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05-06-14, 09:22 AM | #1 |
Sparky
Join Date: Mar 2013
Posts: 151
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well i read that boats that were made even in the early 1900's before the s-boat could get a range of around 100 nm, even the worst could get up to around 60 nm! but the s-boat as cool as it is...25 nm...
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05-06-14, 10:57 PM | #2 | ||
Silent Hunter
Join Date: Sep 2010
Posts: 3,975
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Quote:
The range means little without knowing the specified speed. I'm not sure where you get the 25 nm figure. 20 hr. @ 5 kt. is 100 nm. This is actually a very high level of submerged performance. Quote:
I used to do that in SHCE. Last edited by TorpX; 05-06-14 at 11:10 PM. Reason: added comment in yellow |
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05-07-14, 06:37 AM | #3 |
Sparky
Join Date: Mar 2013
Posts: 151
Downloads: 176
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TorpX i run at ahead slow, ive even tried 1 kt..ive tried it all...but from what research ive done the s-boat should atleast have a range of 100nm underwater and sadly it doesent, and older boats they apparently had better performance than that..5 kts just drains the battery too fast, ive never had much luck with that boat under water
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05-07-14, 08:07 AM | #4 |
Ocean Warrior
Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
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The underwater performance of all the boats is hosed. The S Class is the worst as it was included at the last minute. Anything below 5 or 6 kts will actually use MORE battery power than running at a higher speed. Try running the S Class out of power and time how long it takes to recharge them to 100% at All Stop. Oh you might wanna try that somewhere safe, like in the middle of your home base or something.
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05-07-14, 09:27 AM | #5 |
Sparky
Join Date: Mar 2013
Posts: 151
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so then what speed would you recommend going to get the most out of my battery?
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05-09-14, 11:33 PM | #6 | |
Silent Hunter
Join Date: Sep 2010
Posts: 3,975
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Quote:
I've been thinking about this a lot because I've never noticed this in my play or testing. Maybe it is different with other mods or stock. |
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05-07-14, 09:42 PM | #7 | |
Silent Hunter
Join Date: Sep 2010
Posts: 3,975
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Quote:
Yes, I've had to struggle with the S-class battery issue. When I did submerged patrols, I would generally run at 1.5 kt., or thereabouts. That was the only way I could recharge the battery in one night. Try using this mod loadout (with SH4 v1.5): |
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05-08-14, 02:28 PM | #8 |
Officer
Join Date: Nov 2013
Location: USS Tuna out of Pearl Harbor
Posts: 243
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I've noticed that ahead 2/3 seems to get the best performance for the trade off of speed vs. battery life.
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"Damn the torpedoes, full speed ahead!" -David Farragut (probably repeated by many WWII sub skippers) |
05-08-14, 06:35 PM | #9 |
Seaman
Join Date: May 2014
Location: Illinois
Posts: 40
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I've been running a Gar for my boat out of Pearl... and 1/3 allows me to stay submerged during daylight hours with about 40% of my battery remaining. I'm guessing that the 48 hour endurance is real world as opposed to game?
I started playing with the S-Boats out of Cavite.... They're rough. Akotalaya, with the Gudgeon (A Gar class boat) I've found that she cannot go from Pearl to the home islands and back on one tank.... My first trip out, I tried handling her like I had been with my S-32 and, having kept an eye on my fuel state, I headed back at standard on the surface. At about the halfway point, I realized I wasn't going to make it unless I changed things... So, I reduced speed to 1/3 and adopted running submerged during the day and on the surface at night. I managed to limp into Midway, refuel and head back to Pearl at standard, on the surface. Since then, I refuel at Midway after a surface run, and then proceed to my patrol area at 1/3, with daylight hours submerged and night time surfaced. Even still you really have to keep a close eye on your fuel state. Once you hit the 50% mark you really have to think about heading back to the barn (probably sooner if you're farther out than Kyushu). Hope this helps! Torpx, I'll have to pick up those mods... (currently only running the radio ones...if they can be considered mods!) |
05-08-14, 07:26 PM | #10 |
Sparky
Join Date: Mar 2013
Posts: 151
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Fizwalker dont run submerged unless you have to, because recharging batteries does burn more fuel, and as far as running 1/3, dont do that on the surface or you will only fo a few thousand miles at that speed, ive found that fleet boats normally get the best range at around 9 kts, on a full tank ive gotten up to 23,000 nm..allowing me to stay in enemy waters longer and come back with an empty torpedo load because im not having to head home for refuel, i will have to take the gar class out for a patrol or two and see what she can do! i love trying new things
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05-09-14, 09:49 AM | #11 | |
Sparky
Join Date: Mar 2013
Posts: 151
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Quote:
so far on full realism runnign at around 9 kts i have gotten the gar to reach a maximum range of 21,000 nm..she has been a decent boat to me so far, ill see what the performance under water is when i run into a ship! |
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10-19-14, 05:51 PM | #12 |
DILLIGAF
Join Date: Feb 2007
Location: florida
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It has all been hashed and rehashed in the forum ifd you look around enough.
It is all semantics anyway because all of this changes depending on what mods you use. Some mod appropriate speeds and some do not. Some mods adjust the jack rabbit starts and stops and some do not. The key is finding the mods that make it realistic. If you want to read what the real skippers thought and did during WWII all you have to do is read the reports. http://www.hnsa.org/doc/subreports.htm ================ Generic Mod Enabler - v2.6.0.157 [Z:\Silent Hunter\MODS] RFB_2.0 RFB_2.0_Patch_23April2010 RSRDC_RFB_V575 RSRDC_V5xx_Patch1 Improved Ship Physics_1.1 EAXsoundsim_without_WebstersManeuver_STOCK_GFO_OM Classe_Balao_CamoTri
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