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Old 03-25-2007, 10:32 PM   #1
CCIP
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Default [REL] Realistic Battery Life

http://senduit.com/bdd505
or
http://rapidshare.com/files/22808076..._Life.zip.html
or
http://www.megaupload.com/?d=TQNPNI5S


(now easy to do-yourself with the Mini Tweaker, but I'll save the effort to those who don't feel like it)

Adjusted underwater endurance for all fleet submarines. Based on the following research
data from the Fleet Submarine Manual.

Maximum Time Submerged and Cruising Range vs. Submerged Speed Knots
knots--miles(peace-time)-- miles (war-time) --hours(peace-time) -hours(war-time)
2 ------73 --------------100-110 ------------36 ----------------55
3 ------69 --------------100-105 ------------24 ----------------38
4 ------55 --------------83 -----------------14 -----------------24
5 ------40 --------------64 ------------------8.5 ---------------14.5
6 ------30 --------------48 ------------------5 -----------------9
7 ------20 --------------31 -----------------2.6 ----------------4.8
8 ------14 --------------23 -----------------1.6 ----------------2.6
9 ------9 ---------------15 ------------------1 -----------------1.5
10 -----10 --------------X--------------------X-----------------X

Mod uses the 4-knot wartime endurance as base; original SHIV used
2-knot endurance as base which did not function properly and
power usually ran out in only 5-6 hours at 4 knots.

Your boat will now be capable of making the above figures fairly accurately.

The older, smaller Porpoise class has 25% less battery charge than
other fleet boats.
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Old 03-25-2007, 10:47 PM   #2
nvdrifter
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Quote:
Originally Posted by CCIP
http://senduit.com/bdd505
or
http://rapidshare.com/files/22808076..._Life.zip.html
or
http://www.megaupload.com/?d=TQNPNI5S


(now easy to do-yourself with the Mini Tweaker, but I'll save the effort to those who don't feel like it)

Adjusted underwater endurance for all fleet submarines. Based on the following research
data from the Fleet Submarine Manual.

Maximum Time Submerged and Cruising Range vs. Submerged Speed Knots
knots--miles(peace-time)-- miles (war-time) --hours(peace-time) -hours(war-time)
2 ------73 --------------100-110 ------------36 ----------------55
3 ------69 --------------100-105 ------------24 ----------------38
4 ------55 --------------83 -----------------14 -----------------24
5 ------40 --------------64 ------------------8.5 ---------------14.5
6 ------30 --------------48 ------------------5 -----------------9
7 ------20 --------------31 -----------------2.6 ----------------4.8
8 ------14 --------------23 -----------------1.6 ----------------2.6
9 ------9 ---------------15 ------------------1 -----------------1.5
10 -----10 --------------X--------------------X-----------------X

Mod uses the 4-knot wartime endurance as base; original SHIV used
2-knot endurance as base which did not function properly and
power usually ran out in only 5-6 hours at 4 knots.

Your boat will now be capable of making the above figures fairly accurately.

The older, smaller Porpoise class has 25% less battery charge than
other fleet boats.
Good job! You beat me to it. But be careful when using the word 'realistic' in your mod titles. Some people might not like that. :rotfl:
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Old 03-25-2007, 10:55 PM   #3
CCIP
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Yep, tell me about it :p

But hey, in this case it's both numerically accurate and has the right result. Not sure what to complain about there!

There is, however, the issue that the battery recharge time seems to be shorter than it should be (not affected by this mod), but I really don't have any idea how to adjust it. I don't think it's even in the .sim files. (On the other hand, we had the discussion regarding battery recharges with NYGM team long ago, and it's a really complicated subject matter to model in a game, so we never came up with a final answer)
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Old 03-25-2007, 10:55 PM   #4
Ducimus
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Sweet, saved me the trouble. One less thing i have to work on tonight, thanks man
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Old 03-25-2007, 11:01 PM   #5
tedhealy
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Excellent
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Old 03-25-2007, 11:33 PM   #6
castorp345
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Quote:
Originally Posted by nvdrifter
But be careful when using the word 'realistic' in your mod titles. Some people might not like that.
indeed, except this is substaniated by an actual source (and not just "i feel")... a good example to follow.

nice work CCIP!



edit: 'shame though about the s-class...
'been scouring around for similar data for it but no joy.
i'm guessing that it's values would be similar to that of the porpoise, unless anyone has further info?

Last edited by castorp345; 03-26-2007 at 08:20 AM.
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Old 03-26-2007, 05:05 AM   #7
pcelt
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Default Basic query

In order to install this mod data is it crucial that we have selected

IMPERIAL UINITS and not METRIC in the Options

Thanks--very inexperienced with modding and tend to attract tech disasters.
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Old 03-26-2007, 06:21 AM   #8
Zero Niner
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Default Thanks.

Thank you.
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Old 03-26-2007, 06:45 AM   #9
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Excellent! Thank You!
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Old 03-26-2007, 07:11 AM   #10
Neal Stevens
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Great job! I did have some questions about the battery specs, after the review I will try your mod.

What? You're quoting me in your sig? I better be more careful what I say
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Old 03-26-2007, 07:12 AM   #11
Redwine
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Many thanks CCIP , data you add if for an speciphic sub model ? Wich one ?
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Old 03-26-2007, 08:00 AM   #12
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Nothing i can add, but show my appreciation...Well done!

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Old 03-26-2007, 11:29 AM   #13
Loaf
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I have noticed the issue about the recharge times being unrealistically quick... But another thing I have noticed is that recharging only seems to affect your speed by about 1 knot. In the earlier two-engine boats they would be cutting available power in half to recharge batteries, and even in a 4-engine boat I would expect a much bigger speed penalty when recharging.

Anybody have any thoughts on this?
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Old 03-26-2007, 12:19 PM   #14
CCIP
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I only notice a speed penalty in the S-boats actually.

My suspicion is that this is intentional by the devs who took a 4-engine fleet boat for a model. Note also that while the S-class has that gradual switch from diesel to electric while diving (like in the U-boats), while the fleet boats go from one propulsion to the other immediately.

In any case, I think these behaviours are hard-coded. Would be good to gather up some research and throw it to the devs, though, if it's inaccurate.
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Old 03-26-2007, 12:24 PM   #15
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Default Question please re this battery mod

With apologies may I reask what is probably a very unnecessary question---
----Will this specific mod operate equally effectively and with the same results whether you are using in-game Imperial (miles )or metric (kilometers) as your distance measures.

Please just clarify this ---many thanks
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