View Full Version : (REQ) realistic dive/surface times
Laffertytig
12-10-07, 11:21 AM
ive noticed that dive times are very arcady, at full stop u can from the surface to 90 metres in 2mins (2.5 feet/second??) and vice versa. a crash dive at flank would send the sub down real fast but not at all stop. in SH3 this was defo modded as it took a lot longer to go up and down.
what files would i need to change to remedy this? unless someone has already that is, im using RFB at present
thanks in advance
This has been brought up before. Trying to find another parameter other than ballast flood rates that can be changed. If you find it before me, please let me know.;)
Laffertytig
12-10-07, 02:10 PM
im pretty sure stock SH3 was the same but that was modded, maybe it would be the same file? i wouldnt even know where to begin lookin, would it be in a normal folder or would it be some other file that would need a special program to open it?
DrBeast
12-11-07, 08:08 AM
It's in each submarine's .sim file. You can use either S3D editor or SH3 Mini Tweaker to modify that file. What you're looking for is either ManBT_Flood_Speed or DiveBT_Flood_Speed, don't remember which one it is right now. Apparently, the higher the value, the faster you'll dive/surface and vice versa.
ETA: You'll find the .sim file in the Data\Submarine\NSS_Subclass folder (i.e. Data\Submarine\NSS_Gato for Gato Class boats). DO NOT MODIFY THE CORE GAME FILE AND ALWAYS MAKE A BACKUP!!! Make a JSGME-ready mod with copies of the .sim files and work from there.
Laffertytig
12-11-07, 09:22 AM
brilliant stuff, thats exactly the kinda info im lookin for. does anyone have any references to how fast a US sub could surface/dive a very slow speeds?
will slowing the depth A to depth B transitions FUBAR crash dive speeds? In RL they aimed for under ~35 seconds to PD as I recall from Silent Running.
tater
AVGWarhawk
12-11-07, 10:47 AM
They were happy to get the boat submerged in under a minute. Need to watch when tweaking this because sea state also plays a factor if I'm not mistaken.
brilliant stuff, thats exactly the kinda info im lookin for. does anyone have any references to how fast a US sub could surface/dive a very slow speeds?
At the moment, I don't have any documentation to confirm rate of dive and rise. However, from what I understand, it could take a submarine going 2 knots at least 10 minutes to "plane" up to periscope depth from 300 feet. One of the main reasons was staying silent precluded use of high pressure air to assist the accent. Blowing tanks/running pumps/etc produced a lot noise.
A good rule of thumb for normal operations (not silent running) is 100 feet per minute to dive and 50 feet per minute to come back up.
If you can "fix" this, you'll be my hero :up:!
Sorry for the shorter answers earlier but was trying to get other stuff done.
The parameters listed by DrBeast are the ones I mentioned earlier. They affect the time it takes to get under the surface and somewhat affect depth changes. AFAIK, they'll affect both. Ducimus did a lot of experimenting with this originally so probably hs the best feel for this.
What I've been trying to find is the parameter that affects the angles and dangles the boat makes. The speed of descent and ascent is dependent on speed, angle of dive planes/boat and whether or not you're blowing ballast. If you go to an external view, the boats in SH4 use a fairly steep angle of attack which is why they change depth quickly.
If we can find the parameter that changes the dive plane travel or angle of attack settings, this problem may be possible to mod out- hopefully without affecting the time to get below the surface if the ballast settings can compensate for decreased angles of attack..
Laffertytig
12-12-07, 07:37 AM
well i spent a couple of hours last night messin with the 2 ballast flood files. i managed to get dive time from all stop on the surface to 90 metres to almost 5 mins which is a big improvement from 2 mins but i still think its to fast.
to get down that fast or back to the surface with just ballast would create lots of noise which the dd's would hear but i dont think this is moddelled in SH4. the best way to simulate this is to slow down dive time way more, im thinkin 7 or 8 mins. if u wanna dive faster your gonna have to speed up which will in turn increase the chances of the dd's hearin ya which is the way it should be.
as things stand u can dive down from PD at all stop in 120 seconds, noiselessly! no wonder most dd's never attack or even get close.
if any of the RFB guys or anyone else has spent a lot of time with these files please let me know, no point in tryin to re-invent the wheel.
