Log in

View Full Version : I need a tow


Admiral8Q
03-10-10, 09:44 PM
I was just wondering if there is a way to radio for a tug if you run out of gas. I was trying to get to Brisbane but ran dry about 100 miles from port :o

razark
03-10-10, 09:49 PM
I was just wondering if there is a way to radio for a tug if you run out of gas. I was trying to get to Brisbane but ran dry about 100 miles from port :o

Nope.

There's instructions somewhere around here. You basically save your game, edit it to move your boat, and then load the save. I've never used it, though.

Admiral8Q
03-10-10, 10:54 PM
Strange that they didn't include that in the game. I figured that if it was there it would cost you some renown. Oh well, I loaded and went to Freemantle instead.:)

Dread Knot
03-11-10, 09:52 AM
Strange that they didn't include that in the game. I figured that if it was there it would cost you some renown. Oh well, I loaded and went to Freemantle instead.:)

It wasn't included in the game because it never happened in the actual war. Both the skipper and the XO kept a sharp eye on the fuel gauge. Frankly, being skipper of a man of war endangered by being towed ignominiously into port out of gas, would likely land you in front of a Board of Inquiry, if not outright sacked.

Freebird
03-11-10, 10:12 AM
I had fun a couple times trying to get a boat home with low fuel.

The worst part is when you sustain hull damage and your range diminishes slightly. When it happened, I beelined it for port or closest fuel and spent as much time as possible submerged on batteries. Took 3 tries on one patrol to get home that way. Pretty irritating to run out when trying to get home.

Of course, fuel leaking out is the worst scenario but, watch out when you have hull damage as it will either create more drag or diminish engine performance.

I monitor fuel levels and hull damage very closely, now.

It WILL take more to get home almost invariably.

When I restart the war, I'll be running TMO and look forward to the fuel/range gauge included.

Gary

Frenssen's Farts
03-11-10, 01:41 PM
To a point it makes sense. If sub ever did run out of fuel the captain would not be the captain on the next patrol that's for sure. So in real life it is game over as well.

I'm not up on my sub history but were no subs ever stranded during the war? Either due to damage, punctured fuel tanks, engine problems etc? Are there not any cases of a rescue sub being sent to help repair and get a stranded crew back?

Dread Knot
03-11-10, 02:58 PM
I'm not up on my sub history but were no subs ever stranded during the war? Either due to damage, punctured fuel tanks, engine problems etc? Are there not any cases of a rescue sub being sent to help repair and get a stranded crew back?

The closest case I can think of in the Pacific War would be the USS Darter and Dace. The Darter ran aground chasing Kurita's surface force prior to the Leyte Gulf battle, and Dace took off the crew and shelled the wreck. Nautilus came along later and shelled it some more.

http://en.wikipedia.org/wiki/USS_Darter_(SS-227)

The rusting wreck of the pressure hull is still there to this day on the Bombay Reef.

http://www.pigboats.com/ww2/227.jpg

Platapus
03-11-10, 03:49 PM
I had one mission where I has to go the last bit submerged because I ran out of gas. I just needed to get to that magic 25nm point where I could dock.

Perhaps that 25nm is simulating a tow if I need one?

Any damage to your fuel tank makes the "estimate range at current speed" very inaccurate. Abort and get thee to a friendly port soonest!

Gatos do not come equipped with oars, I found out. :oops:

Avionic
03-11-10, 04:07 PM
...
The worst part is when you sustain hull damage and your range diminishes slightly. When it happened, I beelined it for port or closest fuel and spent as much time as possible submerged on batteries. Took 3 tries on one patrol to get home that way. Pretty irritating to run out when trying to get home.
...
Gary

Maybe I misunderstood what you wrote, but submerging is not good for your fuel economy.
The batteries will be charged again with your fuel, and that will use more energy. It is more efficient to just run on the surface at 10 kts and enjoy the wiev:|\\.

razark
03-11-10, 04:35 PM
Maybe I misunderstood what you wrote, but submerging is not good for your fuel economy.
The batteries will be charged again with your fuel, and that will use more energy. It is more efficient to just run on the surface at 10 kts and enjoy the wiev:|\\.

