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View Full Version : [TEC] Co2 Critical Levels Time


JoeCorrado
04-03-08, 09:39 AM
The CO2 Level inside my Sargo Class Submarine reaches the critical level after about 7 hours of being submerged. This is a big change new to the add on, and changes operational effectiveness in nearly every aspect.

The "critical level" in the game is 10 percent and is reached after less than 8 hours submerged time. This is not realistic at all.

I have read here of people not being able to "vent" after surfacing, that would be a seperate issue that I have not encountered. My Co2 level drops immediately upon surfacing every time. The issue I have is with rate of CO2 increase,

Has anybody else come across thiis issue of rapid Co2 level increases since installing the u-boat add on?

A reference that I located states that CO2 levels should not reach critical in less than 17 hours and that is without use of any purification method at all. If extended time submerged is expected then standard purification procedures should be used from the onset in order to extend the time before Co2 does reach critical past the 17 hours that is typical with no purification at all.

Does anybody know where I can make an adjustment in the game files to modify the time it takes to reach this "critical level" or has somebody already resolved the issue. I searched but could not find it if so.

A reference that I located, "The Silent Service in World War II: The Fleet Type Submarine" states in part that:

http://webpages.charter.net/joecorrado1/Co2%20Levels.jpg

... ventilation should not be required in less than 17 hours ...

Link: Ventilation Systems: Fleet Class Sub WWII - Co2 Limits (http://books.google.com/books?id=F6m44VMoWtAC&pg=PA83&lpg=PA83&dq=co2+submarine+wwii&source=web&ots=gLgX6-SUMg&sig=qcblIU6rSUAZi9MgV1vST4oAPZE&hl=en)

Rockin Robbins
04-03-08, 10:24 AM
I'm never down for more than an hour or so, so I can't comment on your claim.

However, the percentage shown seems not to be the air's percentage of CO2, but the percentage of a harmful or fatal amount. My crew was fine at 26% when I encountered the "bug."

JoeCorrado
04-03-08, 02:06 PM
I'm never down for more than an hour or so, so I can't comment on your claim.

However, the percentage shown seems not to be the air's percentage of CO2, but the percentage of a harmful or fatal amount. My crew was fine at 26% when I encountered the "bug."
It seems that the Co2 meter is oxygen for game purposes. I used a Sargo Class Submarine with a 65 man crew for testing purposes with these results:

18:00 - Periscope Depth
22:50 - Co2 warning given; Co2 above 10%
23:50 - Co2 level at 12%
02:00 - Co2 level reaches 16% - Crew operating normally, no ill affects noted.

06:00 - Co2 level at 25%

18:00 - Co2 level at 50%

06:00 - Co2 level at 75% - OXYGEN LEVEL AT 25% Warning

14:00 - Co2 level at 90% - OXYGEN LEVEL AT 10% Warning

14:15 - surface the boat.

14:17 - Co2 reduced to 0% / Oxygen reserve at 100%

====

The Co2 guage is actually the oxygen gauge inversed.

What a relief! It was going to be a tactical nightmare for me to infiltrate heavily guarded ports or remain in stealth mode while having to surface and vent the boat every 8 hours to prevent Co2 poisoning to the crew as I first understood the guage and related 10% Co2 warning. :rotfl:

AVGWarhawk
04-03-08, 02:10 PM
CO2 can be subjective as well. I would dare say a crew under heavy stress or busy exerting themselves for whatever reason would lessen the time the CO2 would become lethal. At least the CO2 is now an issue when submerged. It made no difference before patch 1.5.

JoeCorrado
04-03-08, 02:46 PM
CO2 can be subjective as well. I would dare say a crew under heavy stress or busy exerting themselves for whatever reason would lessen the time the CO2 would become lethal. At least the CO2 is now an issue when submerged. It made no difference before patch 1.5.

It sure got my attention!

AVGWarhawk
04-03-08, 02:50 PM
CO2 can be subjective as well. I would dare say a crew under heavy stress or busy exerting themselves for whatever reason would lessen the time the CO2 would become lethal. At least the CO2 is now an issue when submerged. It made no difference before patch 1.5.
It sure got my attention!

And that is a good thing really for making strives at realism. It was a factor in the real thing and now a factor in the game. Question here is when you were at 90% did it affect the men? If not, it needs some modding. :hmm:

u-960
04-16-08, 11:23 AM
you could turn off co2 in the reilisem.that would work i think.:know:

JoeCorrado
04-16-08, 01:19 PM
you could turn off co2 in the reilisem.that would work i think.:know:

It is working as the devs intended I think. The Co2 level displayed is not actually the C02 level, but a percentage of lethal levels. Look at it like oxygen levels from SH3 with the scale reversed, when you hit the opposite of 0% (100%) - your dead.

wetwarev7
04-18-08, 08:15 AM
Just curious, does being at battlestations affect the rate of CO2 buildup? And are you keeping your men at battlestations for long periods while submerged?

Also, did you test this with or without time compression?

JoeCorrado
04-19-08, 03:26 PM
Just curious, does being at battlestations affect the rate of CO2 buildup? And are you keeping your men at battlestations for long periods while submerged?

Also, did you test this with or without time compression?
Not at battle stations, although realistically that should cause oxygen levels to decrease and Co2 to increase faster due to stress, etc.~

Yes, tested with time compression.

Like Is said; the Co2 level seems to be used in place of oxygen levels. Anything less that a C02 level of 100% does not appear to be fatal, just like oxygen level is not fatal till 0% is reached.