DrBeast
12-12-07, 07:42 AM
Sorry for the shorter answers earlier but was trying to get other stuff done.
The parameters listed by DrBeast are the ones I mentioned earlier. They affect the time it takes to get under the surface and somewhat affect depth changes. AFAIK, they'll affect both. Ducimus did a lot of experimenting with this originally so probably hs the best feel for this.
What I've been trying to find is the parameter that affects the angles and dangles the boat makes. The speed of descent and ascent is dependent on speed, angle of dive planes/boat and whether or not you're blowing ballast. If you go to an external view, the boats in SH4 use a fairly steep angle of attack which is why they change depth quickly.
If we can find the parameter that changes the dive plane travel or angle of attack settings, this problem may be possible to mod out- hopefully without affecting the time to get below the surface if the ballast settings can compensate for decreased angles of attack..
I've noticed that with ROW Roll and Pitch Mod, the sub takes an even steeper angle of attack. Leo upped the GC to 3.something (either 3.5 or 3.15, not sure) in the submarines' .sim file to get a bigger sideways rolling motion, but it seems this parameter also affects angle of attack when diving/surfacing.
Laffertytig
12-12-07, 09:01 AM
thats interestin, what file did he mod to do that? i might mess about with it and see what happens.
there are 2 files, 1 is a "manballast flood speed" which i take to mean "main" and the other is a "diveballast flood speed"
the vanilla game has the "main ballast flood speed" value at over double (20000)compared to the "diveballast flood speed" value of 9000.
what are people thoughts on the differences of these 2 files?
DrBeast
12-12-07, 09:03 AM
Read my post again, the answer is there (hint hint: submarine's .sim file) ;)
Laffertytig
12-12-07, 11:51 AM
oops sorry missed that, when i get home after work il have another look at it
Laffertytig
12-12-07, 06:23 PM
maybe divin at high speed the dive angle could affect things but if u notice, when divin at all stop or slow speed the sub stays level all the way down so i dont think the GC file u mention would affect it. i checked the same file in SH3 and the setting is the same, yet in SH3 (GWX mod) subs take much longer to dive at slow speed.
done a lot more testing tonight and i just cant find any logic to the 2 files in question (MANBT FLOOD SPEED and DIVEBT FLOOD SPEED). vanilla setting for both files repectively are 21000 and 9000.
ive had to reduce both files down to 300 to get a dive time of 6 mins which is close but still to quick for me. any lower and the sub doesnt dive at all. and it still surfaces from 90 metres in under 2 mins, cant seem to find any way to affect this.
interestingly in SH3 there is only a MANBT FLOOD file whereas in SH4 there is also the DIVEBT FLOOD speed file. i really wish there was some logic to this but it seems to be 100% guesswork:damn:
DrBeast
12-13-07, 08:22 AM
maybe divin at high speed the dive angle could affect things but if u notice, when divin at all stop or slow speed the sub stays level all the way down so i dont think the GC file u mention would affect it. i checked the same file in SH3 and the setting is the same, yet in SH3 (GWX mod) subs take much longer to dive at slow speed.
Have you used the mod I mentioned? In my game, with that mod, my sub always dives like a Stuka and rears like a stallion whenever I dive/surface, no matter what speed settings the telegraph is set to. Oh, and welcome to the :damn: wonderful :damn: world :damn: of :damn: game :damn: modding :damn: (ouch!) :D
ETA: I wonder what effect playing with the Submerged Displacement value might have :hmm: You wanna give it a try, Laffertytig? It's in the sub's .sim file, too.