I read that as he would have run out of gas close to port, but not quite close enough. He dove to get the last little bit to base on batteries. No need to recharge the batteries that way.

Political Feud
03-11-10, 05:36 PM
If you run out of gas close to base you can always crawl your way in:

http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2171059067?r=2171059067#2171059067

Freebird
03-12-10, 09:38 AM
Maybe I misunderstood what you wrote, but submerging is not good for your fuel economy.
The batteries will be charged again with your fuel, and that will use more energy. It is more efficient to just run on the surface at 10 kts and enjoy the wiev:|\\.

Let me know how that works for you.

I've had to limp home a couple times and the batts WILL extend your range, thanks. Any time you are running on batt power, the diesel isn't burning.

Gary

razark
03-12-10, 09:51 AM
Let me know how that works for you.

I've had to limp home a couple times and the batts WILL extend your range, thanks. Any time you are running on batt power, the diesel isn't burning.

Gary

The point was that once the batteries are empty, you need to recharge them. Running the battery charge uses more fuel than just using the engines for propulsion.

Using the batteries to give you a little extra range can be done if you simply don't charge them once they are empty.

Freebird
03-12-10, 10:02 AM
OK, at least twice, after sustaining hull damage I set course for home and didn't make it on the surface. Range had decreased due to damage.

Used my mulligan and went back to a save point.

I then tried running submerged on batt power until about 11-12% charge(lower than that is a diminishing return) then surface, recharge and submerge again.

I got the boat home. This has worked for me more than once.

Thanks,
Gary

Admiral8Q
03-12-10, 10:37 AM
I then tried running submerged on batt power until about 11-12% charge(lower than that is a diminishing return) then surface, recharge and submerge again.

Interesting :hmmm:
I would guess that you sat at all stop while the batteries recharged. I'll have to try this some time.

BTW, is there a chart somewhere that gives effective range at different speeds on the surface and submerged? Of course weather plays a big role on the surface, but submerged should be a constant.

Freebird
03-12-10, 10:42 AM
No, I was underway ahead 1/3

I just noticed on my most recent ambush that batts charge while stationary.

It's Apr 7th 45 and I'm hunting for the Yamato....

Gary

Reinhard Dietz
03-19-10, 11:38 AM
Nope.

There's instructions somewhere around here. You basically save your game, edit it to move your boat, and then load the save. I've never used it, though.
Any pointers on where this method might be? I've gotten the shaft on fuel mileage---500 miles short of Fremantle---with Perch and I'm not interested in replaying two weeks of patrol fiddling with the engine controls.

AngryFace
03-19-10, 10:04 PM
I was low on fuel once while in Asiatic fleet - it's getting harder since your base is getting further and further away.
So, I used all my fuel about 600nm from refuel port.
Periscope depth, 1kth, got to 500nm that way.

Now the fun part starts.
It seems you can run electric engines at 1kth without power or gas to recharge the batteries as long as you have O2!
Sure, it took me about 3 weeks to get back to that port and had to surface from time to time to prevent my crew from suffocating, but I saved myself a patrol if not a career.

I'm running 1.4 with TM (1.7.x) + RSRDC

Armistead
03-19-10, 11:42 PM
The biggest mistake people make is getting battery damage and not turning the battery charge off. The batteries get damaged they will never stop charging until you cut them off. This can kill your range by 50%.

If your tanks get damaged, you see the result of that right away with a message that you've lose however much fuel, but after that they don't leak.

Not sure about stock, but most supermods like TMO have all the range and milage icons, just set your waypoints and you can get a range to end at current speed, ect...That way you can figure if you have enough fuel to speed up more than 10 knts.

As stated, charging batteries uses a lot of fuel. You save nothing by running submerged, in fact, you waste a lot. If fuel is a concern only run submerged when needed.

Ye, you can run 1kt all you want on the electrics, just surface when needed...we call that the crawl...most can't spend hours getting through it....

