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View Full Version : [TEC] The Props Spin in the wrong Direction


Lagg-Alot
05-20-07, 07:23 PM
How do I go about Fixing The direction The Props Spin?:rotfl:

JSF
05-20-07, 10:47 PM
How do I go about Fixing The direction The Props Spin?:rotfl:

And they should be 4 bladed wheels as well.......

Iron Budokan
05-22-07, 09:52 PM
This has been noted before, but no one has yet fixed it that I know of. I hope you can get them corrected! :yep:

Hitman
05-23-07, 07:23 AM
How do I go about Fixing The direction The Props Spin?:rotfl:


Play in 100% realism like me and you will not notice it:arrgh!:

jhelix70
05-23-07, 09:40 AM
at least this is one problem that's easy to ignore!!

Canonicus
05-23-07, 09:53 AM
How do I go about Fixing The direction The Props Spin?:rotfl:

And they should be 4 bladed wheels as well.......


Actually...Fleetboats prior to WWII had three bladed props....they were replaced because four bladed props ,with a different pitch, were more efficient at cruising speeds ,presumably.

So..it's actually not so bad an oversight....

Turning in the wrong direction?.....thats really a "rivet-counter" problem and doesn't detract from game-play in the least.

wetwarev7
05-23-07, 10:07 AM
How do I go about Fixing The direction The Props Spin?:rotfl:

How can you even tell? :rotfl:

I just don't even notice stuff like that, I'm too worried about getting the camera damaged by the props to get that close. :p

Beery
05-23-07, 02:47 PM
How do I go about Fixing The direction The Props Spin?:rotfl:

How can you even tell? :rotfl:

When they start up they're rotating in the direction that should propel the sub backwards. If you run at 1/3 or less it's very apparent. Actually I'm not sure if it's that they're rotating in the wrong direction or whether it's that the propeller 3D model is made wrong - i.e. with the prop blades back-to-front.

Anvart
05-23-07, 10:19 PM
How do I go about Fixing The direction The Props Spin?:rotfl:

How can you even tell? :rotfl:

When they start up they're rotating in the direction that should propel the sub backwards. If you run at 1/3 or less it's very apparent. Actually I'm not sure if it's that they're rotating in the wrong direction or whether it's that the propeller 3D model is made wrong - i.e. with the prop blades back-to-front.
Yes, You can to make a mirror 3D mesh variant of propellers ...

Beery
05-23-07, 11:00 PM
Yes, You can to make a mirror 3D mesh variant of propellers ...


Sadly the closest I can get to a 3D mesh propeller is to make it out of chicken wire and papier mache, and I wouldn't know in which of the computer's orifices to try to insert it in order to get it in the game.

Maybe someone else can have a go? I'll pay well... in compliments! :D

Anvart
05-24-07, 12:24 AM
Yes, You can to make a mirror 3D mesh variant of propellers ...


Sadly the closest I can get to a 3D mesh propeller is to make it out of chicken wire and papier mache, and I wouldn't know in which of the computer's orifices to try to insert it in order to get it in the game.

Maybe someone else can have a go? I'll pay well... in compliments! :D
It's simply ...
You can to invert X coordinate by HexEditor in "vertex data" section of propeller Type 1 chunk in submarine.dat ...
OR
1) Extract propeller by Pack3D
2) To invert X coordinate of propeller in 3DS Max
3) Import propeller.obj by Pack3D into temp-file submarine.dat
and than
4) by HexEditor copy/paste "vertex data" from temp-file into work submarine.dat
You see ... very simply ... :yep:
:D

Beery
05-24-07, 07:40 AM
Yes, You can to make a mirror 3D mesh variant of propellers ...


Sadly the closest I can get to a 3D mesh propeller is to make it out of chicken wire and papier mache, and I wouldn't know in which of the computer's orifices to try to insert it in order to get it in the game.

Maybe someone else can have a go? I'll pay well... in compliments! :D
It's simply ...
You can to invert X coordinate by HexEditor in "vertex data" section of propeller Type 1 chunk in submarine.dat ...
OR
1) Extract propeller by Pack3D
2) To invert X coordinate of propeller in 3DS Max
3) Import propeller.obj by Pack3D into temp-file submarine.dat
and than
4) by HexEditor copy/paste "vertex data" from temp-file into work submarine.dat
You see ... very simply ... :yep:
:D


Hmm.

Firstly, after a search it seems there is no such file as submarine.dat.

Secondly the individual submarines' *.dat files don't seem to contain the words 'vertex' or 'type', and the three examples of 'propeller' don't seem to have anything to do with an 'X' coordinate.

And I have no way to edit 3DS Max files.

I'm 100% for making a change that gets the props working properly and I'm pretty bright but I am no good at understanding machine code. If you know where the data is to fix the props, please just tell us and save us all some time. This cryptic crap is intensely frustrating. I didn't like it when DTB used to do it with SH3 and I like it even less two years later.

Anvart
05-24-07, 08:44 AM
Yes, You can to make a mirror 3D mesh variant of propellers ...


Sadly the closest I can get to a 3D mesh propeller is to make it out of chicken wire and papier mache, and I wouldn't know in which of the computer's orifices to try to insert it in order to get it in the game.

Maybe someone else can have a go? I'll pay well... in compliments! :D
It's simply ...
You can to invert X coordinate by HexEditor in "vertex data" section of propeller Type 1 chunk in submarine.dat ...
OR
1) Extract propeller by Pack3D
2) To invert X coordinate of propeller in 3DS Max
3) Import propeller.obj by Pack3D into temp-file submarine.dat
and than
4) by HexEditor copy/paste "vertex data" from temp-file into work submarine.dat
You see ... very simply ... :yep:
:D


Hmm.

Firstly, after a search it seems there is no such file as submarine.dat.

Secondly the individual submarines' *.dat files don't seem to contain the words 'vertex' or 'type', and the three examples of 'propeller' don't seem to have anything to do with an 'X' coordinate.

And I have no way to edit 3DS Max files.

I'm 100% for making a change that gets the props working properly and I'm pretty bright but I am no good at understanding machine code. If you know where the data is to fix the props, please just tell us and save us all some time. This cryptic crap is intensely frustrating. I didn't like it when DTB used to do it with SH3 and I like it even less two years later.
:D
Yes, a "clinical" case ...
:rock:

Fearless
05-25-07, 01:36 AM
Yep, as long as the boat moves, I don't care which way the screws turn :lol:

CaptainCox
05-25-07, 01:53 AM
Just had a quick look as i was fiddling with 3DS MAX anyway.
http://i10.photobucket.com/albums/a138/CaptainCox/prop.jpg

What are we talking about here, the actual rotation direction or only the orientation of the blades?

I am yet to find the actual animation file for this but I could have a look later.

Fearless
05-25-07, 02:01 AM
Interesting because the way the blade orientation is shown, the screws should be rotating anti-clockwise.

CaptainCox
05-25-07, 02:41 AM
Hm...I can't seem to pinpoint the actual "animation" file/code for this...might look some more later.

Beery
05-25-07, 06:23 AM
What are we talking about here, the actual rotation direction or only the orientation of the blades?

Each of the props spin in a different direction so I'm assuming that since there's only one prop model it's mirrored on one side or the other. The problem is either that the blades are rotating in the wrong direction or that the blades are oriented wrongly. I have no idea which it is. I'll look at some photos of real subs today and see if I can pin it down. However, as far as I'm concerned right now the main thing is making the props look as if they're pushing water in the right direction. However, when I learn the truth I'll probably be gung-ho about getting it perfectly right.

