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#1576 |
Lieutenant
![]() Join Date: Jan 2012
Posts: 252
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american u-boat 1944: speed vs. duration
![]() Formular y = 2.402133918·10^-6 x^6 - 2.480632527·10^-4 x^5 + 1.022176849·10^-2 x^4 - 2.159633693·10-1 x^3 + 2.53236561 x^2 - 18.08338354 x + 115.6332116 Battery capacity of type vii C maybe found in commanders handbook some other info here http://www.uboat.net/technical/batteries.htm and her3 http://sourceforge.net/apps/trac/der...i/VIIbatteries NYGM or GWX3 (SH3) have totally different calculations. Ex. With ordered submerged speed 6 kts the battery lasts longer than 23 hours but the speed droppes off sharply etc.
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Robert Schmidt, LTJG U-43 Last edited by LemonA; 03-27-13 at 08:39 AM. |
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#1577 | ||
Black Magic
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![]() ![]() I have to see if those same constants hold true when the sub is surfaced and using diesels for engine power. If so this could answer why the 30.99133 contant. |
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#1578 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Brilliant deductions, guys
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#1579 |
Black Magic
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@Vanilla: I think you are correct in that the speed in knots from the calculation is the theoretical maximum speed in knots by that engine alone. I did more testing:
VIIC surfaced (5m) with no snorkel using diesel engines (both available): zeroes out XMM0 loads 1.0 into XMM2 Loads something dealing with engine into XMM1 (9.115489) <----- this number is a constant and does not change with ordered throttle settings. This number changes to a different value when using electric engines multiplies XMM1 by ordered throttle (0.3) - ordered speed in range -1.0 to 1.0 XMM1 now equals 2.734647 compares XMM0 (0.0) to XMM1 if before or equal then jump to *1* saves -1.0 to stack variable jumps to *2* *1* compares XMM1 to XMM0 (0.0) if before or equal then jump to *3* loads XMM2 (1.0) into stack variable jumps to *2* *3* loads XMM0 (0.0) into stack variable *2* compares XMM0 (0.0) to XMM1 loads XMM1 into XMM0 (XMM0 now equals 2.734647) if before or equal then jump to *4* changes sign of XMM0 *4* loads constant 0.333333 (1/3) into ST0 adds XMM2 (1.0) to XMM0 (2.734647) thus XMM0 now equals 3.734647 divides XMM0 by 2387200.0 <---- this number is a constant and does not change with ordered throttle settings. This number changes to a different value when using electric engines XMM0 = 1.564447e-06 multiplies XMM0 by 2840.155 <---- this number is a constant and does not change with ordered throttle settings. This number changes to a different value when using electric engines XMM0 = 0.004443270 multiplies XMM0 (0.004443270) by XMM1 (2.734647) XMM0 = 0.1215077 multiplies XMM0 (0.1215077) by XMM1 (2.734647) XMM0 = 0.332280667 raises XMM0 to the 0.3333333 power (1/3 power) - a function is called to do this and it returns the value in ST0 ST0 = 0.321490681 multiplies ST0 by 50.26548 <---- this number is a constant and does not change with ordered throttle settings. This number changes to a different value when using electric engines ST0 = 16.15988339 which is the new theoretical maximum speed of this engine in knots at this throttle setting multiplies ST0 by stack variable saves ST0 to engine's theoretical maximum speed in knots at this throttle setting to memory address Notice the constants do not change with different throttle settings. They do change with engine type though (diesel or electric) so that further provides proof. The ordered throttle is the value defined in the unit's .cfg file under [EngineProperties]. I believe that lowering the value highlighted in yellow (or the one in cyan) over the player's career will account for engine wear over time. Agree ![]() |
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#1580 |
Black Magic
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what if this number isn't the theoretical maximum speed of the engine in knots but rather the RPM of that engine's shaft (in the water)
![]() Anyone have any figures on what the RPM of the shafts were at different bells for the subs? |
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#1581 |
Black Magic
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it doesn't dictate the shaft's RPM but it does play a part in it somehow
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#1582 |
Black Magic
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There are some things that just totally crack you up. While decoding more items out of SHSim.act I came across where it sets the minumum battery capacity allowed (0.001). The offset of this in the SHSim.act (when viewed in debugger) was 0x21BFE....BFE....get it?
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#1583 | |
Ensign
![]() Join Date: Feb 2012
Location: USA
Posts: 226
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Forward Flank - 471 rpm Full - 435 rpm Standard - 340 rpm One-Third - 275 rpm Slow - 180 rpm Reverse Flank - 285 rpm Full - 215 rpm Standard - 160 rpm One-Third - 110 rpm Slow - 55 rpm This information is from page 17. It is referring specifically to turning radius at different speeds, but in the note at the bottom of the charts, it says "RPM are valid at the moment of running into the turning circle and during the steady turning condition of the boat are accordingly lower." More general propulsion information can be found on page 118. There's also some great stuff on battery discharge rates on p. 133. EDIT: sorry, here's the link: http://www.uboatarchive.net/Manual.htm |
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#1584 |
The Old Man
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ALCON may have found the information already, but...
The shaft RPM tables are on pg 14 of the Type VIIC manual at uboatarchive.net. There are also some photos at uboat.net of U-995's engine order telegraphs and RPM-speed table placards. The engine RPM and shaft RPM are the same in the case of the subject U-Boats. The propulsion plants were (are, actually...as far as the surviving museum boats go) direct-drive with reversible diesel engines and propulsion motors; there are no reduction gears. |
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#1585 |
Ace of the deep .
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I think that maybe the orbit listener patches are interfering with the game . I noticed that the ship sunk progress bar doesn't fill anymore . I disabled the orbit patches and then noticed that any save games I had with the orbit patches enabled were not there in the save game load page . cheers .
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#1586 | |
Black Magic
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#1587 | |
Ace of the deep .
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The TDW_SH_NClient_Patch.s5p saved games seem to be working . Loading and saving with either the patch applied or not , all the save games are there every time . I will now try the Disable orbit listener checks in main game loop . I will first determine which patch makes save games disappear and then I will check the progress bar not filling up . I disabled all the orbiter patches and now the progress bar fills up during the campaign . I enabled the SH_NClient patch and the progress bar didn't fill up . I then disabled the SH_NClient patch and reloaded the save game and I got a CTD on torpedo impact on an enemy ship . I cannot remember what I did next to be honest . I think I loaded a previous save and then saved a new save and then deleted the save which would have been used with the enabling and disabling of the patches . I was able to sink the ships with the torps using my current save that wasn't used when disabling and enabling the patches . I wasn't game enough to touch the other 2 orbiter patches , as I just completed north western approaches for the 2nd time in 3 years real time . Last edited by THE_MASK; 03-28-13 at 10:29 PM. |
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#1588 |
Navy Seal
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It's affecting the saved game, but also the OHII working...as i said in OHII thread (with the discover of Sober).
With Orbiter stuff enabled, OHII tonnage mission loading bars aren't working anymore, furthermore i don't know if mission can be completed! As soon as i desabled all Orbiter options and restarted a career, tonnage bars are fonctioning again ![]()
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#1589 |
Stowaway
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i have say that tonnage mission loading bars aren't working anymore here
http://www.subsim.com/radioroom/show...postcount=1554 end i sent a pm to TDW 2 or 3 day ago .... |
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#1590 | |
Lieutenant
![]() Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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