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View Full Version : Carbon Dioxide Absorbent?


WarlordATF
12-01-09, 11:53 PM
I was reading the Fleet Type Submarine Manual and in Chapter 7, Page 83 it describes procedures for using carbon dioxide absorbent to extend submerged time. I found this very interesting and i was wondering if there is any way to mod this into SH4?

Granted, we won't be slitting matresses and spreading the powder, but a button on the orders bar that had a limited number of uses and when pushed would remove a % of the CO2 from the boat would be useful for those times when you really need to stay under just a little longer.

So is this possible? Any ideas what files would need to be edited?

I really shouldn't read, it makes me think and gets me into trouble every time.;)

Here is a link to what i am talking about...

http://www.maritime.org/fleetsub/chap7.htm

Laconic
12-02-09, 12:31 AM
It may be modeled in the CO2 accumulation rate already. Dunno.

Rockin Robbins
12-02-09, 04:51 AM
Well, YOU just wasted an hour of my time!:D YIKES! Why in the world didn't they incorporate the operation of all the ventilation valves and blowers into the simulator?
http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/lotsa_greenguys.gif

http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/screenshot32.jpg

http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/screenshot33.jpg


Note that you need a chart to read the table of operating conditions and note that in typical military fashion, the key table, which must be understood first, comes after the otherwise incomprehensible table of operating conditions.

Imagine! A way to kill your whole crew not needing to involve enemy escorts and wasteful use of depth charges and naval artillery shells!:har:

Laconic
12-02-09, 10:46 AM
Imagine! A way to kill your whole crew not needing to involve enemy escorts and wasteful use of depth charges and naval artillery shells!:har:

Aye, I've done that a time or two on purpose, just to see what would happen. It's the same sick curiosity that led me to starve my Sims to death back in the day. Perhaps the instantaneous CO2 equalization once you reach the surface is unrealistic. But the real question I have is, how long can a sub stay submerged under normal working conditions before CO2 accumulation reaches hazardous levels (3% according to the first article)?

ETR3(SS)
12-02-09, 12:56 PM
I was reading the Fleet Type Submarine Manual and in Chapter 7, Page 83 it describes procedures for using carbon dioxide absorbent to extend submerged time. I found this very interesting and i was wondering if there is any way to mod this into SH4?

Granted, we won't be slitting matresses and spreading the powder, but a button on the orders bar that had a limited number of uses and when pushed would remove a % of the CO2 from the boat would be useful for those times when you really need to stay under just a little longer.

So is this possible? Any ideas what files would need to be edited?

I really shouldn't read, it makes me think and gets me into trouble every time.;)

Here is a link to what i am talking about...

http://www.maritime.org/fleetsub/chap7.htmI know exactly what you are referring to. The CO2 absorbent is called Lithium Hydroxide (LiOH). Now as far as the game is concerned i don't think it's possible IMO. I think the game sees it as something that is on or off, if on can only be reduced by surfacing. This is probably the same reason why the snorkel doesn't work in game either.

WarlordATF
12-02-09, 03:07 PM
I've pushed the CO2 levels right to the limit, but i haven't killed anyone yet! :rotfl2:

The CO2 Absorbant seemed like it could come in handly when sneaking into a Harbor for a Photo Recon mission. I have had to find the deepest place in the harbor and hide while waiting for traffic to come or go more than once and a few times CO2 became enough of an issue that i had to creep out of the Harbor along the bottom and surface to clear the air. :o

I did some digging in the files last night, but i couldn't find anything so i think ETR3(SS) is right about it not being able to be modded. :damn:

As for RRs question about all the valves and blowers, theres an old saying in the flightsim community...

"Never let a Pilot build the sim, He won't stop until he builds the entire airplane."

I bet the same is true of subsims. :D

I wonder if our computers could handle it if everything worked? No Idea, but i would love it! Especially if i could pick up that Jap Pilot that bombed my sub, take him off the coast of Australia and feed him to the Great Whites! :88)

Munchausen
12-03-09, 04:28 PM
"Never let a Pilot build the sim, He won't stop until he builds the entire airplane."

I bet the same is true of subsims. :D

:cool: Funny you should mention that:
http://www.subsim.com/radioroom/showthread.php?t=153853

WarlordATF
12-03-09, 05:49 PM
I know, I have been drooling over that engine room for quite awhile now.

Amazing Detail!

I hope when its released someone can find a way to apply it to all subs like the U-Boat Captains Cabin has been added in TMO. I know its not the correct engine room, but any engine room is better than none!