CaptainCox
05-25-07, 06:49 AM
Well ;) If i can, and i am trying here (HARD!) I could give it my best shot when you find the info. Still fighting with the interface here in 3DS MAX...baby steps. . . .

Or if DD or any of the other 3D modeling guys here might try to give it a shot, whichever.

Hitman
05-25-07, 07:13 AM
Each of the props spin in a different direction so I'm assuming that since there's only one prop model it's mirrored on one side or the other. The problem is either that the blades are rotating in the wrong direction or that the blades are oriented wrongly

Suggestion: Hex edit the submarines or the propellers to put the starbord one in backbord, and vice versa:hmm:

Beery
05-25-07, 08:21 AM
Okay I looked at some pictures of Gato submarine propellers. The props in the game are correctly modelled (well... insofar as the props are modelled to push the water the right way). But they rotate the wrong way. So for the most accurate results the goal will be to make them rotate the other way.

CaptainCox
05-25-07, 08:30 AM
Hm, ok...I might have a go at it (no promises that I can make it as I am still learning this stuff) If no one else beats me to it, which is more likely :p

kakemann
05-25-07, 09:07 AM
Never thought of that :oops:

Anvart
05-25-07, 11:20 AM
Okay I looked at some pictures of Gato submarine propellers. The props in the game are correctly modelled (well... insofar as the props are modelled to push the water the right way). But they rotate the wrong way. So for the most accurate results the goal will be to make them rotate the other way.
You speak, that a design of propellers blades are correct.
I have correctly understood.???
:roll:

CaptainCox
05-25-07, 02:19 PM
Hi 8BALL, just to get it straight. So the screws in the game rotates the right way?

Anvart
05-25-07, 02:21 PM
OK gentleman
If per chance you are talking about the rotation of the port screw and the starboard screw.
The reason is the starboard screw rotates right-handed and port screw rotates left-handed therefore rotation is correct.

In the Navy I ran the L. C. M. which had twins screws.
one with the left-hand rotation and one with the right hand rotation.
The reason for left and right hand rotation is so that a trim rudder was not necessary. I hope this explains the problem.:rock: :rock: :rock: :rock:
Look propellers ...
and rotating ...

Beery
05-25-07, 02:54 PM
That's correct.
If you look at a any merchant ship or destroyer or any one of the ships with twin screws you will see one rotating in one direction and the other in the opposite direction.

In reality if you take and put two right hand rotating screws on a destroyer without a rudder it would go in a circle. But if you change one screw to a left hand rotation the ship would go more in a straight line.

I think you're missing the point. Certainly the screws should rotate in opposite directions. The port screw should rotate counter-clockwise while the starboard one should rotate clockwise. They don't do that, but the opposite-handed rotation isn't the issue. The point is that the propellers are rotating the wrong way to propel the ship forwards - when you set Ahead 1/3 the screws rotate so as to push the boat in reverse, yet the boat goes forward.

DivingDuck
05-25-07, 11:51 PM
Moin,

which subs are affected? Is it the GATO only?

Regards,
DD

CaptainCox
05-26-07, 12:22 AM
I think its all of them...have not checked but I am pretty sure. Was looking yesterday between trying to fix that texture, but could not find a animation node for the props.

Jace11
05-26-07, 06:54 AM
If your after any more exercises in 3D modelling / animation, the Akitsu Rudder rotates around the wrong center. The rudder at the stern, rotates around the center of the boat, that's why it has been seen floating on its own off to port and starboard when the Akitsu turns.

This should be a simple fix I think, moving the center of rotation to the rudder's hinge point. Away from the center of the ship.

I would try a fix myself, but while I can open models in Wings, I could only move the rudder to the center of the boat, so it didn't appear. I didn't know how to find or fix the point of rotation.

Where are the animation nodes... etc for things that rotate? One person who would know is the guy that made the radars rotate for GWX.

This is a bit off-topic, but the rotation thing seems to be my problem too.

Anvart
05-28-07, 10:31 AM
For the decision of a problem I (for a long time) simply have changed places the right and left propellers and have renamed them (sub's Tambor, S-18, Balao and Gato):
SubPropellers.7z on my FileFront page (SH4 folder) ...
:rock:

After change:

http://img237.imageshack.us/img237/8541/rotpropellerslk2.jpg

Now All sub's have this configuration ...

P.S. Sorry for delay ...
My Internet works badly since May, 10th...

DivingDuck
05-28-07, 10:59 AM
Moin,
I would try a fix myself, but while I can open models in Wings, I could only move the rudder to the center of the boat, so it didn't appear. I didn't know how to find or fix the point of rotation.

Where are the animation nodes... etc for things that rotate? One person who would know is the guy that made the radars rotate for GWX.
after you have moved the rudders pivot to the hinges, you have to adjust the Z-value to make it appear at the correct position. The Z value moves the object along the longitudinal axis. No need to hex edit anything about the rotation.

Regards,
DD

Beery
05-28-07, 11:01 AM
The problem with swapping the propellers is that, although they'll look as if they're spinning correctly in terms of the physics, they'll still be rotating the wrong way in terms of the way the real propeller was designed. I guess it's a good fix for those who don't care about such things though. The problem for me is that (as I suspected would happen) now that I know, I care.

Anvart
05-28-07, 11:33 AM
The problem with swapping the propellers is that, although they'll look as if they're spinning correctly in terms of the physics, they'll still be rotating the wrong way in terms of the way the real propeller was designed. I guess it's a good fix for those who don't care about such things though. The problem for me is that (as I suspected would happen) now that I know, I care.
Look above ...
:o

joea
05-28-07, 11:36 AM
Guys hasn't this been fixed??

http://www.subsim.com/radioroom/showthread.php?t=115470

:-?

Beery
05-28-07, 11:39 AM
Guys hasn't this been fixed??

http://www.subsim.com/radioroom/showthread.php?t=115470

:-?

Not until there's a download available.

Anvart
05-28-07, 11:39 AM
Guys hasn't this been fixed??

http://www.subsim.com/radioroom/showthread.php?t=115470

:-?
I don't read ...
Guys hasn't this been fixed??

http://www.subsim.com/radioroom/showthread.php?t=115470

:-?

Not until there's a download available.
If you wish to change only a direction of rotation only, ... rename propellers (_R -->_L; _L --> _R) ...

Beery
05-28-07, 11:48 AM
For the decision of a problem I (for a long time) simply have changed places the right and left propellers and have renamed them (sub's Tambor, S-18, Balao and Gato):
SubPropellers.7z on my FileFront page (SH4 folder) ...
:rock:

After change:

http://img237.imageshack.us/img237/8541/rotpropellerslk2.jpg

Now All sub's have this configuration ...


The problem is, they need to be rotating in the opposite direction. I.e. the port propeller needs to rotate anticlockwise and the starboard one should rotate clockwise. Your fix makes the props physically correct but in terms of historical accuracy it's wrong.

Beery
05-28-07, 11:49 AM
If you wish to change only a direction of rotation only, ... rename propellers (_R -->_L; _L --> _R) ...


It doesn't work. I just tried it. The direction of rotation is exactly the same - the boat moves forward while the props rotate in a direction that should push the boat backwards.

Just to be clear: the problem is not that the props are in the wrong place. They are in exactly the right place and they are modelled correctly in terms of the blades' orientation. They just rotate in the wrong direction.

