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05-13-11, 01:10 PM | #346 |
Korvettenkapitän
Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Perfect!
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
08-30-11, 04:10 AM | #347 |
Sparky
Join Date: Jan 2011
Location: Croatia
Posts: 152
Downloads: 334
Uploads: 0
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great mod!! Thank you
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08-30-11, 04:22 AM | #348 |
Silent Hunter
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09-01-11, 04:03 PM | #349 |
Nub
Join Date: Aug 2010
Posts: 2
Downloads: 0
Uploads: 0
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The sea handling was exactly what I was looking for!
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09-26-11, 02:11 PM | #350 |
Bilge Rat
Join Date: May 2010
Posts: 1
Downloads: 39
Uploads: 0
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I had the same wild swinging problem as others.
I noticed it in the type VIIb first. If i set time compression to 512 or higher it eventually gets the wild tadpole effect even when following a straight course. i could make it go away if I reduce time compression to less than 32 but it comes back after increasing time compression. When it does the wild tadpole, the submarine is actually changing course (up to 30 degrees off of ordered course) and then going off course the other way (again up to 30 degrees). If you go to external view (camera above the sub) you will find that the submarine is actually driving at about a 30 degree angle from where it is pointing. After reading the comments about the LR drag changes i took a look at the changes using the goblin editor. On the type 7b and type 7c the ship LR drag was reduced from 0.3 to 0.03 and on the type 7c41 the LR drag was changed from 0.3 to 0.01. While in game trying to work out the problem before reading this thread, I noticed that on sharp turns, the sub would physically turn to face the new direction but would stay on almost the same course for a while. if you made a big turn (like 120 degree course change) you would actually see your sub moving sideways (port or starboard side first and not bow first). While testing, this mod was the only mod I had enabled. After reverting the changes I noted above for the type 7b (LR drag from 0.03 back to 0.3) it stopped acting strange (driving sideways during sharp turns) and doing the tadpole dance at high time compression. I think the 10 fold reduction in drag is a bit too much for the game engine to handle and it gets confused. |
09-26-11, 05:20 PM | #351 | |
Swabbie
Join Date: Oct 2006
Posts: 13
Downloads: 33
Uploads: 0
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Quote:
that is if you're using NewUIs of course |
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11-03-11, 12:51 AM | #352 |
Swabbie
Join Date: Jul 2006
Location: Sweden
Posts: 13
Downloads: 158
Uploads: 0
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First thx for a great mod!
Second, should I install this after Real Enironment rev. 3? |
11-05-11, 07:27 PM | #353 |
Eternal Patrol
Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
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Thanks
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11-06-11, 05:22 AM | #354 |
SUBSIM Newsman
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@ Maki4444! Welcome to SubSim
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Nothing in life is to be feard,it is only to be understood. Marie Curie |
01-14-12, 12:21 AM | #355 |
Sparky
Join Date: Apr 2005
Location: Malin Head, Eire/Ireland
Posts: 156
Downloads: 15
Uploads: 0
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Is there a link to 1.7 off site? I can't seem to download anything from subsim.
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"A braver man than Arthur Griffith, I never met" - Frederick Edwin Smith, The First Earl of Birkenhead, British negotiator of the Anglo-Irish Treaty 1921. |
03-04-12, 09:55 PM | #356 |
XO
Join Date: Apr 2005
Location: Ft. Lauderdale, FL
Posts: 413
Downloads: 29
Uploads: 0
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Will this Mod work with all of TDW's Mods and UI and Real Environment 3...?
I really want the crush depth fixed? |
03-05-12, 09:11 AM | #357 |
Watch
Join Date: Jul 2007
Posts: 27
Downloads: 130
Uploads: 0
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open a .sim File
Hello,
I wanted to edit the Uboot_Sensors.sim File located in that Mod, but I`m not able to open the file with a text editor. Does anybody know which program is necessary to open a .sim File? Thanks for replies. |
05-14-12, 02:47 PM | #358 |
Swabbie
Join Date: Jul 2006
Location: Sweden
Posts: 13
Downloads: 158
Uploads: 0
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Should I install this after IRAI 0.37 or before?
If they are compatible with each other. |
09-03-12, 11:39 AM | #359 |
Bilge Rat
Join Date: Aug 2012
Posts: 1
Downloads: 25
Uploads: 0
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Thanks!! Really nice!!
Btw there are still some inaccuracies, e. g. the VIIa's real draught is 4.37 not 5.05 meters and the real ranges are (miles/kts) 6200/10 surfaced and 94/4 submerged. But atfer I apply your mod and set the right draught values the waterline is exactly where on the historical photos! Awesome. Thx again. And I think something is wrong with the sh5 physics engine: if I set the real mass and displacement values with goblin the boats will sink like a stone. Funny. offtopic: does anybody knows how to get rid of this depth under keel feature? It's an unrealistic "cheat". Only sonars can ping the bottom. With hydrophones it's impossible. |
09-03-12, 01:24 PM | #360 |
Ocean Warrior
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Hmm.. Just don't use it..
EDIT: And welcome to subsim!
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