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07-12-15, 10:45 AM | #76 |
Gefallen Engel U-666
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welcome aboard!
Boffingham!
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07-12-15, 11:26 AM | #77 | |
Ocean Warrior
Join Date: Mar 2007
Location: Houston, TX
Posts: 2,725
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And welcome to Subsim!
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07-12-15, 12:41 PM | #78 |
Swabbie
Join Date: Jul 2015
Location: Ottawa, Canada
Posts: 10
Downloads: 1
Uploads: 0
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Thanks for the welcome
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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07-12-15, 12:55 PM | #79 |
Ocean Warrior
Join Date: Mar 2007
Location: Houston, TX
Posts: 2,725
Downloads: 393
Uploads: 12
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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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07-12-15, 07:55 PM | #80 | |
Admiral
Join Date: Mar 2011
Location: San Diego, CA
Posts: 2,302
Downloads: 270
Uploads: 16
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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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07-12-15, 10:12 PM | #81 |
Admiral
Join Date: Mar 2011
Location: San Diego, CA
Posts: 2,302
Downloads: 270
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Voice commands. Yes! Another brilliant idea
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07-13-15, 12:55 AM | #82 |
Admiral
Join Date: Mar 2011
Location: San Diego, CA
Posts: 2,302
Downloads: 270
Uploads: 16
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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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07-13-15, 01:15 PM | #83 |
Chief of the Boat
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Welcome to SubSim Boffingham
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07-13-15, 01:16 PM | #84 | |
Helmsman
Join Date: Mar 2013
Location: Diving fast, Running silent....
Posts: 103
Downloads: 174
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07-13-15, 06:23 PM | #85 |
Swabbie
Join Date: Jul 2015
Location: Ottawa, Canada
Posts: 10
Downloads: 1
Uploads: 0
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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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07-14-15, 01:16 AM | #86 |
Admiral
Join Date: Mar 2011
Location: San Diego, CA
Posts: 2,302
Downloads: 270
Uploads: 16
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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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07-14-15, 01:23 AM | #87 |
Admiral
Join Date: Mar 2011
Location: San Diego, CA
Posts: 2,302
Downloads: 270
Uploads: 16
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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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Last edited by tmccarthy; 07-14-15 at 05:39 AM. |
07-14-15, 07:23 PM | #88 |
Swabbie
Join Date: Jul 2015
Location: Ottawa, Canada
Posts: 10
Downloads: 1
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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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07-15-15, 12:37 AM | #89 | |
Admiral
Join Date: Mar 2011
Location: San Diego, CA
Posts: 2,302
Downloads: 270
Uploads: 16
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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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07-17-15, 12:38 PM | #90 |
Grey Wolf
Join Date: Aug 2005
Posts: 930
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Careful....
you are getting dangerously close to building an actual submarine in your house, LOL.
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