Anvart
05-28-07, 11:52 AM
If you wish to change only a direction of rotation only, ... rename propellers (_R -->_L; _L --> _R) ...


It doesn't work. I just tried it. The direction of rotation is exactly the same - the boat moves forward while the props look as if they're pushing the boat backwards.
Rotatiom of propeller is connected with name of propeller ...

Beery
05-28-07, 12:00 PM
[Rotatiom of propeller is connected with name of propeller ...

I'll try it again, but I just tried it not half an hour ago. I guess it's possible I renamed the same prop twice.

Anvart
05-28-07, 12:02 PM
[Rotatiom of propeller is connected with name of propeller ...

I'll try it again, but I just tried it not half an hour ago. I guess it's possible I renamed the same prop twice.
GoodLuck ...

Beery
05-28-07, 12:18 PM
I tested again - tried it both ways:

1st test: 1st prop in file named 'L', second named 'R' (default) - port prop spins clockwise (incorrect) starboard prop spins anticlockwise (incorrect). When 1/3rd speed ahead is selected both props are pushing water towards the bow yet the boat is moving forwards.

2nd test: 1st prop in file renamed 'R', second renamed 'L' - port prop spins clockwise (incorrect) starboard prop spins anticlockwise (incorrect). When 1/3rd speed ahead is selected both props are pushing water towards the bow yet the boat is moving forwards.

In other words changing the prop names makes absolutely no difference to the direction of rotation.

Which begs the question - what if we just move each prop to the other side. Maybe that will do the trick. I'll try that.

Beery
05-28-07, 12:40 PM
I tested by simply moving the props without renaming them. As I suspected, moving the props WITHOUT renaming them achieves the same result we get by moving them AND renaming them. The rotation direction seems to be related to 'where' the props are located rather than what they are called.

GSpector
05-28-07, 12:43 PM
Any chance this whole issue is due to Frame rate?

Have you ever noticed the rims on cars appear to go backwards when the car is traveling at a certain speed? Your eyes process images at around 24-32 frames per sec. Your graphic card may be doing the same thing.

Has anyone been able to test this?

Beery
05-28-07, 12:51 PM
Any chance this whole issue is due to Frame rate?

Have you ever noticed the rims on cars appear to go backwards when the car is traveling at a certain speed? Your eyes process images at around 24-32 frames per sec. Your graphic card may be doing the same thing.

Has anyone been able to test this?

It's definitely not a framerate issue. I've set the speed to 1/2 a knot and the props rotate very slowly - easily slow enough to see which way they're actually rotating.

Anvart
05-28-07, 02:39 PM
I tested again - tried it both ways:

1st test: 1st prop in file named 'L', second named 'R' (default) - port prop spins clockwise (incorrect) starboard prop spins anticlockwise (incorrect). When 1/3rd speed ahead is selected both props are pushing water towards the bow yet the boat is moving forwards.

2nd test: 1st prop in file renamed 'R', second renamed 'L' - port prop spins clockwise (incorrect) starboard prop spins anticlockwise (incorrect). When 1/3rd speed ahead is selected both props are pushing water towards the bow yet the boat is moving forwards.

In other words changing the prop names makes absolutely no difference to the direction of rotation.

Which begs the question - what if we just move each prop to the other side. Maybe that will do the trick. I'll try that.
I tested by simply moving the props without renaming them. As I suspected, moving the props WITHOUT renaming them achieves the same result we get by moving them AND renaming them. The rotation direction seems to be related to 'where' the props are located rather than what they are called.
I have tried too ...
Yes, propellers renaming, does not give any effect ...
Now mine mod - the best decision ...
It is completely tolerant and compatible ...
:hmm:

Anvart
05-28-07, 02:42 PM
Any chance this whole issue is due to Frame rate?

Have you ever noticed the rims on cars appear to go backwards when the car is traveling at a certain speed? Your eyes process images at around 24-32 frames per sec. Your graphic card may be doing the same thing.

Has anyone been able to test this?
You too abstract a situation ...
All very well is visible ...
:o

Beery
05-28-07, 06:33 PM
Now mine mod - the best decision ...
It is completely tolerant and compatible ...
:hmm:


It works, it fixes the biggest problem (the fact that SH4's propellers break Newton's third law of motion), but it's still not the perfect solution, since the real submarine propellers rotate in the opposite direction to the ones in your mod.

Anvart
05-29-07, 10:35 AM
Now mine mod - the best decision ...
It is completely tolerant and compatible ...
:hmm:


It works, it fixes the biggest problem (the fact that SH4's propellers break Newton's third law of motion), but it's still not the perfect solution, since the real submarine propellers rotate in the opposite direction to the ones in your mod.
Flag to you in hands ...:D

CaptainCox
05-29-07, 11:08 AM
How about the one from privateer? does it actually fix it properly, have not had time yet to check.

Anvart
05-29-07, 11:31 AM
How about the one from privateer? does it actually fix it properly, have not had time yet to check.
If I have understood correctly ...
Similar work, but work is made very much not rationally (hard work)...
Propellers have been changed in 3D editor ...
:rock:
:rotfl:

CaptainCox
05-29-07, 11:40 AM
My thinking was simply to back engineer it in hex. Compare the file with the unmodded file and basically start counting ;).

I also believe that most subs had 4 blades on the screws...is that ALWAYS true?
Cause to model that would not be to hard...maybe:oops:

Anvart
05-29-07, 11:46 AM
My thinking was simply to back engineer it in hex. Compare the file with the unmodded file and basically start counting ;).

I also believe that most subs had 4 blades on the screws...is that ALWAYS true?
Cause to model that would not be to hard...maybe:oops:
I simply exchanged X and rotY coordinates of left and right propellers and renamed propellers ...
Work - does not happen easier ...

Canonicus
05-29-07, 12:22 PM
I also believe that most subs had 4 blades on the screws...is that ALWAYS true?
Cause to model that would not be to hard...maybe:oops:

Captain.....FYI

Prior to WWII, most fleetboats, at least the larger ones, had 3 bladed props.
The change was made to a 4 bladed design that had a more efficient pitch, presumably, to give greater range, although speeds were reduced slightly.

Cheers!

CaptainCox
05-29-07, 12:25 PM
My thinking was simply to back engineer it in hex. Compare the file with the unmodded file and basically start counting ;).

I also believe that most subs had 4 blades on the screws...is that ALWAYS true?
Cause to model that would not be to hard...maybe:oops:
I simply exchanged X and rotY coordinates of left and right propellers and renamed propellers ...
Work - does not happen easier...

True, but my question was if privateers tweak actually make the screws turn the right way and at the same time corrects the facing of the blades. I believe your mod just switches the position, but the blades are still facing the wrong way...or?

Cheers for that info Canonicus.

Anvart
05-29-07, 01:25 PM
My thinking was simply to back engineer it in hex. Compare the file with the unmodded file and basically start counting ;).

I also believe that most subs had 4 blades on the screws...is that ALWAYS true?
Cause to model that would not be to hard...maybe:oops:
I simply exchanged X and rotY coordinates of left and right propellers and renamed propellers ...
Work - does not happen easier...

True, but my question was if privateers tweak actually make the screws turn the right way and at the same time corrects the facing of the blades. I believe your mod just switches the position, but the blades are still facing the wrong way...or?

