in practice, to tell the truth. I use GWX3'Gold' and OLCGold2 MkIId, so manual targeting is a must, I can't play without it. But I can say that I also like what this mod is doing...
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With regards. |
07-11-09, 03:31 AM | #401 |
Admiral
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That's an interesting question which I didn't analyse, so I fear I cannot answer that. What about doing some test by yourself with and without that mod?
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07-11-09, 05:16 AM | #402 |
Watch
Join Date: May 2008
Posts: 25
Downloads: 14
Uploads: 0
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I'm sorry to say that I have very little free time, as I am working my butt off to afford those wedding rings. :rotfl: So, having a valuable tests with almost no time left - isn't really possible right now.
I've played a little at eels practice, and I must say I had pretty good results at ~1750m to ~2500m range - shooting a moving target So I guess even if those must values aren't exactly right - they're also not that much changed. Or maybe I am just totally wrong and there's no difference at all I thought using mission editor to test this, but as I need a quite few buckets of time and electricity - it's a no-go at the moment. But - based on an overall good results I've had at the practice - I will start a new career with this mod. Well, one day I will.
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With regards. |
07-20-09, 03:36 PM | #403 |
Helmsman
Join Date: Jun 2009
Posts: 103
Downloads: 19
Uploads: 0
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azrael, from my understanding of this mod it should not affect manual targeting
I believe that changing gc_height (center of gravity of the ship) does not put it deeper into the water, other params changed by this mod only affect ships acceleration and turning ability, someone correct me if I'm wrong nevertheless even in stock GWX 3.0 some of the mast heights are probably not correct hsie, do you have ay idea how this mod would affect ships behavior if gc_height change would be eliminated from it ? as I understand center of gravity for all ships is put just a little above their bottom line which doesn't sound like perfect solution for me
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GWX 3.0, OLCG2, Waterstream+Exhaust Combi v2.3, Lifeboats&Debris v4, Torpedo damage v2, TMT and a nice skin SH3 forever keep modding Last edited by rs77; 07-20-09 at 04:19 PM. |
07-27-09, 09:03 AM | #404 |
Watch
Join Date: May 2008
Posts: 25
Downloads: 14
Uploads: 0
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Ah, I thought that overall unit weight was changed too, so that would mean the ship is deeper (cause of the weight, but I don't know if this even works like that in the game actually).
About the center of gravity - didn't h.sie re-release it with 25% of starting value instead of 0.0001 or something like that?
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With regards. Last edited by Azrael Valedhel; 07-28-09 at 06:09 AM. |
07-27-09, 03:03 PM | #405 |
Engineer
Join Date: Jul 2009
Posts: 207
Downloads: 106
Uploads: 0
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Good mod.
No DD can speed up in 5 sec from 4-15 kts. Good job endeed! |
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