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Old 04-16-08, 12:03 PM   #1
Jace11
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Default Has anyone fixed the crash dive speed yet..?

Has anyone fixed the crash dive speed of the German IX-D2? I know it is an issue and have tried editing the flooding times etc but nothing worked. They only seem to affect the normal dive times...

This and the CO2 bug and the lack of German voices are the only reasons why I am sticking with 1.4 at the moment. I have U-boat missions, I have just ripped out all the bits I want and modded them into 1.4 - new ships new interface etc.

Also the campaign is too easy... too much traffic... too few escorts..
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Old 04-16-08, 02:21 PM   #2
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Quote:
Originally Posted by Jace11
Has anyone fixed the crash dive speed of the German IX-D2? I know it is an issue and have tried editing the flooding times etc but nothing worked. They only seem to affect the normal dive times...

This and the CO2 bug and the lack of German voices are the only reasons why I am sticking with 1.4 at the moment. I have U-boat missions, I have just ripped out all the bits I want and modded them into 1.4 - new ships new interface etc.

Also the campaign is too easy... too much traffic... too few escorts..
In regard to the dive speed, its not promising, I think its going to take a big effort to fix this if at all.

The CO2 is not an issue for me...when I get the icon I press it and the boat comes up and we refresh the air. There are some posts about that here that maybe helpful.

If you are interested you just might want to try Lurkers Monsun Campaign. It is excellent and enjoyable. See the SH4 MOD forum for the DL link.

Best of luck.
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Old 04-17-08, 05:10 PM   #3
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Aw, Jace11 don't spoil the fun with this realism stuff. I used to be that way too. I thought that a sub sim was simulation. You have to let it go.

I'm now cruising the Indian ocean in 1944 which is brimming over with targets in a beautiful Type 21. With a sporty turbine drive I can run down allied task forces and treat enemy destroyers like rubber mouse toys in my claws. When I square off with a convoy now, nothing survives period. I toy with the destroyers for a bit and once I tire of them, I smash them and smile as they sink. I also have tons of help with naval assets at my beck and call. Sweet. So very sweet.

The Monsun campaign. Bringing reality back like a bucket of ice water in my nice comfy sleeping bag of a campaign. No thanks. Now to pass up the last of the U-boat tonnage aces before I am promoted to Admiral of the U boat arm!
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Old 04-18-08, 10:41 AM   #4
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I read up to the word realism...
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Old 04-18-08, 12:33 PM   #5
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Quote:
Originally Posted by tennozan

The Monsun campaign. Bringing reality back like a bucket of ice water in my nice comfy sleeping bag of a campaign. No thanks. Now to pass up the last of the U-boat tonnage aces before I am promoted to Admiral of the U boat arm!
:rotfl:

Sometimes i like to play the game with hardly any realism but usually not for to long a couple of patrols then its back to more of a challenge gameplay.

Try the Monsun campaign its bloody awesome! Been playing it for about 5 hrs now left Lorient heading to Penang. Before i reached the first navigation point the lookouts spotted a large convoy where ive spent about 3hrs trying to get close enough to fire a shoti would be easy if it wasn't for this damn destroyer on my tail pinging me everytime i come to 75feet so its straight back down to the depths again I managed to come to the surface once since shadowing the convoy for about 5 min before a escort came out of the fog firing away I crash dive and back down again creeping slowing hoping the convoy dont make a wrong turn. Its 5:35am and i aint hitting the sack till i sink some ships, either that or i fall asleep on the keyboard.

@Jace, i haven't experinced the co2 bug yet with Monsun, as for the diving its pretty much the same - very quick diving!. Im running a fresh install of sh4/uboats with only the Monsun mod for the moment.
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Old 04-18-08, 04:14 PM   #6
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Well, Kiwi you are right about the call of more realism. As much as I enjoy being the terror of the Indian Ocean, I tend to need more challenge. So, I'll probably be checking out the Monsun campaign mod myself. Soon but not too soon.
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Old 04-18-08, 05:46 PM   #7
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I tried, im as baffeled as anyone else.

Now, i did manage to get its dive time from 15 seconds to 30 seconds... BUT.. (big but), it descended in depth while submerged so slow, that the "cure" was worse then the "disease". And even then, 30 seconds is STILL too fast.