Cheers for that info Canonicus.
If you think, you think incorrectly ...
It is not necessary to think - it is necessary to try...
Look above ...
"Similar work, ...".
http://img237.imageshack.us/img237/8541/rotpropellerslk2.jpg
Where in dat-file it is possible to change rotation of a propeller? :o
On picture: my and privateer - equivalent ...

Beery
05-29-07, 01:54 PM
The standard game's propellers are correct in all details except:

1. There are supposed to be four blades.

2. The props spin in the wrong direction.

BlightLightning
05-29-07, 01:57 PM
Hey,
You know the recomended system requirements are Pentium 4 3Ghz and Ati 9600 - Radeon 8000 or better for the better effects. The Propellers appear to be spinning backward because the high-speed graphic is not keeping time with the system, or so I think. I have the same problem. I tried to get a video card but the newer graphic cards aren't available here in Alaska yet. I am using Radeon G-Force 6200 I just purchased and it isn't fast enough.

No, I believe the problem is in the system. The graphics are there, but my computer is just to slow to keep up with them !!

BlightLightning

CaptainCox
05-29-07, 02:03 PM
Ok this is what I think...
Use the trick from Anvart and swap the blades in 3D.

Gimme 1h, I will give it my best.

The 4 blades will have to whait a bit...

Anvart
05-29-07, 02:13 PM
Ok this is what I think...
Use the trick from Anvart and swap the blades in 3D.

Gimme 1h, I will give it my best.

The 4 blades will have to whait a bit...
But what about "TMAP" and texturing??? :rotfl:
Look on picture, reflection and other ...

Canonicus
05-29-07, 02:15 PM
ATTENTION!...EVERYONE!

Captain C is working!.....so...pipe down!!

(BTW..anyone know where the term "Pipe Down" comes from ?)

CaptainCox
05-29-07, 02:29 PM
I said I will give it my best not that I will do it :p
Yeap TMAP and stuff...I know...lets see what we can see...

Anvart
05-29-07, 02:35 PM
I said I will give it my best not that I will do it :p
Yeap TMAP and stuff...I know...lets see what we can see...
To make four blades propeller ... it's simply ...
Correct rotation ... it's :hmm: ...

CaptainCox
05-29-07, 03:10 PM
Is this correct?
http://i10.photobucket.com/albums/a138/CaptainCox/TAMBORPROP.jpg

I only worked on the TAMBOR and I used the MOD made by ANVART!!!!
http://files.filefront.com/TAMBOR_TESTrar/;7641558;/fileinfo.html

If its not correct...well its back to the drawing board :p

Anvart
05-29-07, 03:14 PM
Is this correct?
http://i10.photobucket.com/albums/a138/CaptainCox/TAMBORPROP.jpg

I only worked on the TAMBOR and I used the MOD made by ANVART!!!!
http://files.filefront.com/TAMBOR_TESTrar/;7641558;/fileinfo.html

If its not correct...well its back to the drawing board :p
:rotfl:
Look my picture above ...
It's my Tambor ...

CaptainCox
05-29-07, 03:15 PM
Nor really, look at the blades! they now face inward, not outward.
http://i10.photobucket.com/albums/a138/CaptainCox/rotpropellerslk2.jpg http://i10.photobucket.com/albums/a138/CaptainCox/TAMBORPROP-1.jpg

Anvart
05-29-07, 03:21 PM
Nor really, look at the blades! they now face inward, not outward.
I do not know, what do you show me ...
May be you have curve handles ...
But look my picture ... It's my Tambor ...
I see you do not understand work of the screw...

CaptainCox
05-29-07, 03:22 PM
Ok I give up...gnight!

Anvart
05-29-07, 03:26 PM
Ok I give up...gnight!
Bye, bye ...

Beery
05-29-07, 08:59 PM
Hey,
You know the recomended system requirements are Pentium 4 3Ghz and Ati 9600 - Radeon 8000 or better for the better effects.

I have a good setup by today's standards and I just upgraded my video card a couple of months ago. The props still spin backwards, and it's not a graphics issue because I can slow the sub down to a half a knot and they go around r-e-a-l-l-y s-l-o-w-l-y.

Anvart
05-30-07, 02:35 AM
The standard game's propellers are correct in all details except:

1. There are supposed to be four blades.

2. The props spin in the wrong direction.
Hi, Berry.
If you can, please, publish propellers pictures of Balao (Gato) and S Class (S-18) or give link on these stuff ...
:o
Example D-2 "Narodovoletz":
http://img172.imageshack.us/img172/1371/d22wq8.jpghttp://img172.imageshack.us/img172/3489/d27bj9.jpg
Picture of models to not offer.

Beery
05-30-07, 07:42 AM
Just look up "Gato propeller image" on Google. One's bound to show up. I did my research last week and at the time I didn't post pictures because they're readily available online and I didn't think anyone would care enough to require proof, LOL.

Osprey's US Submarines 1941-45 has a picture of a Gato class sub with a 4-blade propeller that shows that the starboard prop rotates clockwise - it's on page 36.

Here's an image of a Gato model that shows the detail pretty clearly:

http://www.fineartmodels.com/edit/preview_image.asp?image=../images/uploads/fs_5310_s-gato_17.jpg

Here's another model image:

http://jtmcdaniel.com/graphics/model/100_0730.jpg

Anvart
05-30-07, 10:45 AM
...
and I didn't think anyone would care enough to require proof, LOL.
...

Where are your hypocritical reasonings about ethics? :shifty:
You are too self-confident...
You cannot know my ideas, therefore do not try to guess them ...
:rotfl:
Thanks.

Beery
05-30-07, 11:34 AM
...
and I didn't think anyone would care enough to require proof, LOL.
...

Where are your hypocritical reasonings about ethics? :shifty:

Eh?

Look, the proof is out there. Find it or don't. I don't care. But don't accuse me of hypocrisy when you're posting a photo of a Russian sub's props as if that's evidence of an American sub's props. It isn't.

And I am not your errand boy. If you want to find out what a US sub's props look like, go and find out - do your own research. The problem is, you don't seem to want to. You want me to do it for you, and if I refuse to do it you call me names. I don't have time to be at your beckon call, surfing the internet for you, searching for a sub whose propellers turn the way you prefer them to, and I don't have the patience to sit here while you find ways to let me know that you don't llike me very much. Let's get one thing straight - I don't care if you like me or not - not at all. I'm not here to make friends or enemies - the social aspects of this forum are completely irrelevant to me. All I care about here is making (and finding) good mods so that my copy of SH4 is more realistic.

The Gato propellers turn the way they do because some designer made them that way. The fact that you don't like that fact is completely irrelevant, and it has nothing whatsoever to do with me.

Hell, I've said TWICE that your mod is a good fix for the physics issue. But the fact is, your mod doesn't fix the real problem, which is that the props revolve in the wrong direction. The fact that your mod doesn't fix that aspect of the props should not be my fault. It should not end in accusations of hypocrisy directed at me, and the fact that it apparently does says more about your character than it does about mine. If you can't take constructive criticism maybe you shouldn't be making mods in the first place.

Now this thread is called "The props spin in the wrong direction". Why is it that people seem to need to launch into character assassination whenever someone disagrees with them on TRULY inconsequential matters? These are matters that should be merely of academic interest, and hardly something to fight over. I mean what is wrong with some folks? Anyway, let's get back on topic, shall we?

joea
05-30-07, 12:32 PM
:doh: :nope: :damn:

CaptainCox
05-30-07, 01:03 PM
Ok I peed off and i am ready to kick some!!!!:yep:

Na but I will give this a serious thrashing now as i am sure it cant be that dam hard...can it! ;)

Dowly
05-30-07, 01:09 PM
:doh: :nope: :damn:

:yep:

Canonicus
05-30-07, 01:20 PM
URGENT!!.....Support your local SH4 propeller rotation modder!!.....

