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View Full Version : How to tweak Gato's engines?


Rosencrantz
04-01-09, 02:23 AM
Hi!


Title tells it. How can I tweak the engine files of gato-class? I'm using TMO 1.63 and not quite satisfied with the speed vs. endurance rate of diesels. As far as I know the diesels in the fleet boats were running on constant speed and I think TMO's model is build up more for "game purposes" than to "simulate" real life engines. I have already build new standard bells by editing Gatos submarine cfg file but that doesn't help the speed vs. endurance problem. My settings are now:

All ahead 1/3: 7,0/3,00 knt (11'000 nm on surface)
AAH 2/3: 10,50/4,50 knt (12'000 nm)
AAH STD: 14,00/6,00 knt (7'000 nm)
AAH FUL: 19,00/8,00 knt (4'000 nm)
AAH FLK: 21,00/9,00 knt (3'000 nm)

If we think there was two engines running at 2/3 speed and one engine running at 1/3 speed, 11'000 vs. 12'000 doesn't make any sense, as the engines were running at same speed all the time. You just need to count running hours to see that. The basic fuel load out was 94'400 gal and about 116'600 gal was the max. Just editing the standard bells either of cases (1/3 speed or 2/3 speed) doesn't change the basic problem. It just looks like the first engine is using fuel way too much compared to the "second" engine. So... What do I need to tweak the files?

And if some know exact what speed different std bells gave in Gato-class boats, he could really make my day. 7 knots for one engine is maybe a bit too much, dunno. I bet 10 knt is close to two engines and 13 - 14 knt for three. 19 knt is maybe a bit too much for full speed, 18 could be more close. I think, but I'm not sure, flk speed was taken out by having some extra power fm batteries.

Greetings,
-RC-

Vikinger
04-01-09, 07:43 AM
Hi.

I think you can find some values to adjust in the .Sim file.

I wrote this little guide in another thread how to adjust the pitch and roll of a submarine and it will guide you to where the other values are.


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You need a nifty little program called S3D Editor.

http://www.subsim.com/radioroom/showthread.php?t=119571


Download and install the program.

Start the program and select to open a file. Locate where you have Silenthunter4/Data/Submarine/Nss_gato and open the file Nss_Gato.sim file.

(You can do this for any sub in the Submarine directory. Its the .sim file you sould aim for)

When the file is loaded into the editor you will se some nodes like:
2:Cmdr_AiHumanSub
4:obj_turret

Go to.

10:unit_submarine and click the little arrow and you will se
11:unit_submarine poping up ( click on this name) and you will get some "info" to the right that is called property tree.

Click the arrow there and navigate down to obj_hydro.
The full path i the property tree are: Unit_submarine/ Unit_ship/Obj_hydro.

There you should se a value called gc_height=2.50 ( or whatever it could be for value)

That value means Gravity center height and if you increase that value abit you raise the gravity center of the submarine and it will roll more.
Click the value and type in the new value in the bottom box and dont forget to save the file so it will take effect.

Start the game and get ready to puke as you get seasick :D

Note. Dont raise the value to much. Increase it max in steps of 0.2.
If you get to high value the submarine will flip and turn upside down.
Even if the sub goes nice on the surface it can flip upside down when you dive.

So test and do small changes untill you find something you are satisfied whit.


There are other values that also affect the pitch and roll but this is the most easiest value to change for an high effect.

I have upped my Gato value to 3.52 and that is enough for me to get seasick from

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Hope this help you a bit

Vikinger.

Rosencrantz
04-01-09, 01:20 PM
Hello Vikinger!


Thank you for the info! I'll get program and give it a try. Would be great if I could do the job.


Greetings,
-RC-