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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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With 0.03 I also have no flying sub, the boat falls into wave troughs with a nice pitch and roll with waves flowing over the deck and no depth control problems or shallow PD broaching. Also, the boat rides with normal draught at the surface - and this happens without having to change any other values whatsoever. Why change multiple values including sub *.sim file values to get the same effect that we can get by simply changing the attenuation to 0.03? As a fan of economy of effort, why should I change nineteen things (attenuation plus mass and GC values for all subs) when changing one will fix the problem?
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. Last edited by Beery; 05-05-07 at 08:13 AM. |
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#32 |
Ensign
![]() Join Date: Apr 2002
Location: Saltcoats, Ayrshire, Scotland
Posts: 233
Downloads: 322
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As soon as I changed the settings to 0.03 all was well until I ran into 15m/s winds, at 100 feet the boat rose and dived over 20 feet , running with TC at 512 this would drain the compressed air at a dramatic rate. Outcome is that I have changed back to the stock 0.75, changing these other settings would give the same result without the compressed air problem?
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#33 | |
Commodore
![]() Join Date: Mar 2007
Location: Jersey Shore
Posts: 606
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#34 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#35 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#36 |
Commodore
![]() Join Date: Mar 2007
Location: Jersey Shore
Posts: 606
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It was a Balao class sub, thing was, i was in a harbor, the waves werent THAT big and the boat must have been swinging through 30 feet. It was very strange.
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#37 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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I'll test a Balao boat in 15m/s and report back here. Usually, if I'm getting different results from other people these things turn out to be caused by other mods, but I haven't tested a Balao class boat yet so I can't be sure.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#38 |
Torpedoman
![]() Join Date: Apr 2007
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In my experience I had the most trouble getting the larger fleet boats to work and havent found a sweet spot yet.
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#39 |
Ensign
![]() Join Date: Apr 2002
Location: Saltcoats, Ayrshire, Scotland
Posts: 233
Downloads: 322
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Beery, here are the mods I have running in the JSGME. The enhanced pitch and roll is this mod , in this thread and I am currently not running the 9km mod nor the depth crush mod.
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#40 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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I just did a test with a Balao class sub. I'm using the extended battery life mod. Here are the results:
1st test: Balao at 11m/s wind speed, dived to periscope depth, raised time compression to 4096, stayed under for 24 hours. Result, no visible drop in compressed air levels. Surfaced, sub performed perfectly with good pitch and roll and no flying. 2nd test: Balao at 15m/s wind speed, dived to periscope depth, raised time compression to 512, stayed under for two hours. No visible drop in compressed air levels. Raised TC to 4096, stayed under for 24 hours. Result, no visible drop in compressed air levels. Surfaced, sub performed perfectly with good pitch and roll and no flying. 3rd test: Balao at 15m/s wind speed, raised time compression to 4096, dived to periscope depth, stayed under for 24 hours. Result, no visible drop in compressed air levels. Surfaced, sub performed perfectly with good pitch and roll and no flying. As far as I can see the excessive compressed air loss must be being caused by some other mod or by the use of a no-CD crack (which can, I believe, cause this issue).
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#41 |
Ensign
![]() Join Date: Apr 2002
Location: Saltcoats, Ayrshire, Scotland
Posts: 233
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Those are the only mods Im running and use the disc to play
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#42 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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The problem is that mods that affect waves and buoyancy characteristics are very finely balanced and the game can be greatly affected when mod A is influenced by data in mod B - data that mod A's author fully expected to remain the same as the stock game. When two mods are combined it can have unforeseen consequences even when the files modded in one mod are not the same as those modded in the other mod - this is why large scale super mods are so useful - because these big mods combine mods and the guy combining the mods tests them thoroughly for compatibility. Each mod is only guaranteed to work on its own with the stock game: add other mods and anything can happen. By the way, if you're using RFB 1.20 you already have the 'real medals' mod. Also, I believe the 'realistic crush depths' mod is no longer needed as the devs fixed crush depths in 1.2 (although I reckon they're still a bit on the conservative side).
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#43 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
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Okay I've finally reproduced the problem. It seems to have something to do with saving and loading a game in mid-patrol - perhaps only when loading a game during a storm. In my previous test I started out a new career mission and did the test after finding a 15m/s windspeed. This time I tested with a game saved in mid-patrol during a storm. First thing I noticed was that wave heights were HUGE - far bigger than any wave I'd seen before - and my boat was flying. I did the test and sure enough the boat was bouncing up and down at anywhere between 1x and 1024x TC and big-time compressed air loss. Above 1024 the effect does not seem to happen and there's no loss of compressed air.
I've never seen the problem before, probably because I rarely (if ever) load a game in mid-patrol. I usually try to play a patrol all in one long session.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#44 |
Commodore
![]() Join Date: Mar 2007
Location: Jersey Shore
Posts: 606
Downloads: 20
Uploads: 6
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Beery,
Nice job, finding that, i was beging to think i was crazy, or i had too much to drink that particular evening ![]() yes indeed i did get that AFTER a reload (no cracks, but i do run several mods) and i know for sure i reloaded at some point (several times). :hmm: typically, and im no expert on this, but if a wave is 8 feet high, it should be about 8 feet or so down as well. so at periscope depth the sub should be stable. For me it was ALL over the pace, it was windy but not fully max wave height yet, and i was picking off targets at dock inside a harbor so i was in shallow waters. great work, we'll get this hammered out sooner or later ![]()
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#45 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
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Okay I ran some tests. Here's the deal:
With a wave attenuation value of 0.03 in a game saved while in a storm: waves are very big and compressed air runs out after about four hours if the player is running at between 1 and 512 TC. Above 512: the compressed air lasts much longer. If you're running at over 2000 TC the compressed air loss is minimal. With a wave attenuation value of 0.03 in a game started from port and played straight through without loading a save: waves are small but compressed air still runs out after about eight hours if the player is running at between 1 and 512 TC. Above 512 the compressed air lasts much longer. If you're running at over 2000 TC the compressed air loss is minimal. I have yet to test if saving/loading a patrol in calmer seas helps the problem, but basically it doesn't matter whether the player saves the game in a storm or out or if he runs a patrol in one sitting from start to finish - the compressed air runs out faster than the electric battery, so it's a definite problem for anyone who runs at under 1024 TC no matter how they save the game. This is so frustrating to me - I mean these are pesky little annoyances that shouldn't be getting in the way of fixing the game. It almost seems to me that the devs must have run into this bug while the game was in development and instead of tracking it down and fixing it properly they made a work-around by boosting the wave attenuation value to a point where the boat flies between the wave tops and doesn't pitch or roll. I think this is a problem that the developers ought to fix. I mean the SH3 subs behaved perfectly - they pitched and rolled much more realistically in heavy seas and they never came entirely out of the water. We shouldn't have to spend our time to try to fix this 'amateur hour' crap. I mean I'm spending hours on this penny-ante gameplay nonsense when I could be spending time doing what I really like - making the game more historically accurate. I'm really beginning to feel that with garbage code like this we're paying to beta test this lemon for them. I mean who ever heard of a value that's supposedly adjustable from "<0" being bugged whenever it's set at less than 0.75? I mean if it's supposed to work with any number greater than zero it should work with any number greater than zero. ![]() ![]() ![]() ![]() ![]() ![]() ![]() Anyway, I guess this means we are indeed forced to mess with 19 values to change one pesky problem. Damnit developers, throw us a frigging bone! I mean when we ask for submarines we should get submarines, not some sort of weird submersible hovercraft. ![]()
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. Last edited by Beery; 05-06-07 at 12:53 AM. |
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