Donate now! (In lieu of a monetary donation, a prayer of sufficient intensity would be accepted.)

CaptainCox
05-30-07, 03:55 PM
Ok gonna call it a day. I have been testing this with the oldest N00B mistake in the book...double JSGME folders FRACKING *'*'*"*!"'§*!! :p
No wonder I did not see any effect!...:oops:

I will blame it on being to tired after work...or something :doh:

Well, better luck in the morn.

Anvart
05-31-07, 01:34 AM
...
and I didn't think anyone would care enough to require proof, LOL.
...

Where are your hypocritical reasonings about ethics? :shifty:

Eh?

Look, the proof is out there. Find it or don't. I don't care. But don't accuse me of hypocrisy when you're posting a photo of a Russian sub's props as if that's evidence of an American sub's props. It isn't.

And I am not your errand boy. If you want to find out what a US sub's props look like, go and find out - do your own research. The problem is, you don't seem to want to. You want me to do it for you, and if I refuse to do it you call me names. I don't have time to be at your beckon call, surfing the internet for you, searching for a sub whose propellers turn the way you prefer them to, and I don't have the patience to sit here while you find ways to let me know that you don't llike me very much. Let's get one thing straight - I don't care if you like me or not - not at all. I'm not here to make friends or enemies - the social aspects of this forum are completely irrelevant to me. All I care about here is making (and finding) good mods so that my copy of SH4 is more realistic.

The Gato propellers turn the way they do because some designer made them that way. The fact that you don't like that fact is completely irrelevant, and it has nothing whatsoever to do with me.

Hell, I've said TWICE that your mod is a good fix for the physics issue. But the fact is, your mod doesn't fix the real problem, which is that the props revolve in the wrong direction. The fact that your mod doesn't fix that aspect of the props should not be my fault. It should not end in accusations of hypocrisy directed at me, and the fact that it apparently does says more about your character than it does about mine. If you can't take constructive criticism maybe you shouldn't be making mods in the first place.

Now this thread is called "The props spin in the wrong direction". Why is it that people seem to need to launch into character assassination whenever someone disagrees with them on TRULY inconsequential matters? These are matters that should be merely of academic interest, and hardly something to fight over. I mean what is wrong with some folks? Anyway, let's get back on topic, shall we?
Hey, are you conceited donkey ...?
It is enough (it is not necessary) to write the same.
You talked the hind legg off a donkey.
Do not attribute to me the words which I did not speak.
Do not dream up!
All that you have written here about my ideas and acts it is your imaginations, result of your sick imagination ... (clinical case).
I wished to see the form of the screw blades only ...
My English is very bad, therefore I have shown in what kind I would like to receive the information (a picture of a real boat) ...
But you are rare a numskull and have not understood anything (nothing) ...
If you do not understand about what I speak, it is better to you to keep silent ... shut up ...

CaptainCox
05-31-07, 01:59 AM
Either I am totally confused (no I did not smoke anything, well...yea my ol Marlboro's). Or i did not understand a dam thing said in this thread

But this is how props/screws should turn when propelling a boat AHEAD
http://i10.photobucket.com/albums/a138/CaptainCox/pi_chap_9003_e.gif

Ok so far so good. But...(now comes the confused bit) I can't find that either Anvart's or privateers tweaks do this...or? I am only talking about the rotation direction here, not the orientation of the blades.

For e.g Anvart's tweak does this
http://i10.photobucket.com/albums/a138/CaptainCox/rotpropellerslk2.jpg

Right? or?

I am not criticizing here, just trying to understand what has been done right/wrong (in terms of realism) This is maybe the worst thread for rivet counting I have seen so far, but darn my ol grandma and bless her soul, I would just like to get this straight!

I thought (based on Beery's/Anvart's comments earlier) that this was fixed...or?

Like I said, i might be totally confused here. Should give up them Marlboro's...really i should ;)

GSpector
05-31-07, 02:13 AM
Hello All,

I was just wondering what would happen if the commands to go forward and reverse could be switched with the Blades rotation. I am guessing this is hard coded.

If not, where is the file that controls the direction and rotation speed based on the command given. I would think if this could be re-maped, it should fix the problem.

Anvart
05-31-07, 02:14 AM
Either I am totally confused (no I did not smoke anything, well...yea my ol Marlboro's). Or i did not understand a dam thing said in this thread

But this is how props/screws should turn when propelling a boat AHEAD
http://i10.photobucket.com/albums/a138/CaptainCox/pi_chap_9003_e.gif

Ok so far so good. But...(now comes the confused bit) I can't find that either Anvart's or privateers tweaks do this...or? I am only talking about the rotation direction here, not the orientation of the blades.

For e.g Anvart's tweak does this
http://i10.photobucket.com/albums/a138/CaptainCox/rotpropellerslk2.jpg

Right? or?

I am not criticizing here, just trying to understand what has been done right/wrong (in terms of realism) This is maybe the worst thread for rivet counting I have seen so far, but darn my ol grand ma and bless her soul, I would just like to get this straight!

I thought (based on Beery's/Anvart's comments earlier) that this was fixed...or?

Like I said, i might be totally confused here. Should give up them Marlboro's...really i should ;)
Dear CapCox.
In mine mod I only have changed position of propellers that the direction of the screw blades corresponded to a direction of rotation ... ONLY ...
Because at the current moment nobody can't to change a direction of propellers rotation ... (Excepting developers...)...
:D
Smoking is injurious to health! http://img186.imageshack.us/img186/6565/prayan7.gif

CaptainCox
05-31-07, 02:23 AM
Cheers for clarifying this...thought I was going mad!

daft
05-31-07, 02:27 AM
Cheers for clarifying this...thought I was going mad!

You're not the only one. This thread confuses me in so many ways. :88)

CaptainCox
05-31-07, 02:34 AM
Hello All,

I was just wondering what would happen if the commands to go forward and reverse could be switched with the Blades rotation. I am guessing this is hard coded.

If not, where is the file that controls the direction and rotation speed based on the command given. I would think if this could be re-maped, it should fix the problem.I tried this...sorta.
In:
Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Submarine\NSS_Gato
"NSS_Gato.cfg"
[EngineProperties]
AllStop=0.00
AheadSlow=0.40
AheadOneThird=0.57
AheadStandard=0.80
AheadFull=0.94
AheadFlank=1.00
BackSlow=-0.26
BackStandard=-0.40
BackFull=-0.53
BackEmergency=-0.66
I simply reversed those values etc. But it only makes to boat go backwards when setting the speed to going ahead.

If this is what you mean?

Anvart
05-31-07, 02:35 AM
Cheers for clarifying this...thought I was going mad!

You're not the only one. This thread confuses me in so many ways. :88)
Ha, ha ... Raise our rank ... :rotfl:

GSpector
05-31-07, 05:10 AM
Hello All,

I was just wondering what would happen if the commands to go forward and reverse could be switched with the Blades rotation. I am guessing this is hard coded.

