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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
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I've noticed that in SH4 and SH5 the propellers always turn at motor/engine speed, whereas in real life both had reduction gears connected to the props, since it isn't very efficient to try to spin a prop at 400+ RPM.
Is it possible in SH5 to have the motors and engines turning at the right speeds (as indicated on the tachometers in the boat) but have the propellers turning at the properly reduced speed? Granted this would only be an eye-candy mod, but in my opinion the more realism the better... |
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#2 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
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The props in the game appear to be spinning at the correct speeds, at least from what I have seen.
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#3 |
Watch
![]() Join Date: Apr 2010
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Bases on what I've seen, the propellers are currently running at lower rpms. Don't know if its realistic values but they are definitely no turning in 400 rpms range.
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#4 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
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Well then nevermind... :P But can anyone confirm that there IS an actual reduction gear in game, and if so, what the ratio is?
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#5 |
Silent Hunter
![]() Join Date: Aug 2006
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When you said "reduction gear" I thought you were referring to this uniform's "reduction" of "gear".
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#6 |
Eternal Patrol
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I agree that everything should work properly, as in the old problem of the propellors turning the wrong way, and this is a reasonable request, but at the same time I have to laugh at the idea of being able to see them at all and the use of the word "realism" in the same sentence.
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#7 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
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Indeed, but what about the one in a million chance that you are submerged close enough to a friendly u-boat to see it's props through the scope, hmm? In the Cold War, US subs often followed Soviet subs at depth while maintaining visual surveillance via the periscope...
Anyhow, I would say that getting the props turning the right way is more important than the right gear ratio... |
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#8 | |
中国水兵
![]() Join Date: Sep 2007
Location: Norway, Hordaland
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KHJ |
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#9 | |
Eternal Patrol
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#10 |
Captain
![]() Join Date: Mar 2005
Location: Seattle, Wa. USA
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Captain :
Numberone, have one of the men go aft on deck, dive in with a tether and make sure the props are spinning the right way and at the proper RPM!! Numberone : But sir, they must be spinning correctly, we are going forward aint we? And at the speed set too sir. Captain : Thats an order numberone!! I dont care, if we are moving forward! And have him take a camera too, I WANT TO SEE IT DAMN YOU!! ![]() Numberone : Yessir Captain. Trigger, come with me you've got a job to do.
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#11 |
Eternal Patrol
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![]() ![]() "And while you're at it, Number One, have him go down to the seabed and make sure the rocks and plants are the right size!"
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#12 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
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"Or at least sitting properly on the bottom!" Has anyone come across floating boulders in external view?
Anyhow, getting back on track, does anyone know of ways to fix the prop rotation problem and the reduction ratio (if it does prove to be incorrect)? I heard someone mention that in 1.1 animations can't be edited in goblin, but there was hope for 1.2, any news on that? |
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#14 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
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Actually, I did pick apart that mod. Unfortunately Goblin Editor does not work the same way S3D did, and S3D is not compatible with SH5...
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#15 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
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And after examining the props at low speed, they do appear to be spinning at whatever the tachs read: 100 rpm on the motors looks like roughly 100 rpm at the props. Granted this is guestimation from bicycling experience, but there doesn't seem to be any form of reduction.
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