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Old 02-09-08, 03:08 AM   #1
swdw
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Default [REL] Surface draft and dive time mod + more (beta)

IF you install ALL of PE2 please read!!

I gave Kriller2 a slightly updated version of this mod that he included with the latest release of PE2 as one of the optional installs.

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This is the mod that changes the way the boats ride on the surface, They now sit lower, roll and pitch is more natural (from the feedback I've received) and dive times are closer to realistic. This mod is JSGME ready.

As with most work like this, credit is due to multiple people. These files are dreived from previous works, changes were made by more than one individual and individuals helped test. So credit should be given to:
Previous work utilized: Ducimus, LeoVampire
Current changes: LukeFF, swdw
Testing: AVGWarhawk, Wilcke, Ducimus

It should work with any mod. If you use TM, RFB or ROW, make sure this is installed AFTER any /all of these.

*************************************************
READ THIS SECTION BEFORE TESTING!!!!!

Because of all the possible ways to do the tests that will give varying times, I used a standard based on what I could gather from reading some historical info. If you don't use the same method, you will get different numbers.

Here's how this was tested

Dive times are not to PD, but to where nothing is above the water any more. This was how the boats clocked their time. They knew the keel depth required to be totally submerged (40-50 ft depending on the boat)

If you tell the boat to go to PD and try to time to PD, the leveling off drastically slows the time down. The boat starts to change the angle of attack before the sub is entirely below the surface.

Normal dive was timed by using the normal dive command, or telling the boat to go to 100 ft by clicking on the depth gauge.

Dive rate tests for normal dive are at a standard bell and will be slower at lower bells. Once the ballast tanks are flooded, everything else depends on the planes and trim tanks.

Crash dive tests were performed with the boat starting at standard bell ( cruising speed)

Start clock after klaxon on dive or alarm on emergency dive. If you start it at different time you can introduce a 5-10 second variation.

Underwater tests conducted at 2/3 bell

Ascent/descent
Start at 60 feet and dive to 250. Time as boat passes through 100-200ft so leveling off does not affect test

Start at 250 feet and set depth to 60. Time as boat passes through 200-100ft so leveling off does not affect test

At higher bells, the underwater time decreases.

Based on generic info for fleet boats, turning on fleet boats was set to 1 deg sec submerged at 8 knots.

Acceleration- close to historical
Deceleration- game engine problem, coasts like it's greased- 6x historical values. Will take a LOT of work to try and fix, if it's fixable as game engine does not take into account prop drag so will save for later work.

************************************************** ***

Additional changes-
Engine bell speeds changed to reflect maritime "definition" of how a standard bell is derived. A standard bell is defined as the best cruising speed that gives good fuel economy while getting you there at a reasonable speed. 1/3 and 2/3 are fractions of a standard bell, not a flank bell.

Ranges, Luke made some changes to the ranges. I threw in a couple of extras. Fleet boat no longer all have the same battery life. Endurance was improved as you progressed from the Porpoise to the Gato class.

Please note that the boats are "roughed in" in this release.

The S-boat is the fastest diver and turner.
There are slight variations in the dive time of each class because the difference between the surfaced and submerged displacement varies with each class of boat, as does the ballast tank flood speeds. This will need to be fine tuned in the future.Some draft changes may occur (less than 6 inches). General rule of thumb I've found when playing with most changes related to physics modeling is the old 80/20 rule applies. It takes about 20% of the total time to get to about 80% of your goal and then 80% of the time is spent tweaking for that last 20%

If you want to give this mod a try, go here:
http://files.filefront.com/diverateR.../fileinfo.html

Hope you find this enjoyable

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Last edited by swdw; 04-18-08 at 09:20 PM.
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Old 02-09-08, 03:33 AM   #2
Archie
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Thankyou swdw, d/l now