If not, where is the file that controls the direction and rotation speed based on the command given. I would think if this could be remapped, it should fix the problem.I tried this...sorta.
In:
Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Submarine\NSS_Gato
"NSS_Gato.cfg"
[EngineProperties]
AllStop=0.00
AheadSlow=0.40
AheadOneThird=0.57
AheadStandard=0.80
AheadFull=0.94
AheadFlank=1.00
BackSlow=-0.26
BackStandard=-0.40
BackFull=-0.53
BackEmergency=-0.66
I simply reversed those values etc. But it only makes to boat go backwards when setting the speed to going ahead.

If this is what you mean?



Actually, it was more for changing the rotation not the direction due to speed.

There are 2 things in play with the rotation when you tell the Sub to go forward. 1st it needs to know what speed to move the sub forward. 2nd it needs to know what speed and direction of prop rotation to correspond with your request.

What you were doing I think was affecting just the 1st part. The second part may be hard coded.

There should be some way to get the Sub to move forwards and backwards with no Prob rotation. If this can be figured out, then I am sure the Prop rotation problem can be fixed.

Beery
05-31-07, 07:39 AM
Either I am totally confused (no I did not smoke anything, well...yea my ol Marlboro's). Or i did not understand a dam thing said in this thread

But this is how props/screws should turn when propelling a boat AHEAD
http://i10.photobucket.com/albums/a138/CaptainCox/pi_chap_9003_e.gif



Absolutely right.

Ok so far so good. But...(now comes the confused bit) I can't find that either Anvart's or privateers tweaks do this.

They don't.

I am not criticizing here, just trying to understand what has been done right/wrong (in terms of realism) This is maybe the worst thread for rivet counting I have seen so far, but darn my ol grandma and bless her soul, I would just like to get this straight!

I thought (based on Beery's/Anvart's comments earlier) that this was fixed...or?

Like I said, i might be totally confused here. Should give up them Marlboro's...really i should ;)

Okay, the problem is that the standard game's props spin in the wrong direction. But there's another problem - because they spin in the WRONG direction and because the blades are aligned CORRECTLY for the CORRECT SPIN they actually spin in a way such that they disobey Newton's third law of motion - they push water forwards and the boat moves forwards, which is physically impossible. What the fixes do is fix this second problem by making the blade orientations suit the direction of spin, but they don't fix the first problem. The blades still spin in the wrong direction.

CaptainCox
05-31-07, 12:28 PM
Absolutely clear now Beery, cheers!. Well I am back in front of the ol digital box here after a days work so I will look in to this some more, crap...and double crap, must, be a way...must be.

VonBlade
05-31-07, 01:07 PM
Lmfao. I thought I understood it until Beerys clarification has confused me.

So the props spin the wrong way, but are aligned the right way, but push water the wrong way. Or something.

Glad you two are professionals, I'd have got lost at "the problem is" :know:
VB

CaptainCox
05-31-07, 01:14 PM
OK, I need 1-2 testers. I think I have it but need someone that can verify it. You need to know how to use the minitweaker!
PM or post here!

CaptainCox
05-31-07, 01:37 PM
No one? Bump!
http://i10.photobucket.com/albums/a138/CaptainCox/Untitled-1.gif

CaptainCox
05-31-07, 01:51 PM
Ok, as there seem to be no volunteers i will take this enigma with me to the grave...AND NO ONE WILL NEVER EVER FIND THE TRUTH! :rock:


Naaa. Its very simple...well sort a...na, it is simple.

In this tweakfile I added a new function called (Propellers/ Screws"ENGINE RPM")
Simply put in the "Minus Value" to whats in there now.
Example:
IS "128" (Screws rotate wrong direction)
CHANGE TO "-128" (Screws....ROTATE THE RIGHT DIRECTION! WOOPIE!!"

I only provided the GATO for now...for testing purposes.

DOWNLOAD HERE:
http://files.filefront.com/NSS_Gato_simrar/;7657730;/fileinfo.html (http://files.filefront.com/NSS_Gato_simrar/;7657730;/fileinfo.html)

Canonicus
05-31-07, 01:53 PM
No one? Bump!
http://i10.photobucket.com/albums/a138/CaptainCox/Untitled-1.gif


I'd be glad to help you Captain.....if it's still needed :yep:


(going to test...right now.)

CaptainCox
05-31-07, 01:55 PM
Well DL that file and do the tweak and tell me if the screws rotate "LEFT Anti clock wise" and "RIGHT Clock wise"

They should, or I eat my US NAVY OFFICER HAT!
But only the GATO, remember!

Cheers man!

Canonicus
05-31-07, 02:15 PM
Captain....propeller rotation test completed....

Propellers do indeed rotate in the correct direction...however...
I get no forward movement...none.:down:

She just sits there....:damn:

CaptainCox
05-31-07, 02:18 PM
HAHAHA OK! I will doubble check :p

CaptainCox
05-31-07, 02:22 PM
Yup, full speed but she just sits there. DAM, I have to eat that hat now :o
Cheers man...I think...I think I will look some more in that file and...well, we will see.

Cheers!

leovampire
05-31-07, 02:26 PM
Has anyone looked at the animation end of this in Library?

The other thing to consider in setting the way the props turn is the angle the blades are set to grab at the water.

"A right-handed propeller (which rotates clockwise when in forward gear)"

Okay I actualy talked to and got John Hopkins University's Physics Department to check on this for us all. Talked to them on the phone and they told me to send them an e-mail to their department and I will have a reply in a day or 2 or so I was told. We will know the actual rotation of the screws/Propellers on the subs.

Canonicus
05-31-07, 02:27 PM
I believe...I believe.... Just gota believe!..... your getting VERY close to the solution, CC :up:

CaptainCox
05-31-07, 02:34 PM
Has anyone looked at the animation end of this in Library?

The other thing to consider in setting the way the props turn is the angle the blades are set to grab at the water.
You mean the .sim file or?...animation hey...have to look!

Canonicus
05-31-07, 02:40 PM
Has anyone looked at the animation end of this in Library?

The other thing to consider in setting the way the props turn is the angle the blades are set to grab at the water.
You mean the .sim file or?...animation hey...have to look!

I don't know if this means anything, but I've been using Anvarts prop mod that orientates the blades for the wrong rotation direction....

Maybe going back to the stock blades may do something. :hmm:

GSpector
05-31-07, 02:41 PM
Looks to me like you guys might be on the right direction to fixing this problem.:up:

As I stated before, there has to be a way to separate the forward / reverse speed from the prop rotation. When you guys can do that, you can get the sub to move forward/reverse without prop rotation or have prop rotation in either direction without sub movement.

Once you can control each independently, you can set each to work the correct way.

CaptainCox
05-31-07, 02:45 PM
Hmmm, yea...well those animation files are for the torp hatches and the torps.
Gonna fiddle some more...bed time soon, but the weekend is coming up fast ;)


I don't know if this means anything, but I've been using Anvarts prop mod that orientates the blades for the wrong rotation direction....

Maybe going back to the stock blades may do something. :hmm:
Well, that will not fix the rotation unfortunately. I know this is rivet counting of the 5th degree here, but its a good challenge :p

Canonicus
05-31-07, 03:00 PM
CC..did you happen to notice that in the Diesel Propulsion catagory there's an Engine RPM listing that also reads a negative number...same as the prop listing.

The two are connected, because when you change one, it changes the other.

Could the negative RPM number in the Diesel Propulsion catagory somehow be telling the sub that the engine has NO power to move the sub forward?

Or...that , being its a negative number,..... only has power to move in reverse? (which the sub does)

just a thought.