Laffertytig
12-13-07, 09:15 AM
no im not currently usin ROW as im waiting on it bein updated. stock settings for the GC file u mention is 2.5, is ROW has this at over 3 then thats why your sub is divin like a stuka. i bet if u set it back to 2.5 what u say wont happen anymore.
the displacement idea might be worth a try but id rather avoid messin with that if possible as i assume the figure it has would be realistic. come to think of it maybe it isnt and thats the problem? what should the correct displacement figure for a gato be?
im convinced though that the 2 ballast flood files (MANBT + DIVEBT) hold the key. dive speed for the sub when movin fast seems ok which suggests the angle the sub is divin at is fine. its the ballast that is the key here.
ok, question. how many ballast tanks did a gato sub have and would they both be used to dive and surface?
no im not currently usin ROW as im waiting on it bein updated. stock settings for the GC file u mention is 2.5, is ROW has this at over 3 then thats why your sub is divin like a stuka. i bet if u set it back to 2.5 what u say wont happen anymore.
the displacement idea might be worth a try but id rather avoid messin with that if possible as i assume the figure it has would be realistic. come to think of it maybe it isnt and thats the problem? what should the correct displacement figure for a gato be?
im convinced though that the 2 ballast flood files (MANBT + DIVEBT) hold the key. dive speed for the sub when movin fast seems ok which suggests the angle the sub is divin at is fine. its the ballast that is the key here.
ok, question. how many ballast tanks did a gato sub have and would they both be used to dive and surface?
http://www.gatosubs.com/mkdrballastsystem.htm
This gives a good breakdown of the ballast system for a Gato. Note: Most sub classes used a similar or same configuration.
Laffertytig
12-13-07, 11:48 AM
assuming that the "MANBT flood" file is the main ballast tank, i wonder what tank the "DIVEBT flood" file might represent. the "DIVE BT flood" is an addition to SH4, it wasnt in SH3 which might mean we have more control over what happens.
or it might just mean its another file to add more confusion to an already confused person:doh:
assuming that the "MANBT flood" file is the main ballast tank, i wonder what tank the "DIVEBT flood" file might represent. the "DIVE BT flood" is an addition to SH4, it wasnt in SH3 which might mean we have more control over what happens.
or it might just mean its another file to add more confusion to an already confused person:doh:
From what I've seen so fsar, I believe you are correct. On both counts :yep:. Hopefully, more moddable characteristics will = better ability to control "how things work". The downside is that having more variables greatly increases the number of possibilities and makes testing a real nightmare :shifty:.
no im not currently usin ROW as im waiting on it bein updated. stock settings for the GC file u mention is 2.5, is ROW has this at over 3 then thats why your sub is divin like a stuka. i bet if u set it back to 2.5 what u say wont happen anymore.
If you are using RFB, which from other posts, it seems you are, then the GC change in the roll & pitch mod ARE in the submarine's.sim file. This is listed in the first thread of the RFB 1.4 stock and ROW thread. Take a close look at the list of changes if you'll be playing with the RFB files as some changes may already be there.
Makes sense that this would change the AOA as it changes the "pivot point" of the boat in the physics engine. This is a side effect that didn't occur to me until reading this thread. So keep the comments coming.
Help is ALWAYs appreciated on RFB lafferty, so please keep us posted with what you find.
Can you clear something up for me? Are you saying it takes 6 minutes to get under the surface or six minutes to reach a certain depth? The boats in real life were able to be totally submerged in 60 to 75 seconds with an average crew and as fast as 45 seconds with an ace crew. Thiis is why I'm asking about what the 6 minutes is in regards to.
BillyBubble
12-13-07, 02:31 PM
Laffertytig,
just reckoned the submerged | displacement value has a huge impact :
decreasing the 1925 to 1600 apprximately triples the times for dive and surfacing for the Purpoise...
Laffertytig,
just reckoned the submerged | displacement value has a huge impact :
decreasing the 1925 to 1600 apprximately triples the times for dive and surfacing for the Purpoise...
That is a High Quality 1st post BillyBubble :up:! Nice find!!!!