In the end...you run out of gas, you shouldn't be commanding a sub. Turn your boat over to the XO and take to your bunk in the fetel position...

razark
03-20-10, 12:05 AM
Any pointers on where this method might be? I've gotten the shaft on fuel mileage---500 miles short of Fremantle---with Perch and I'm not interested in replaying two weeks of patrol fiddling with the engine controls.

Not off the top of my head. Try using the search feature. It might take a while to figure out exactly what to search for, but you'll find it.

Drifter
03-20-10, 12:51 AM
Hey everyone, here's how to get back to base in SH4 if you run out of fuel. I guess it could technically be called 'cheating', but so be it. :smug:

1. Save your current game, but be sure that your sub has at least a little bit of fuel or battery juice left. This is a must. If not, you are screwed. :haha:

2. Go to C:\Documents and Settings\*\My Documents\SH4\data\cfg\SaveGames\

3. Open your just-saved game folder (the one where you ran out of fuel)

4. Now open the GameplaySettings.cfg in that folder

5. Edit the two highlighted orange lines below and set them to false:

[Current]
LimitedBatteries=false
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=false
RealisticRepairTime=true
ManualTargetingSystem=false
NoMapUpdate=false
RealisticSensors=true
DudTorpedoes=true
RealisticReload=true
NoEventCamera=true
NoExternalView=false
NoStabilizeView=false
MPShowPlayerNames=true
MPShowTorpedoes=true

6. Now restart SH4 and reload that save-game you just edited. You will now be able to get back to base either on batteries or diesels. After returning to base, save, and then edit the two lines again to say true.

I hope this helps you all out. :sunny:

Reinhard Dietz
03-20-10, 08:49 AM
Hmm. I thought I edited the right file---the last by date saved---but the game didn't seem to care; still drained fuel. Made it home with the old 'quit charging the batteries' trick, though.

I'll keep this in mind, 'cause I'm sure I'll need it again. USS Drum operates from Pearl Harbor, so I'll be good and far away from home.

Thanks!

heliflyr
03-20-10, 04:09 PM
This is lame. Why would the Dev put in a mission that is sooooo far away from any chance of refueling just ruins the game for me. I'm sure there were sub tenders or ships passing by that the real guys could get fuel from. But we are left to find ways to cheat by altering our game files to get fuel to make it home is upsetting for me. At least they could have simulated a fueling stop somewhere.:nope: Here was my solution to this problem. I return to port the next day and storm into Grand Admiral Karl Dontiz"s office and demand that this oneway mission be given to a NOOB. Rank has it's advantages.:salute:

Admiral8Q
03-20-10, 04:36 PM
This is lame. Why would the Dev put in a mission that is sooooo far away from any chance of refueling just ruins the game for me. I'm sure there were sub tenders or ships passing by that the real guys could get fuel from. But we are left to find ways to cheat by altering our game files to get fuel to make it home is upsetting for me. At least they could have simulated a fueling stop somewhere.:nope:

I agree with you.:up:

Rockin Robbins
03-23-10, 08:00 AM
This is lame. Why would the Dev put in a mission that is sooooo far away from any chance of refueling just ruins the game for me. I'm sure there were sub tenders or ships passing by that the real guys could get fuel from. But we are left to find ways to cheat by altering our game files to get fuel to make it home is upsetting for me. At least they could have simulated a fueling stop somewhere.:nope: Here was my solution to this problem. I return to port the next day and storm into Grand Admiral Karl Dontiz"s office and demand that this oneway mission be given to a NOOB. Rank has it's advantages.:salute:

First of all, you have PLENTY of fuel in the game. At no time are you on any mission where you are forced to cheat and edit your game files.

Secondly, at first, when you are operating out of Pearl, there is just one forward base and that's Midway. USE IT! Anything west of Midway was a Japanese lake and there were no tenders or refueling stations that an American submarine could use. Putting them there would be unrealistic.

Operate on the surface keeping the batteries fully charged. You submerge when you're forced to and stay under the minimum possible time. Travel at 9 knots on the surface unless you are in active pursuit or avoidance. Watch the damaged battery status and shut off the charge to save fuel when you get to the maximum charge the batteries will handle. You can complete any mission and return to Pearl with a half tank of fuel.

