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Old 03-15-14, 01:01 PM   #29
aanker
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Location: Yellow Sea
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Quote:
Originally Posted by Sniper297 View Post
I didn't mess with the dive planes at all, just doubled the mainBT flood speed and diveBT flood speed numbers so it don't take 2 minutes to get it underwater. Also changed rudder drag to 5 and prop factor to 20, gives about the same rate of turn you would get if it was actually possible to back the screw on the inside of the turn.

As far as range and recharge time, I suspect SKWAS either got the values backwards or there's another file affecting this, for a Salmon/Sargo on up the standard is about 50 miles range with a 2 hour recharge time. I changed the numbers to;

miles=1
knots=45

That gives me a range of 63 miles at 2 knots before the battery is down to 10%, with a 14 hour recharge time. The range and speed numbers seem to have a bigger effect on recharge time than anything else, and the results are all over the place. I never tried any supercrewmen, tests were all with default starting crews.
The SALMON/SARGO are different, I don't have time to open them up however here is my GATO:

Following Ducimus, I edited my GATO sim's (for example) to 15.19 knots @ 14138.4 nm.... mostly for superstition and also to give credit to him, it was his idea after all. Each class is different and the numbers are different.

Using those numbers, that's 15+/- knots and around 12,000 - 14,000 nm distance depending on conditions.

Also edited the CFG's to:

AllStop=0.00
AheadSlow=0.25
AheadOneThird=0.50
AheadStandard=0.75
AheadFull=0.90
AheadFlank=1.00

For me satisfaction enough, finally, SHCE distances and speeds, and closer to reality; what I've been reading in the Patrol Reports! No more putting around the Pacific at 10 knots. Furthermore, by editing the Special Abilities UPC to:

[SpecialAbility ]
ID=Ability-Propulsion-Specialist
NameDisplayable=Ability-Propulsion-Specialist-Name
Description=Ability-Propulsion-Specialist-Description
AbilityType=BatteryConsume; FuelConsume <-- comment out FuelConsume
AbilityValue= -41; -5
AbylityActsIn= PropulsionRoom
SkillRequiredLeadership= 0
SkillRequiredMechanical= 0.7
SkillRequiredElectrics= 0.7
SkillRequiredGuns= 0
SkillRequiredWatchman= 0

- and placing a Propulsion Specialist ability crewman (edit him in) to the PropulsionRoom, submerged distances upwards of 95 nm at 2 knots are easy. Ducimus initially suggested -45 but IMO that gave more distance than what these fleet boats could manage in reality - unless there are figures that show they could do 105 - 110 nm submerged... Recharge times are from 4+ hours at all stop to 9 hours at standard speed (14 - 15+ knots) which is what the patrol reports read.

I did away with the speed boost the Engines-Expert - Propulsion Specialist gives as well as the fuel boost. Those shouldn't be available.

[SpecialAbility ]
ID=Ability-Engines-Expert
NameDisplayable=Ability-Engines-Expert-Name
Description=Ability-Engines-Expert-Description
AbilityType= DiveSpeed; SurfaceSpeed, SubmergedSpeed <-- comment out

Unsure atm what I did with DiveSpeed ability.... I read somewhere that boats couldn't go out on patrol unless they could dive in less than a minute. Wish I kept better notes.

Somewhere in my notes I have comparison charts & graphs similar to what CCIP was posting.

Regarding the diving issue - obviously 'crash dive' can only be used when there is no ASW nearby.

During ASW my 'solution' is to order 600' to dive as fast as possible at 2 - 3 kts, and then order my desired depth when within 50' +/- of where I want to be... like 400' - whatever. If they do know where I am, I can increase speed, and then go silent and turn - or not turn.

Also edited DiveSpeed ability however I don't recall the effect, don't have time to re-test, so I don't want to send you on a wild goose chase with that.
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