Does it just change depth transition times, or is the normal dive or crash dive from the surface also affected?
That's really the problem, assuming the crew at very high skill levels it should crash dive to PD in ~35 seconds, and a green (but not total fools) crew should do it in 60 seconds. (Aside: we need a set of mods that crews a test sub with a green crew, another with a medium crew, and a 3d maxed out so we can test how skill affects various things). Note that to even qualify they had to crash in 60 seconds, so that really is a base, green crew out of training.
tater
Laffertytig
12-13-07, 05:14 PM
swdw,
with the setting i was using the sub went from surface all stop to 90 metres in 6 mins 45 secs which aint bad. cant seem to affect surface time in any way though no matter what i do it still super fast (under 2 mins for 90 to surface). ive been testin using vanilla, ROW just changes the GC value right?
billy,
i just reduced the gato submerged displacement from default (2460) to 1500 and the sub went crazy. it reversed to 100 knots then then the game ctd's:down: so no dice there. i then made it 1800 and dive time was almost 4 mins. ive been tryin to avoid messin with the displacement as the default values are pretty much historically correct and it does seem a very crude way to slow divetime.
as far as the ballast files go ive tried so many different variants and just cant find any logic to it. if both files are set a value of 300 dive time is almost 7 mins.
doesnt explain what both files really do though which is buggin me
THE_MASK
12-13-07, 05:28 PM
There is a heap of stuff in the Example : Data/Submarine/NSS_Salmon/.Sim /unit_submarine/properties such as diveBT flood speed etc .
Laffertytig
12-13-07, 06:05 PM
yeah we know that, the 2 files ive been messin with are the MANBT FLOOD and DIVEBT FLOOD Speed files using S3D editor
BillyBubble
12-13-07, 06:16 PM
thanks for the flowers Peto :D
general vetical movement characteristics seems hardcoded or somewhere else (than the sim file) and it appears to be somewhat "logarithmic" dependant of the pressure/depth
reduced the obj_Hydro|Submerged|Displacment value further, down to 1450 (1934 by default) for the Purpoise
here some numbers :
seconds to reach depth default (left table) and tweaked (right table)
diving:
Depth/ft Speed/kts
0 2 7 0 2 7
----------------- ----------------
17 35 30 30 35 30 30
30 60 40 40 130 70 50
40 90 55 50 200 100 60
55 120 80 65 270 140 80
70 300+ 110 90 600+ 220+ 110
surfacing:
60 25 15 15 50 40 30
50 40 30 30 80 70 50
40 55 45 40 110 90 60
30 70 60 45 125 90 70
17 90 80 60 170 130 80
0 110 100 80 190 150 100
BillyBubble
12-13-07, 06:20 PM
ah ok Lafferty,
pretty dense posting time here lol
well then, displacement seems to be no option
BillyBubble
12-13-07, 06:43 PM
Originally Posted by Laffertytigi just reduced the gato submerged displacement from default (2460) to 1500 and the sub went crazy.
hmm, tried it with 2100 and it went fine
some of the values are indeed tricky to keep the engine right on track, maybe you went "a bridge to far" ?!
Originally Posted by Laffertytig
ive been tryin to avoid messin with the displacement as the default values are pretty much historically correct and it does seem a very crude way to slow divetime. well i understand, but...
i wont see such values too serious as it mere depends what the engine does with thm :cool:
anyway, good luck for further findings and see them in a great mod one day :up:
cheers
Sailor Steve
12-13-07, 07:00 PM
...crash dive to PD in ~35 seconds, and a green (but not total fools) crew should do it in 60 seconds.
Not to purposely be disruptive, but crash dive to periscope depth? Since a crash dive involves fully flooding the tanks and full down on the planes you might get under the water in 35 seconds, but I would think there would be no pulling out at periscope depth. Of course I've been wrong before.:dead:
http://www.maritime.org/fleetsub/chap18.htm#18A
Originally Posted by Laffertytigi just reduced the gato submerged displacement from default (2460) to 1500 and the sub went crazy.
hmm, tried it with 2100 and it went fine
some of the values are indeed tricky to keep the engine right on track, maybe you went "a bridge to far" ?!