Edit: Have just run a few single missions and a career patrol in good old Bowfish, no problems at all, love your work mate!
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Old 02-09-08, 05:57 AM   #3
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Your mod comes at perfect timing for me, as precisely right now I'm doing a lot of research here on the forum and ingame about the way subs sit in the water, pitch and roll. I find the effect of "train on rails" a huge immersion killer. Thanks for the mod, will try it right now.
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Old 02-09-08, 07:23 AM   #4
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Thanks. A lot of good research. Did you do anything with the turn rates?
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Old 02-09-08, 07:36 AM   #5
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Am downloading as I type! Thanks a lot, can't wait to try it out.
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Old 02-09-08, 08:37 AM   #6
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Thanks swdw. This is just what I've been trying to do myself. No luck for me. Having served on two Balaos in the early '60s, it really bothered me the way the subs were sitting in the sim. The pics look right on.
D/L, in port, will try it out now.
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Old 02-09-08, 08:44 AM   #7
swdw
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Quote:
Originally Posted by Nuc
Thanks. A lot of good research. Did you do anything with the turn rates?
The only numbers I could find were for submerged at 8 and 4 knots. I set the turning at 8 knots and will come back and tweak so both 4 and 8 are correct- that leads to the 80/20 rule mentioned above for getting the changes and is one of the reasons these are considered "roughed in".

Plan on working on the IJN destroyers to change their acceleration and turning before doing more work on these values with the subs.
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Last edited by swdw; 02-09-08 at 03:41 PM.
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Old 02-09-08, 09:22 AM   #8
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Very nice work


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Old 02-09-08, 09:33 AM   #9
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Balao Class

I have installed this mod, right off the bat it looks good, but at PD top of the conning tower is sticking about 1-1.5 m above the water, and my depth gauge is reading 14.5 meters , Crash depth is showing 35.7 ish and cfg has it at 45.7.
Also i ordered diffrent depths using the depth gauge and it way off,
example 40 meters depth ordered and depth gauge shows 24 m depth..
If you order keep at depth (a.) sub will go to periscope depth.

Hope this helps
other than that, it looks good.
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Old 02-09-08, 12:41 PM   #10
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Don't do what I did.... ......I was hitting the P key for periscope depth. This is incorrect as pointed out by Swdw. If you hit the P key for periscope depth while surfaced, you will not submerge for over 4 minutes. You must hit the D key for normal dive for this to work. Normal dive was what was used to begin the submerging process. So hit the D key. Once she is close to periscope depth, then hit your P key if you want periscope depth at that time.

You guys will love how the submarines act in the water environment now.
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Old 02-09-08, 12:42 PM   #11
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Stickied.....it is worthy of a stickie thread.
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Old 02-09-08, 01:41 PM   #12
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think I will wait for the final release with the bugs fixed . Great work btw, this fix has been needed.
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Old 02-09-08, 02:37 PM   #13
399nkov
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Balao Class: My two cents worth.

In Heavy seas, Props stay submerged, water over the bridge, (If water went over the sail, main induction would close causing the engines to suck all the air out of the boat) not too much roll when underway. Very nice.

When stopped in calm waters, she seems a bit low. For real, water lapped just at the top of the ballast tanks when dead in the water. This may be a problem with the model itself. I wonder if there is a way to get the bow up a little and the stern where it is. Just a thought. I'am not one to complain. I appreciate all the time spent by everyone who makes these mods work.
My dive rates were 45 seconds at standard and 35 seconds at flank.
Speed has dropped a little at different bells.

In my opinion, this mod re-creates actual movements of a sub underway and will always be installed with my other mods.

Thank you SWDW
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Old 02-09-08, 03:52 PM   #14
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Quote:
Originally Posted by Torps
think I will wait for the final release with the bugs fixed . Great work btw, this fix has been needed.
I'm suspecting this will be it. It is very good as it stands. Give it a try.
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Old 02-09-08, 04:54 PM   #15
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Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by Torps
think I will wait for the final release with the bugs fixed . Great work btw, this fix has been needed.
I'm suspecting this will be it. It is very good as it stands. Give it a try.
This is the "(beta)" my friend. It is very very very tempting though!:hmm: Ah heck why not!!!


I can't download SWDW must be updating.
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