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Old 06-02-18, 11:59 AM   #95
aanker
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Join Date: Apr 2004
Location: Yellow Sea
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Quote:
Originally Posted by Ichthyos View Post
I've been using silent 3editor to mod sim files for boats in sh3 with much success, but for some reason I don't have the expected results from modding sub ranges (surface and subsurface) in sh4.

anyone have a good idea how to properly mod a sub to reduce fuel consumption/battery consumption (thus increasing range)?

thanks.
In another Thread I tried explaining to you the Propulsion Specialist method Ducimus (TMO) came up with that I have used for years. Maybe I didn't describe it that well.



I happily cruise and patrol at 15 knots Standard speed with a 14,500 range+/- and submerged I move/creep at 3 knots with a 98+/- mile range, and can move submerged at 6 knots for about 6 hours. These figures are very close to the speeds and distances reported in real USN WW2 Patrol Reports (two engine speed surfaced) and interviews with real USN WW2 Skippers and XO's.

Right under my post a couple others posted with their methods that were very involved and didn't work that well - which may have distracted or confused you.

There are ways to hide the green Propulsion Specialist icon but it doesn't bother me so I don't bother. There are ways to cheat while recharging the batt but if I just patrol normally everything is fine. I'd only be cheating myself anyway and what's the point of that?


The US side of SH4 wasn't easily adapted from SH3 because fleetboats and U-Boats are very different. The Devs did the best they could with what they had to work with and this is why it is so hard to get realistic surfaced and submerged speeds and ranges.
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