Weel, if this is a logarithmic scale as mentioned, that would be easy to do past a certain point.
Originally Posted by Laffertytig
ive been tryin to avoid messin with the displacement as the default values are pretty much historically correct and it does seem a very crude way to slow divetime. well i understand, but...
i wont see such values too serious as it mere depends what the engine does with thm :cool:
I'd be more concrened with how changing the values will affect things like the consequences of flooding rather than whether or not they're historical. Sometimes you need to give up Historical numbersfor historical performance- as long as it doesn't mess with other stuff.
However, if reducing these values allows you to drive to the surface on battery power without emergency surface, then you are messing with other parts of the game.
Per Steve's post, this is why I slowed down the times for a normal dive to more than a minute in RFB from what's in TM. The 60 second acceptance test is for a quick or crash dive, not for a normal dive. Also, the 60 seconds is time until submerged- not time until PD. I believe submerged was defined as no more scopes or masts breaking the surface.
Tater's correct in that we need the test missions he described to thoroughly work through this.
Laffertytig
12-14-07, 03:23 AM
ive been testing using the quick mission "ambush in the palawan passage" with a gato so whatever the crew skill is its been consistant.
in the control roome screen when u 1st enter the 1st thing u see is a big dial which has the words "salt water depth to keel". this shows how much water is in the ballast. i wasnt aware of this up until i started these tests, if everyone else was then excuse my ignorance. when i test it 1st thing i do is slow to 0 or 1 knots, yhen click dive to max depth, what normally happens then is that dial shoots way up (ballast floods) and the sub speed down to 90 metres.
when u set the two BT flood files to very low number what happens is the dial moves to 50 very slowly, then freezes for over a minute, then it start to move again, meanwhile the sub takes around 45 sec to get to 15 metres, then it slowly descends.
i also tried reducing the displacement to 2100 in the gato and dive time was slower, around 3 mins i think but the best results have been with the BT flood settings
DrBeast
12-14-07, 07:05 AM
(Aside: we need a set of mods that crews a test sub with a green crew, another with a medium crew, and a 3d maxed out so we can test how skill affects various things)
tater
Well, I'll exclude myself from this test. It takes my rig 10 minutes to load up a game from Windoze, and about 5 minutes to load up a mission with no contacts. If I were to undertake such a test (you'll need at least 5 test runs per parameter to get somewhat statistically correct results), I'd die of lung cancer before they were over: I have a tendency to subconciously light up a cig whenever I'm waiting for the game to load :dead:
The ideal testing grounds would be a single mission created from scratch. The mission editor is quite easy to use, once you've learned a few tricks (hint for those that don't know this: when adding a unit, ALWAYS make sure its entry and exit date fall within mission starting time, or it won't show up...the editor doesn't do it for you. Submarines especially should have their entry dates set to exactly the mission starting date or earlier).
SS, I know they didn't stop at PD, but they did keep track of the time it took to have the boat safely underwater. When you read that they could crash dive in 60 seconds it was 60 seconds to being underwater, not 60 seconds to actually reach crash depth.
Dunno what the time to the final depth was, but depending on crew, the time from pulling the plug to having the boat underwater should vary between ~30 and ~60 seconds.
tater
Laffertytig
12-14-07, 09:17 AM
forgive me if im wrong, but whats wrong with the pre-made quick missions that are already ingame? if u use the same one for testin then nothing's (crew skill etc) gonna change.
the one i mentioned (2nd one down) starts of on the surface with the enemy far enough away for u to dive. fortunetely for me i can load up SH4 and enter the missions very quickly which does save a lot of time
DrBeast
12-14-07, 09:24 AM
forgive me if im wrong, but whats wrong with the pre-made quick missions that are already ingame? if u use the same one for testin then nothing's (crew skill etc) gonna change.
the one i mentioned (2nd one down) starts of on the surface with the enemy far enough away for u to dive. fortunetely for me i can load up SH4 and enter the missions very quickly which does save a lot of time
Better to test in a clear, controlled environment. One of the things I've learned as a researcher ;) Besides, in a custom-made single mission you can set the Crew Rating to anything you like, instead of having to hunt down a pre-made with the Crew Rating you want to test.