CaptainCox
05-31-07, 03:07 PM
You know...was just looking at that when i peeped in here to look :p
I think it will be the same but when you are submerged... or?
Lets try it out, only way hey!

Ignore the submerged bit, I will simply try it out. Good thinking!

EDIT:Hm...well the Prop RPM holds 128, the E-propulsion RPM holds 127...
I think its is simply the Electric Engines RPM when submerged. But I give it a go all the same.

CaptainCox
05-31-07, 03:30 PM
Ok just last report on this and then I am gonna turn in. Its strange...
setting the Prop RPM to a negative value will turn the screws in the RIGHT direction, but no propulsion forward, BUT! as Canonicus said, it does work when going reverse speed, still using the NEGATIVE VALUE!...WHY????

I also set the E-Engines RPM to a negative value and that simply does not work.
When setting the boat in reverse the screws just stops, but setting to ahead speed, they spin (IN THE RIGHT DIRECTION) but again, no propulsion forward. I am gonna leave it at that for now. I hope some of you guys try this some more...looks sorta promising, but then again it could be a total pointless exercise and it is hard coded after all...but that's Modding ;)

Looks to me like you guys might be on the right direction to fixing this problem.:up:

As I stated before, there has to be a way to separate the forward / reverse speed from the prop rotation. When you guys can do that, you can get the sub to move forward/reverse without prop rotation or have prop rotation in either direction without sub movement.

Once you can control each independently, you can set each to work the correct way.
I think...yes if we could do that we would have cracked this once and for all...but where is that separation, or rather what would that "movement" be called in a .sim .dat etc etc...cool problem to solve all the same.

CaptainCox
06-01-07, 01:20 AM
Had a look in the SHSim.act with a hexeditor
and found this
.Speed: %.1f kt (%.2f)...DragZ: %.4f.Rudders: %i deg.TCircle: %.1f m, %.1f deg, %.1f s...@helix_bubbles..unit_Ship...Ship Render Controller..Propulsion..Propulsion settings.....Propellers..Visual propeller objects....max_speed...Ship's max speed [kt]...max_force...Engine's max force [Tons]...eng_power...Engine's max power [bhp]....eng_rpm.Engine's max turation [rpm].....Rudders.Rudders settings....Objects.Visual rudder objects...Rudders' efficiency coeficient..prop_fact...Propulsion (propeller) influence factor......\ShipCtrl.cpp.. c

and

rpm/kt=%.1f.Power: %.1f%, %.1f..Fuel: %.1f%%.... (%.1f nm).. (
:%uh).. (%uh:%um).. (%u s).Battery: %.1f%%.%s: %i rpm..Electric....Diesel..Diveplanes: r=%.1f f=%.1f deg...DiveBT: %.2f (%.2f).MainBT: %.1f (%.1f).CA: %.1f atm (%.1f l)...Diveangle: %.1f deg.Divespeed: %.1f m/min...T: %.1f s...unit_Submarine..Submarine Render Controller.....Front_diveplane.Front diveplane settings....Visual front diveplane objects..Propulsion (propeller) influence factor (should be 0)...Rear_diveplane..Rear diveplane settings.....Visual rear diveplane objects...Diveplane's efficiency coeficient...E_propulsion....Electric propulsion settings....Max submerged speed [kt]....Engine's max power [shp]....Ranges..Range settings..Surfaced range..Surfaced max range [miles]..Surfaced speed for the given range [kt].....Submerged range.....miles...Submerged max range [miles].....knots...Submerged speed for the given range [kt]....Ballast.Ballast tanks settings..ManBT_flood_speed...Max main ballast tanks flood speed [l/s]...DiveBT_flood_speed..Max dive ballast tanks flood speed [l/s]...Is_DieselElectric...Specifies whether the sub is diesel-electric or normal...\SubmarineCtrl.cpp..* Not sure how to attack this but there is stuff there that could effect what we are trying to achieve here. Off to work to earn a buck ;)

Beery
06-01-07, 06:59 AM
So the props spin the wrong way, but are aligned the right way, but push water the wrong way.

That's exactly right. :D

Beery
06-01-07, 07:02 AM
Ok, as there seem to be no volunteers i will take this enigma with me to the grave...AND NO ONE WILL NEVER EVER FIND THE TRUTH!

Hehe, sorry. All day yesterday I was playing Battlefield 2142. I didn't even check my email notifications. Hehe.

Looks like you're getting there. :up:

Beery
06-01-07, 07:08 AM
Ok just last report on this and then I am gonna turn in. Its strange...
setting the Prop RPM to a negative value will turn the screws in the RIGHT direction, but no propulsion forward, BUT! as Canonicus said, it does work when going reverse speed, still using the NEGATIVE VALUE!...WHY????...

Okay, what if, as well as changing the rotation to -128 we also change all the engine speeds to negatives in the NSS_Gato.cfg file (all the positives to negatives and all the negatives to positives). That might just do the trick.

On second thought, if the boat goes backwards when using backwards propulsion it probably won't work - but it might be worth a try.

We're most of the way there. I can't believe CaptainCox found out how to rotate the props the other way - it's brilliant!

PepsiCan
06-01-07, 07:30 AM
Whil you guys are at it, someone posted this.

http://www.subsim.com/radioroom/showpost.php?p=551934&postcount=23

Basically means that the number of blades per prop. on Gato and later classes are apparently wrong.

Beery
06-01-07, 07:49 AM
Whil you guys are at it, someone posted this.

http://www.subsim.com/radioroom/showpost.php?p=551934&postcount=23

Basically means that the number of blades per prop. on Gato and later classes are apparently wrong.

Yeah, but that requires changing the 3D propeller model. It can be done, but it's gonna need someone with 3DS Max skill.

DivingDuck
06-01-07, 08:32 AM
Moin,

Yeah, but that requires changing the 3D propeller model. It can be done, but it's gonna need someone with 3DS Max skill.
itīs not the 3d skills that detain us from making any changes to the models, itīs an issue of TMAP. Thatīs information that canīt be carried from any 3d programm to the *.dat files using the *.obj file format and Pack3D.

As for the props. They do spin in the correct direction in the physical way. Hereīs the proof:

ship propeller 6.4MB MPEG (http://www.cfx-berlin.de/de/anwendungen/turbo/img/propeller.mpg)
ship propeller 600KB MPEG (http://www.cfx-berlin.de/de/anwendungen/turbo/img/propeller_small.mpg)

If they rotate the other way round on the real sub, the props have to be switched as well to make the pitch match the movement.

Regards,
DD

GSpector
06-01-07, 12:21 PM
Nice video.


Canonicus, since you changed the Positive numbers to negative, is there a chance that you have no forward movement because you have 2 screws, not 1. Is there a separate file for each?

Canonicus
06-01-07, 01:12 PM
Well ...I only saw the one engine rpm lisiting in the Diesel propulsion catagory. I would assume that its for both props. I don't see how you would disconnect the starboard from the port, at least not in MiniTweaker.


I was just speculating that the negative value that CC inputed into his Prop & Screw catagory (which is also refected in the Diesel Propulsion catagory),may somehow be telling the sub to not move forward. (You know...negative value = negative movement.

I think you've somehow got to seperate the engine commands from the actual prop rotation as you mention a few posts back. i think thats were the solution may be.