Nothing in the sim file that i tried behaves as it normally would. For example, the EASIEST way to speed up or slow down dives is with the MBT_floodrate. Bigger = faster, smaller = slower. Well, i set both the MBT and the Diverate to 700, to 70, and finally ZERO, and she still went down like a rock in 15 seconds. No effect at all, NONE.

Sometime after that point, i threw up my hands, cried uncle, and tossed this boat on a back burner.
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Old 04-19-08, 01:29 PM   #8
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You suspect its hard coded maybe? I'll check the hex again...
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Old 04-20-08, 12:54 AM   #9
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I have no idea. Im utterly baffled.

One thing i *THOUGHT* i noticed as that compressed air usage rate is noticeably higher compared to fleet boat.

This leads me to think that *MAYBE* theres a variable for this in the submarines dat file somewhere. (yes i know im shooting in the dark in that hypothises).

See, my thing is, i would think that the function for compressed air is an inheirted object in the games code. Create the class object, and instantiate an instance of it for every submarine as part of its functionality. Now if that is true, then the compressed air rate would be the same for every boat. But, if i really observed what i thought i did (and i probably didn't), then that means the variable for the Compressed air usage rate is either hardcoded differently for uboats, OR, is a local object somewhere in a dat file.

(edit: either that or the Compressed air function in the games code is accepting arguments which vary per boat type, in which case im off base yet again)

Just me thinking aloud, i figure if this was the case, after all these years, someone would have found it by now, so im probably wearing a tin foil hat as a type this.
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Old 04-23-08, 12:32 AM   #10
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The issue isn't just with the ballst tank fill rates. First, the displacement values are WAY off. The submerged value was especially too small creating a small differential between the surfaced and submerged displacement valuesletting you fill the tanks too quickly.

The lower and closer the displacement values get, the harder it is to slow a boat's dive time down even with a ridiculously low fill rate (gave me no end of grief on the s-boats)

Displacement values I'm using after checking numerous sources are a blend of several different sets of numbers:
Surfaced- 1616
Submerged-1860

Also the file has an entry in both mass and surfaced displacement. The mass value needs to be set to 0

Second, this boat dives at a much steeper angle than any other boat in the game which is part of the problem. The planes have too much bite because of the drag settings, and the prop factor is set way too high for the rear dive planes.

Already have this adjusted for RFB so it takes ~45 sec for the last part to go underwater on a normal dive. Dive angle is shallow now for normal dive. Time to dive is at a standard bell from hearing the report "Dive planes set for normal dive". Crash dive is about 27 sec. I can easily extend it farther ad get a crash dive in the 35+ sec range if that's the real life number.

I'm thinking about revampig the method for timing of the dive rate. Although in real life there is a delay from the command until all BT vents are open, I think the game is different. Zooming way in, the boat looks like it starts to submerge within 1-2 seconds after giving the command.

The original way I was timing everything was from the dive alarm finishing, but trying to stretch a dive time to include that first 5-7 seconds is really causing headaches with the S-boats and the IXD2. Be nice if there were some place to enter a delay before the command takes effect.

Still doing some work on this to get all the boats for RFB roughed in. Then I'll post it as a 1.5 update to the draft and dive rate mod.

I've started looking for either a dive plane angle or surface area entry for more control. Let you know what I find. If you can find an entry Jace11, that'd be helpful.

Can post the file for both of you if you want to see the changes. Can you let me know wht the normal / crash dive rates should be? I guess I don't have any decent numbers for the IXD2 because I had the normal dive at 45 sec and crash dive at less than 30.

Should've hollered Duci, I found these problems 10 days ago and would have let you know what I found.
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Last edited by swdw; 04-23-08 at 01:12 AM.
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Old 04-23-08, 07:13 AM   #11
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Good work, sounds like the problem is in hand then...
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Old 04-23-08, 01:35 PM   #12
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I totally forgot about displacement values. I made the blind assumption that Ubi got those right. I mean.. they always have been in the general ballpark, so i totally glossed over them.
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Old 04-29-08, 06:39 AM   #13
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I posted a [REQ] for slower dive times right around when this add on was released. Glad to see people are working on it.

Let me just say you guys are awesome!
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