I've never rigorously tested the crew rating to see how the AI skill levels in the editor map to player unit crew quality. If you select "Elite," is every crew member at the maximum possible skill? Seems like that would be the goal to get boundry values. The best possible crew vs a competant crew (I don't think any lower matters, they'd be doing something else, not on subs).
tater
Laffertytig
12-14-07, 01:08 PM
yeah i can totally understand why u would do this when testing how various sensors work ie planes + dd's, but surely if all we are testing here is how fast the sub dives then as long as the subs crew rating doesnt change, which it doesnt if u use the same mission then we should get consistant results right?
i think im at a bit of a dead end with this anyways. unless anyone else can think of any other variables apart from the ballast flood settings that might affect things? has anyone had any success in affecting how fast the sub surfaces cos ive had zero success with this.
I may have missed a detail in this thread and I'm always willing to show that there's tons I don't know but: Are there 2 different displacement settings for the sub (surfaced and submerged)? Might the fact that the sub surfaces too fast regardless of MBT setting be because it's reading that aspect from a different variable?
DrBeast
12-15-07, 03:01 AM
I may have missed a detail in this thread and I'm always willing to show that there's tons I don't know but: Are there 2 different displacement settings for the sub (surfaced and submerged)? Might the fact that the sub surfaces too fast regardless of MBT setting be because it's reading that aspect from a different variable?
http://i215.photobucket.com/albums/cc262/blacksavvas/S3EditorScreenShot.jpg
Clear enough? :D
Clear enough? :D
Gosh Doc! You're so graphic :lol:! I haven't actually messed with these files (yet). Have a couple other projects under way and don't want to get side-tracked (yet). Lots of variables that could affect dive/surface times :hmm:...
And I like the Shut Down button shortcut on your desk top. Great idea! :yep:
Yes those setting s are used. THe idea is to have the physics engine calculate the diffrence in boat operations between ballast tanks flooded and empty.
Keep in mind these settings do not take into account the trim tanks which not only kept the boat trim, but could be used to change the bouyancy slightly.
When you play with these values, you will affect a HUGE number of operational responses including but not limited to- accelaration, deceleration, turning radius, effects of flooding, coasting, drag, how the boat operates with a damaged engine, etc. etc.
Kinda like the fr ratio- so many things affected, you have to tread very carefully.
Laffertytig
12-20-07, 01:00 PM
All the following values are based on the Salmon.
ManBT_flood_speed = Main Ballast = the value of Submerged displacement – Surfaced displacement. This is the value associated with the submarine submerging. The entire deck comes awash i.e. about 7metres at around 75% of total volume.
ManBT_flood_speed of 20000 takes ~ 75 seconds per 500 units on a normal dive order.
ManBT_flood_speed of 20000 takes ~ 45 seconds per 500 units on a crash dive order.
DiveBT_flood_speed = Dive Ballast = 10% of the value of Submerged displacement – Surfaced displacement. This is the value most associated with the submarine changing depth.
DiveBT_flood_speed of 8000 takes ~ 43 seconds per 100 units on a normal dive order.
When the submarine under normal conditions is hovering at depth the Dive Ballast equals 50% of the total and the Main Ballast is 100%.
When ordering the submarine under normal conditions (and default values) to ascend from 95 metres to 17 metres on the initial order the Dive Ballast is set to be 25% of the total and the Main Ballast is 75% and as the ascent gets closer to the ordered depth the values change to the Dive Ballast equals 50% of the total and the Main Ballast is 100%.
