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Old 02-14-14, 08:46 PM   #9
TorpX
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Join Date: Sep 2010
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Quote:
Originally Posted by cdp44 View Post
My ship pack contains ships ranging from small armed fishing boat to New Mexico battleship, so if you need help testing those physics, I can help. No freighters or tankers at the moment, but I can whip something up if needed.

Here is the thread

http://www.subsim.com/radioroom/showthread.php?t=188786

Cdp44
I'm glad you posted that. It will help me a great deal to be able to "drive" some surface ships around, and see how they behave.

I wasn't able to get them to work with RFB, so I will have to either figure out how to adapt them, or use GFO for some tests.

About the freighters; I would like to test a few to make sure they do what they are supposed to. Is it difficult to make ships playable? The only thing I really need, is for them to accelerate to max. speed, and check their turning. I'm thinking I need to try some of widely different sizes/speeds. If they respond ok, the the ones in between should be ok.







Quote:
Originally Posted by aanker View Post
[/INDENT][/INDENT]You were/are at kickinbak right? Ducimus had a divine revelation - not a revolution - he liked to start those .... lol - just kidding... a divine inspiration and thought about battery life and fuel in a different light. The end result was to give a Propulsion expert special abilities in addition to changing the values in the sims.
Yeah, I remember Duci posting about his stratagem. I think this may be the only way to get decent battery performance. When I'm done with the turning/moving stuff, I'll try to figure out how to get a special ability crewman in every boat. I've never done anything with that part of the game. (I still wished I knew why I can't just put in the right number into the file. )

Quote:
On the draft issue, my understanding is RFB felt the boat sat too high in the water. What is your understanding of their thinking?
I seem to remember reading somewhere, that the widely varying figures for draft, displacement, and speed were due to modifications made to the boats over the years, but I can't remember where I read that. In any case, I don't think the difference would change much of what I'm working on. I've noticed that sometimes when I surface the boat will come up a foot higher than "normal" and get an extra knot, but if I mod the files to have it 3 feet higher, it doesn't change the speed. Whatever values we put in will be "normal".



Quote:
Originally Posted by merc4ulfate View Post
While adequate the slower turning radius was improved after the war with the Top Stern rudder.

Here is some information that I hope helps you out.

http://www.perch-base.org/index_file...ub_Classes.pdf

=========================

This one will open a PDF file that deals with certain aspects of submarine physics centered around torpedo avoidance of the submarine. Some information may be helpful in your search.

http://www.google.com/url?sa=t&rct=j...j1tCPOx9PriImg

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Here is a list of manuals and documentation:

http://www.hnsa.org/doc/index.htm#ss

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Submarine manual 1942:

http://www.hnsa.org/doc/s-boat/index.htm
Ah yes, those help. I like the '42 S-boat manual, good stuff.





Did some more experimentation today. I think I can start seriously nailing some things down soon. I have the S-18 pretty much like I want it. The diving and turning are much better. I think I can probably use the same numbers for the S-42. I should get easier as I progress, since I know more about these arcane details now.

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