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01-30-18, 12:37 AM | #1 |
Seaman
Join Date: Jan 2018
Posts: 38
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Modifying sub ranges
Hi all!
Been reading this forum for a long while, finally decided to register just because it is a very unique place with so many sub-heads and tons of good info. started my sub sim days with the old 688 Attack Sub, and went a LONG while before finally trying out SH3 a couple months back. now I'm hooked again. anywho, on with the question! I had a lot of fun modding SH3 for my own tastes, and have been working to tweak SH4 as well, but have been running in to some odd behavior and things not working like I expected given it's essentially the same engine. What I am trying to do specifically at the moment is extend both the surface range and the underwater range of particular boats by 25-50%. In sh3, I just used Silent 3editor to mod the sub.sim files to extend the range values, and that seemed to work. in sh4 doing that seems to have the REVERSE effect? I tried doubling the underwater range on one sub, and ended up with a sub that ran out of batteries in about 30 mins :P so, any advice on how to properly set the values, and where, to get specific subs (example Tambor Class) to have increased ranges, or use diesel/batteries more slowly? thanks muchly |
01-30-18, 07:14 AM | #2 |
Sonar Guy
Join Date: Feb 2013
Location: Sarasota Florida
Posts: 390
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Welcome aboard...
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01-30-18, 11:33 AM | #3 |
The Lone Wolf
Join Date: May 2006
Location: Bellville, TX 77418
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Welcome to SubSim "Ichthyos"
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"The Lone Wolf"] https://steelsharksforum.proboards.com/ “Keep your eyes on the stars, and your feet on the ground.” . |
01-30-18, 01:35 PM | #4 | |
Pacific Thunder
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Quote:
Think about battery life and fuel in a different light because I tried what you're trying with the same results and tore m hair out. - heh Using tweaked sim settings now I can sail submerged for over 98 nm @ 2 - 3 knots and run out of battery a little before the CO2 builds up to toxic levels a few hours later - around 48+/- hours. I can also sail at the much used in real life, 'two-engine speed' - 15 knots - and have no problem getting 10,000 - 12,000 nm which is about what they did in real life. Is this what you want in a fleetboat? (I don't play the U Boat side) Welcome to Subsim. |
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01-30-18, 04:19 PM | #5 |
Seaman
Join Date: Jan 2018
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yup. that's about the size of it. really though, I just need to understand which files in the sim will do what if I change them.
speed is simple and straightforward, have not had any problems changing boat max speeds. for example, for tambor I increased max speed to 25 from 20, and max underwater speed to 12 from 8. just need to make the fuel and batteries last based on the newer increased speeds. like I said, I tried just adjusting the "range" values, but it seemed to have little effect, or in the case of underwater range, the reverse effect and my batteries lasted for next to nothing if I say, increased the range from the stock "83" to something like "300". Is it engine power related? will decreasing the engine power while still increasing the max boat speed result in lower power usage? |
01-30-18, 06:10 PM | #6 |
Pacific Thunder
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I edited my GATO sim's (for example) to 15.19 knots @ 14138.4 nm. Each class is different and the numbers can be a little different if you like.