CaptainCox
06-01-07, 01:22 PM
There are some anomalies that we should consider here.
1. Why does the sub not move forward but move backwards when setting the value to minus!
2. Why are there no "bubbles" coming from the screws when setting the value to minus (though we have backward movement)


Whil you guys are at it, someone posted this.

http://www.subsim.com/radioroom/showpost.php?p=551934&postcount=23

Basically means that the number of blades per prop. on Gato and later classes are apparently wrong. Cool info, THANKS!. Problem is we can have only one screw for each sub, so the early/late version will never work...at least not any way i know of. But sure 4 or 5 blades could be added.

PS:Is Subsim just loading slow for me or is it all over?

leovampire
06-01-07, 04:05 PM
The Starboard propeller turned in a clockwise rotation:


http://static.filefront.com/images/personal/l/leovampire/93141/leizlzhwwf.thumb250.jpg (http://gallery.filefront.com/leovampire//590987/)



and the port side propeller turned in a
counter clockwise rotation:

http://static.filefront.com/images/personal/l/leovampire/93141/chblrdvzog.thumb250.jpg (http://gallery.filefront.com/leovampire//590989/)

They said the reason for this was to reduce the cavitation effect
to help keep the noise leavels down and to reduce cavitation
damage to the blades wich was a common occurance. If the damage
was bad enough they would actualy change the props when the sub was
in from a patrol. the reason for the odd number of blades was that less turbulance
was created by odd numbers.

These were the example pictures they showed me in the e-mail for angle of
the blades. they stated they were just examples.

bigboywooly
06-01-07, 05:30 PM
Yeah you can import 4 bladed props

http://i108.photobucket.com/albums/n12/privateer_2006/prop.jpg

CaptainCox
06-02-07, 12:53 AM
:up: Yeah you can import 4 bladed props

http://i108.photobucket.com/albums/n12/privateer_2006/prop.jpg:o :o I think you found the perfect project for the weekend! Is that a SH3 Screw? have to look

leovampire
06-02-07, 01:15 AM
Definatly shows how the blades should be for the rotation to pull the water past the boat.

Beery
06-02-07, 05:29 AM
As for the props. They do spin in the correct direction in the physical way.

I've always said that they do in the mods. The problem is not the physics - we have a solution for that (two of them in fact). The problem is the rotation - WWII US sub props rotated clockwise on the starboard side and anticlockwise on the port side..

Beery
06-02-07, 05:49 AM
Perhaps there's another angle from which to look at this. If we can just find the data that the speeds in the sub config files alters we might be able to crack this from there. I just altered all the speeds in the cfg for the Gato (minus to plus, plus to minus) and the props rotated properly when I set forward speeds, but the sub, of course, went backwards. If we could find a way to make the sub go forwards when the cfg file tells it to go backwards (and vice versa) that will solve the problem.

CaptainCox
06-02-07, 07:05 AM
I will join in with the rivet counting today as well. Gonna have some late lunch and start fresh :p

CaptainCox
06-02-07, 11:30 AM
Ok had another go at this...so far I only could get the "voices" say "Full Speed ahead, but the boat goes back and vise versa. Did this by changing both the Max Speed and the Electric Max Speed + the Knots etc to a negative value.

If anyone want to try it some more, here is a Tweak file with most stuff related to the engines in the Gato.sim

DOWNLOAD GATO.SIM TWEAKFILE
http://www.mediafire.com/?4fhhxmmwybh (http://www.mediafire.com/?4fhhxmmwybh)

Anvart
06-03-07, 01:39 PM
Had a look in the SHSim.act with a hexeditor
and found this
.Speed: %.1f kt (%.2f)...DragZ: %.4f.Rudders: %i deg.TCircle: %.1f m, %.1f deg, %.1f s...@helix_bubbles..unit_Ship...Ship Render Controller..Propulsion..Propulsion settings.....Propellers..Visual propeller objects....max_speed...Ship's max speed [kt]...max_force...Engine's max force [Tons]...eng_power...Engine's max power [bhp]....eng_rpm.Engine's max turation [rpm].....Rudders.Rudders settings....Objects.Visual rudder objects...Rudders' efficiency coeficient..prop_fact...Propulsion (propeller) influence factor......\ShipCtrl.cpp.. c

and

rpm/kt=%.1f.Power: %.1f%, %.1f..Fuel: %.1f%%.... (%.1f nm).. (
:%uh).. (%uh:%um).. (%u s).Battery: %.1f%%.%s: %i rpm..Electric....Diesel..Diveplanes: r=%.1f f=%.1f deg...DiveBT: %.2f (%.2f).MainBT: %.1f (%.1f).CA: %.1f atm (%.1f l)...Diveangle: %.1f deg.Divespeed: %.1f m/min...T: %.1f s...unit_Submarine..Submarine Render Controller.....Front_diveplane.Front diveplane settings....Visual front diveplane objects..Propulsion (propeller) influence factor (should be 0)...Rear_diveplane..Rear diveplane settings.....Visual rear diveplane objects...Diveplane's efficiency coeficient...E_propulsion....Electric propulsion settings....Max submerged speed [kt]....Engine's max power [shp]....Ranges..Range settings..Surfaced range..Surfaced max range [miles]..Surfaced speed for the given range [kt].....Submerged range.....miles...Submerged max range [miles].....knots...Submerged speed for the given range [kt]....Ballast.Ballast tanks settings..ManBT_flood_speed...Max main ballast tanks flood speed [l/s]...DiveBT_flood_speed..Max dive ballast tanks flood speed [l/s]...Is_DieselElectric...Specifies whether the sub is diesel-electric or normal...\SubmarineCtrl.cpp..* Not sure how to attack this but there is stuff there that could effect what we are trying to achieve here. Off to work to earn a buck ;)
He, he.
1) Negative rpm in *.sim file I have checked up one month ago ...
2) Above you have shown a part of the help (help is in *.act file) for unit_Submarine controller, which is written in sim-file of a submarine.
:D

CaptainCox
06-03-07, 01:41 PM
Ahhh cheers, now that's clear. Did you have anymore luck in figuring the spin direction ? I sort a put this on the backburner for now...

Anvart
06-03-07, 01:56 PM
Ahhh cheers, now that's clear. Did you have anymore luck in figuring the spin direction ? I sort a put this on the backburner for now...
I have no time to do it ...
Except for that my Internet (Ethernet) is faulty also and I try dial-up ...
:cry:

donut
06-03-07, 02:06 PM
Has anyone offered this up for fix in patch 1.03 ?:huh:

CaptainCox
06-03-07, 02:46 PM
I think its not a bug as such, is it. Its more of an an annoyance for us hard core rivet counters :p

Anvart
06-04-07, 02:23 PM
Ship screws have the same problems ...
:damn:

UBOAT234
06-04-07, 03:10 PM
Has anyone offered this up for fix in patch 1.03 ?:huh:


Hi, were is possible download Patch 1.03? :hmm:

elanaiba
06-05-07, 02:49 AM
A version of it is on my work computer :rotfl::rotfl::rotfl:

CaptainCox
06-05-07, 03:33 AM
TEASER!:yep: :lol: not fair! :88)

donut
06-05-07, 04:38 AM
A version of it is on my work computer :rotfl::rotfl::rotfl:CaptainCoxTEASER!:yep: :lol: not fair! :88)
Agreed, you Rascal ! elanaiba :arrgh!: :ping: :rock:

CaptainCox
06-05-07, 07:11 AM
Just some heads up...not good so far. I have not been able to switch the direction of the pivot :( I know some others are at this as well...will bang my head some more here ...:damn: ...na did not really help. Better get back looking at the actual model ;)