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Old 05-13-11, 01:10 PM   #346
ddrgn
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Perfect!
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Old 08-30-11, 04:10 AM   #347
Maki4444
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great mod!! Thank you
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Old 08-30-11, 04:22 AM   #348
Magic1111
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Originally Posted by Maki4444 View Post
great mod!! Thank you
Welcome aboard !!!
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Old 09-01-11, 04:03 PM   #349
plhought
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The sea handling was exactly what I was looking for!
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Old 09-26-11, 02:11 PM   #350
Selak
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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.
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Old 09-26-11, 05:20 PM   #351
1sLtHunter
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Quote:
Originally Posted by Selak View Post
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.
I was having that issue as well. I just copied the TDW compatible mod from the folder directly into my mods folder and activated it that way, without the It worked fine afterward.


that is if you're using NewUIs of course
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Old 11-03-11, 12:51 AM   #352
Wassner
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First thx for a great mod!

Second, should I install this after Real Enironment rev. 3?
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Old 11-05-11, 07:27 PM   #353
kiwi_2005
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Thanks
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Old 11-06-11, 05:22 AM   #354
Gerald
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@ Maki4444! Welcome to SubSim
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Old 01-14-12, 12:21 AM   #355
IrishUboot
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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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Old 03-04-12, 09:55 PM   #356
Charlie901
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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?
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Old 03-05-12, 09:11 AM   #357
Hoster
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Default 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.
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Old 05-14-12, 02:47 PM   #358
Wassner
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Should I install this after IRAI 0.37 or before?

If they are compatible with each other.
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Old 09-03-12, 11:39 AM   #359
y9x8c7v6b5n3
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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.
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Old 09-03-12, 01:24 PM   #360
volodya61
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Hmm.. Just don't use it..

EDIT: And welcome to subsim!
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