in this folder (Data\Submarine) for every boat are the SIM's. Edit the SIM's for each class. For example, NSS_Gato.sim in: Data\Submarine\NSS_Gato\ Learning from Master Ducimus - Disclaimer - he does not endorse me: NSS_Gato.sim - open NSS_Gato.sim - find: - - - - - - - - - - unit_Submarine _ _ unit_Submarine _ _ _ _ Ranges _ _ _ _ _ _ Surfaced _ _ _ _ _ _ _ _ miles = 14138.4 <--- changed _ _ _ _ _ _ _ _ knots = 15.19 <----- Eureka revelation _ _ _ _ _ _ Submerged _ _ _ _ _ _ _ _ miles = 20.0 <------ + affects recharge times *1 _ _ _ _ _ _ _ _ knots = 4.0 <------- +/- affects recharge times *1 - - - - - - - - - - *1 Changing - increasing these values (miles) increased the recharge times to days, which is why the Propulsion Specialist with Battery Abilities is needed. Using those numbers, that's 15+/- knots at Standard speed and around 12,000 - 14,000 nm distance depending on conditions. Also edit the CFG's to: AllStop=0.00 AheadSlow=0.25 AheadOneThird=0.50 AheadStandard=0.75 AheadFull=0.90 AheadFlank=1.00 By editing the Special Abilities UPC to: [SpecialAbility ] ID=Ability-Propulsion-Specialist NameDisplayable=Ability-Propulsion-Specialist-Name Description=Ability-Propulsion-Specialist-Description AbilityType=BatteryConsume; FuelConsume <-- comment out FuelConsume AbilityValue= -44; -5 AbylityActsIn= PropulsionRoom SkillRequiredLeadership= 0 SkillRequiredMechanical= 0.7 SkillRequiredElectrics= 0.7 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 For this to work you need to place a Propulsion Specialist ability crewman (edit him in) to the PropulsionRoom and always keep him there. Submerged distances upwards of 95 - 100 nm at 2 knots are easy. Recharge times aren't very long and closer to realistic times from 4+ hours at all stop to 9 hours at standard speed (14 - 15+ knots) which is what the patrol reports read. Understanding and figuring this out wasn't easy. Thanks to Ducimus! ... Too many people were tight-lipped about how to do some things, or maybe they just didn't know, so I couldn't get a straightforward answer, although others had hearts of gold... I'm for sharing. - - - - - - - - - - - - - - - - - - - - - To automate getting the crewman with the Special Ability on your roster he is edited into: CrewMembers.upc in: Data\UPCData\UPCCrewData\ CrewMember 51 here was added after CrewMember 50. Other files for different boat classes may have a different final crew member number to add to: [CrewMember 51] ID= Crew-CO-Rank-1-Ability-Propulsion-Specialist NameDisplayable= NULL CrewMemberNameIDLinks= NormalUSNames,CommonUSNames DateOfBirth= NULL Head= NULL Voice= NULL Tatoo= NULL Rank= CPO CurrentExperience= 0 Qualifications= QualCommand7 SpecialAbilities= Ability-Propulsion-Specialist IntelligenceCoef= 0.50 LeadershipCoef= 0.95 MechanicalCoef= 0.70 ElectricsCoef= 0.70 GunsCoef= 0.30 WatchmanCoef= 0.50 Medals= Patrols=0 Morale= Normal FatigueCoef=0 Hitpoints= 500.0 RenownCost= 3000 Notes= ; should be editable by the player ;DamageDescription1=DamageType,MinDamage, MaxDamage, ChanceFactor, Message, DamageDestination, EfficiencyReduction, medic_skill,recovery_time_in_hours DamageDescription1= NULL, 0, 0.2, 1, Minor Wound, NULL, 0.2, 0.3, 48 DamageDescription2= NULL, 0, 0.2, 1, It's just a scratch, NULL, 0.05, 0.1, 4 DamageDescription3= NULL, 0.2, 0.5, 1, Broken Arm, HumanDamageArmwound, 0.6, 0.5, 96 DamageDescription4= NULL, 0.4, 0.8, 0.1, Liver wound, HumanDamageArmwound, 1, 0.7, 240 DamageDescription5= NULL, 0.6, 1, 1, Sucking chest wound, HumanDamageLegWound, 1, 0.8, 240 - - - - - - - - - - - - - - - - - - - - - So, I hope this is helpful. I like having more realistic cruising and patrolling speeds. Happy Hunting!