Armistead
03-23-10, 10:50 AM
Yep, I can go to Formosa from Midway on a little over 1/4 tank.

tomoose
03-23-10, 11:44 AM
Concur with RockinRobbin and Armistead.
In my efforts to be "realistic" (a debateable term I know), I monitor the fuel gauge like Scrooge counting his money, LOL. I follow my assigned orders and conduct my patrol in the assigned area. IF I am sidetracked, en route to or coming from, my patrol area, by a possible enemy contact the FIRST thing I do is look at my fuel gauge and make the command decision whether the chase is worth it. En route to my assigned area is not so problematic (although any goosechases will affect my time on-station) but coming home I'm much more conscious of my boat chugging down that precious fuel and sometimes discretion may be the better part of valour.

I have yet to run out of fuel during a mission, even with a damaged boat. Part of your job as skipper is to get your boat and crew home ergo getting stranded in the middle of the Pacific is never an option.:03:

commandosolo2009
12-31-10, 12:31 AM
here are my 2 cents:

On average, and I'm talking about the Porpoise,

a 100 % full tank serves you about 23,850 km at 10~11kts speed = Ahead Slow, which is the standard for globe trekking and ferry ops.

that means every 1% of fuel gives 238.5 kilometers of map.

Note also that the boring auto recharge on surface needs rum, so you might as well assign a hotkey to standard propulsion, and when you surface, leave battery as is, unless you plan a port attack (where you'll need all the juice to get in, maneuver and trek within, evade and finally get out)


also, 1 % of fuel gives 89.5 kilometers of map at 17~19kts = Flank speed, so doing maths, you're best having 8950 kilometers range at flank, maybe less becuz of recharging.


One more thing, once the mission started, as a general rule, put an x on ur position, a circle and zoom out to a radius of 5960 km.

this zone is the 25% zone, and if you operate within (meaning mission objectives dont exceed 5960 km around Perth or Pearl, you could gash the tank at flank for 75% and the rest is the ride ticket to home)


Cheers

Takao
12-31-10, 06:15 AM
I never much cared for how the Devs handled the fuel situation and engines. A fleet boat had four diesels and a small backup "donkey" diesel. Whenever you read about US boats, their using one, two, three, or four engines. Unfortunately, this is not an option in SH4, all 4 engines are on, all the time. Captain William J. Ruhe relates in his book "War in the Boats", that, while on patrol, they usually cruised at 15 knots on two engines.

As such, I just don't turn on the "limited fuel" option. But, I don't go racing around at flank speed all the time either. I do limit my sub to normal routine patrolling operations of a fleet boat and make all the pit stops I can.

commandosolo2009
12-31-10, 01:20 PM
furthermore,

if you use underwater propulsion, you can cover only 38 kilometers over 4 hours, 55 mins, at flank speed. What will happen afterwards, is that you are stuck with 2 % of power and cant move. so,

[SPOILER] this is a cheat. You CAN surface passively by blowing ballast, stop the engine, and stand for 2 hrs and 19 mins, this should recharge your battery without affecting diesel fuel , although unrealistic, there you go.
Although this is a bug, yet, you have to endure a tonne of pain to reach home base, but for 150 kilometers or less, I would do it for a rookie sub skipper.[\SPOILER] Cheers:rock:

TorpX
01-01-11, 10:44 PM
I do not believe this is correct. I'm using RFB and recharging does consume fuel, standing still or not. On my S-18 class boat, I figure to get 2 or 3 charge cycles for 1% fuel. You may not see how much you are using, as the guage does not allow for it, but it is being consumed. Half your engines run at flank until the battery is fully charged.

commandosolo2009
01-02-11, 03:51 AM
I do not believe this is correct. I'm using RFB and recharging does consume fuel, standing still or not. On my S-18 class boat, I figure to get 2 or 3 charge cycles for 1% fuel. You may not see how much you are using, as the guage does not allow for it, but it is being consumed. Half your engines run at flank until the battery is fully charged.

Probably you're right, specially that I noticed fuel cover lower than expected. Well, to correct myself, recharging does consume diesel whether parked or on the move.