When ordering the submarine under normal conditions (and default values) to decent from 17 metres to 95 metres on the initial order the Dive Ballast is set to be 100% of the total and the Main Ballast stays at 100% and as the decent gets closer to the ordered depth the values change to the Dive Ballast equals 50% of the total and the Main Ballast stays at 100%.
The submarine under normal conditions and at all stop with default values the decent speed is 31 metres per minute and the ascent speed is 37metres per minute.
and also
The ballast is not the only numbers which affect dive times. The submerged UD i.e. the object's up-down drag along with the dive planes and the prop_fact i.e. the propeller influence factor also have input into the dive speed. These also affect the submerged behaviour along with the ability to hover.
I would initially try the largest value possible for the Submerged displacement and set the ManBT_flood_speed to suit. Note here, the DiveBT_flood_speed does have an affect here but should not be much as the 2nd part was to suggest that this value be as low as practical.
Of course this also will then need the submarine flood zones to be recalculated.
The submarines would maybe also need to be individually zoned, i.e. unique zone names.
sorry bout the colour, its copied from an email i received and i dunno how to change the text colour
DrBeast
12-21-07, 06:46 AM
All the following values are based on the Salmon.
ManBT_flood_speed = Main Ballast = the value of Submerged displacement – Surfaced displacement. This is the value associated with the submarine submerging. The entire deck comes awash i.e. about 7metres at around 75% of total volume.
ManBT_flood_speed of 20000 takes ~ 75 seconds per 500 units on a normal dive order.
ManBT_flood_speed of 20000 takes ~ 45 seconds per 500 units on a crash dive order.
DiveBT_flood_speed = Dive Ballast = 10% of the value of Submerged displacement – Surfaced displacement. This is the value most associated with the submarine changing depth.
DiveBT_flood_speed of 8000 takes ~ 43 seconds per 100 units on a normal dive order.
When the submarine under normal conditions is hovering at depth the Dive Ballast equals 50% of the total and the Main Ballast is 100%.
When ordering the submarine under normal conditions (and default values) to ascend from 95 metres to 17 metres on the initial order the Dive Ballast is set to be 25% of the total and the Main Ballast is 75% and as the ascent gets closer to the ordered depth the values change to the Dive Ballast equals 50% of the total and the Main Ballast is 100%.
When ordering the submarine under normal conditions (and default values) to decent from 17 metres to 95 metres on the initial order the Dive Ballast is set to be 100% of the total and the Main Ballast stays at 100% and as the decent gets closer to the ordered depth the values change to the Dive Ballast equals 50% of the total and the Main Ballast stays at 100%.
The submarine under normal conditions and at all stop with default values the decent speed is 31 metres per minute and the ascent speed is 37metres per minute.
and also
The ballast is not the only numbers which affect dive times. The submerged UD i.e. the object's up-down drag along with the dive planes and the prop_fact i.e. the propeller influence factor also have input into the dive speed. These also affect the submerged behaviour along with the ability to hover.
I would initially try the largest value possible for the Submerged displacement and set the ManBT_flood_speed to suit. Note here, the DiveBT_flood_speed does have an affect here but should not be much as the 2nd part was to suggest that this value be as low as practical.
Of course this also will then need the submarine flood zones to be recalculated.
The submarines would maybe also need to be individually zoned, i.e. unique zone names.
sorry bout the colour, its copied from an email i received and i dunno how to change the text colour
There...looks better now ;)
There...looks better now ;)
You're a Computer Wizard :lol:!!!
:up:
DrBeast
12-21-07, 09:40 AM
There...looks better now ;)
You're a Computer Wizard :lol:!!!
:up:
LOL hardly! :rotfl:
I've just spent enough time in forums to know what all those shiny buttons on top of the screen where you type your text do ;) Doing research means LOTS of hours to kill inbetween test runs (unless you're setting up another test run :doh:), and I use it for...uhm...other kinds of research! :cool:
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