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" Bless those who serve beneath the deep, Through lonely hours their vigil keep. May peace their mission ever be, Protect each one we ask of thee. Bless those at home who wait and pray, For their return by night and day." |
01-30-18, 06:25 PM | #7 |
The Old Man
Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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Surface range is straightforward, that's in each sub's SIM file;
Miles=15000 Knots=12 will give a max range of 15000 miles at 12 knots. Submerged is a different story; http://www.subsim.com/radioroom/showthread.php?t=211380 That subroutine is so screwed up the best you can do is get it somewhere close to a realistic feel then just live with it. What I'm using now; S-Class; E-Propulsion Max Speed = 9 Eng Power = 2350 Eng RPM = 296 Ranges Submerged Miles = 0.5 Knots = 30 All fleet boats; E-Propulsion Max Speed = 10 Eng Power = 2660 Eng RPM = 270 Ranges Submerged Miles = 1 Knots = 45 That looks totally whacko, but read the thread - the labels are not what they're labeled to be for underwater propulsion. |
01-30-18, 07:05 PM | #8 |
Seaman
Join Date: Jan 2018
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ah, I was right then, the subsurface sim ranges are exactly reversed from what you would expect.
that is indeed... bizarre. and as to add a crewman with the special ability... coincidentally I had figured that out in the last hour before I came back to check this thread, and added the ability to my chief engineer. thanks for the feedback; exactly what I was hoping for! will report back "real world" results. cheers Last edited by Ichthyos; 01-30-18 at 07:24 PM. |
01-30-18, 07:20 PM | #9 | |
Pacific Thunder
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From: http://www.subsim.com/radioroom/show...=211380&page=2
Post 25. Quote:
With the Propulsion Specialist settings I get 98 nm at 2 - 3 nm and recharge times about 8-9 hours at 15 knots. I'll test out your numbers, thank you, but I'm very satisfied with the Kickinback Propulsion Specialist method I've used for years now. |
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01-30-18, 07:41 PM | #10 |
Seaman
Join Date: Jan 2018
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oh man, that does WEIRD things.
set the subsurface range distribution to 1/45 at full speed, got 100nm before running out of juice. figured that's good. then tried at standard speed. ran out of juice in 15nm. er... lolwut? this makes NO sense. flank speed I got about 75nm. why in hells would it use so much MORE juice to go SLOW? Ima just put it back to standard and hope lowering the engine power a tad will do the trick. |
01-30-18, 07:53 PM | #11 | |
Pacific Thunder
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Quote:
In reality you should only have power for one hour at 9 knots submerged, I've never needed to try it. ------------------------------------------- Everything was fine with batteries & distance in v1.2, then the Dev's changed some things so CCIP's battery submerged ranges no longer worked. Everything was backwards. That is why it is such a pita to get it right nowadays. Last edited by aanker; 01-31-18 at 03:10 PM. |
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01-30-18, 09:02 PM | #12 |
Seaman
Join Date: Jan 2018
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I went through all the boats, and realized every single one of them by default is set to:
83 4 I gotta figure there is a reason for that, so I set mine back to default, and instead modified the special ability to -.70 (double default) for battery consumption... and I got exactly what I wanted. I wanted to be able to do full speed underwater for 4 hours. and that's exactly what I got. at 4 knots, I get nearly 24hrs underwater. at flank, about 3 the weird thing still is standard speed... which still takes more batter power than any other speed. there are definitely some weird bugs in the primary asset codes somewhere. FWIW, I never paid attention before, but that weird thing with standard speed happens even without tinkering with the sim files at all. conclusion: either go very slow, or very fast. |
01-31-18, 02:39 PM | #13 |
Pacific Thunder
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Well, the main thing is you are happy.
CCIP (an early modder (back in the MiniTweaker days) had the battery & ranges figured out perfectly for every boat back in the v1.1 - v1.2 days and then the Dev's changed something in their next patch v1.3 and his method no longer worked. Look how happy everyone was! (until about page 4 and then on to post 127) after v1.3 came out. http://www.subsim.com/radioroom/showthread.php?t=109120 A bit of Subsim history! Happy Hunting!
__________________
" Bless those who serve beneath the deep, Through lonely hours their vigil keep. May peace their mission ever be, Protect each one we ask of thee. Bless those at home who wait and pray, For their return by night and day." Last edited by aanker; 01-31-18 at 02:56 PM. |
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