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Old 07-12-15, 10:45 AM   #76
Aktungbby
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Default welcome aboard!

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Old 07-12-15, 11:26 AM   #77
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I was wondering if anyone has used a MAME controller to use some special keys like torpedo firing and create an external box with toggles or special switches. This might make the SIM seem more realistic.
While having the custom built controls would be awesome, I think it would be more realistic to operate this sort of subpit with voice commands.

And welcome to Subsim!
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Old 07-12-15, 12:41 PM   #78
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While voice recognition would be fun, toggle switches and buttons would add to the setting of being in a sub. I know that a lot of flight simulators use MAME controllers, it would be very cool to have some buttons on the periscope that actually interact with the game.
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Old 07-12-15, 12:55 PM   #79
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The difference from a realism standpoint is that the pilot actually flies his plane, while the skipper tells everyone else how to drive his boat. (Of course, voice command doesn't rule out also having the custom built controls, because fiddling with knobs and switches is also awesome.)

Now, if someone can build us a working TDC device for a subpit...
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Old 07-12-15, 07:55 PM   #80
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Quote:
Originally Posted by Boffingham View Post
It is a very nice, well thought out design, congrats! I was wondering if anyone has used a MAME controller to use some special keys like torpedo firing and create an external box with toggles or special switches. This might make the SIM seem more realistic.

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While looking into toggle switches I found this toggle switch pulse generator for PC flight sims. For periscope controls rocker switches would be ideal.

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Old 07-12-15, 10:12 PM   #81
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While having the custom built controls would be awesome, I think it would be more realistic to operate this sort of subpit with voice commands.
Voice commands. Yes! Another brilliant idea
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Old 07-13-15, 12:55 AM   #82
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Your new simulator ideas, 360 degree periscope, bigger monitor for the bridge view and more detailed functional interior with larger live-aboard space has resulted in this new design.
The old bridge monitor could be moved to the back to provide a stern view. This also creates more space inside.

Why not sleep to the sound of rumbling diesel engines?

Or stay on board the entire time it takes to find and enemy convoy, track it, attack and then evade enemy escorts. Be it 2 hours or 20?

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Old 07-13-15, 01:15 PM   #83
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Welcome to SubSim Boffingham
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Old 07-13-15, 01:16 PM   #84
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I think it's worth mentioning that the current design of this SH4 simulator is a result of having not fully committed to this being a 100% submarine simulator only. The original idea was to have interchangeable interior features and the option to convert this simulator for use with other Naval simulations, surface ships, like Destroyer Command and Dangerous Waters. It's a compromise that resulted in somewhat random and generic features.

For example by changing the periscope to a gun sight the simulator could be the Main Battery Director on a Fletcher class destroyer. Or, the CIC on a modern frigate in Dangerous Waters.

Very Innovative, I like the ideal..
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Old 07-13-15, 06:23 PM   #85
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Has anyone used one of the cheap LED projectors on the market for less than $200? This might be a cheaper/better solution for the top deck monitor. Also you could project on a curved surface.
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Old 07-14-15, 01:16 AM   #86
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Has anyone used one of the cheap LED projectors on the market for less than $200? This might be a cheaper/better solution for the top deck monitor. Also you could project on a curved surface.
Projection looks like it's the right way to do it. Looked up LED projectors and they have "mini-portable" projectors that can close focus to 6 feet and create an image size up to 60 inches. They are compact and the price is right to! Thanks
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Old 07-14-15, 01:23 AM   #87
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While designing the new Fleet Boat simulator with more accurate and detailed interior I got to thinking about creating functioning submarine systems.

The Air/ ventilation & AC electrical systems are pretty straight forward.

Water Ballast Tanks: even if just a 2-6 gallon miniaturized version

-start with a valve you open to allow water to flow into the ballast tanks from a “drop tank”
-water pumps and compressed air to control the levels in the ballast tanks
-if you can monitor the levels in the tanks with say a fuel tank / fuel gauge float system you could control the ballast tank levels for all evolutions: diving, depth control, surfacing, angle on the bow

DC/ Batteries: connect two rechargeable batteries to a variable speed DC motor

-if your submarine discharges its battery in 1 hour at Flank speed then you could test run the variable DC motor to find the speed that also discharges the batteries fully in 1 hour and create a calibration point.

-from there you can work down thru the submarines slower speeds / discharge rates (Ahead Full, Ahead Standard etc) creating more calibration points for the variable DC motor / battery system


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Old 07-14-15, 07:23 PM   #88
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Wow! That would require a lot of work but would really add to the realism. It would be cool if SH could output to a device so that it could control some of these actions. Some interface between the software and the simulator you are building.
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Old 07-15-15, 12:37 AM   #89
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Wow! That would require a lot of work but would really add to the realism. It would be cool if SH could output to a device so that it could control some of these actions. Some interface between the software and the simulator you are building.
Yes. And require a lot of power

The plan would be to start with the basic elements, enough to make the simulator playable and then work in the more complex systems (ballast tanks) as time allows.

Some kind of interface in the future would be great, hands on diving of a submarine would really be something!
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Old 07-17-15, 12:38 PM   #90
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you are getting dangerously close to building an actual submarine in your house, LOL.
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