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jhelix70
03-21-10, 11:59 AM
Does anyone know if the time to recharge the battery is historical or not?

My plan was to patrol the coast of England on the surface at night and submerged during the day, to avoid aircraft. But, my battery doesn't get fully charged at night! It takes more than 12 hours to go from 25% to 100%. I've implemented this strategy in all other SH games but here its a no-go.

Onkel Neal
03-21-10, 12:00 PM
I hae a bad feeling this is somehow tied to the superhuman abilities your crew is expected to learn. Same with the CO2, my crew must be jogging fore and aft, they use up all the air in about 6 hours.

Hanomag
03-21-10, 02:35 PM
I hae a bad feeling this is somehow tied to the superhuman abilities your crew is expected to learn. Same with the CO2, my crew must be jogging fore and aft, they use up all the air in about 6 hours.

PT... good for you good for me.... :yeah:

Dont forget the guys in the bowling alley....

Diopos
03-21-10, 03:00 PM
While recharging try to move at low speed or even remaining stationary.

Anyway, I wouldn't use my batteries to "travel" or "patrol". If "air traffic" forces me to remain submerged I "crawl" at 1 knt (and I use that as a "home rule" to represent energy consumption to support varius electrical subsystems and the fact that WWII subs couldn't maintain depth without some speed). I always try to maintain a 85-80% "charge" on the battery. You never know when you're going to need it! :yep:




.

Dowly
03-21-10, 03:20 PM
Yes, have noticed this aswell. The battery takes 12+ hours to recharge completely. Stoopid. :nope:

Randomizer
03-21-10, 03:35 PM
If you are using 75% of your battery being submerged all day you are travelling far too fast. Creep at no more than 2-knots you should use less than 25% and easily recharge even during the very short summer nights.

Use the diesels to transit from point A to point B and the batteries to loiter wherever you happen to stop.

12-hours for a 75% charge is not unreasonable according to most accounts. Remember that overcharging or forcing to much ampreage into the batteries created both heat and hydrogen gas, a very explosive combination and very dangerous.

Edit
D'oh, realized that this is in the SH5 forum, my error. The above works in SH3, I have no idea if it will do so in SH5. That said, the technique is technically and doctrinally reasonable and will stand by the statement regarding real-world charging issues. Apologies for any confusion.

jhelix70
03-22-10, 04:43 PM
Creep at no more than 2-knots you should use less than 25% and easily recharge even during the very short summer nights.


Thanks, looks like I'll have to try this. I wonder if this was SOP as far as Uboats that intended to stay submerged all day.

Ducimus
03-22-10, 04:50 PM
I hae a bad feeling this is somehow tied to the superhuman abilities your crew is expected to learn. Same with the CO2, my crew must be jogging fore and aft, they use up all the air in about 6 hours.


I think so too. However, i am grateful for even THAT. These are skill abilities that can be reworked, and perhaps presented to the player in a different context then what they are now.

Turbografx
03-22-10, 05:38 PM
I think so too. However, i am grateful for even THAT. These are skill abilities that can be reworked, and perhaps presented to the player in a different context then what they are now.


Or perhaps just removed altogether and the subs altered to the historical/technical specs?

Ducimus
03-22-10, 05:49 PM
You don't get it. Those skills (though badly presented) ARE how to alter battery recharge times to historical specs.

The adjustment for batteries doesn't exist any other way like it did in SH3 that i'm aware of.

mookiemookie
03-22-10, 06:14 PM
You don't get it. Those skills (though badly presented) ARE how to alter battery recharge times to historical specs.

The adjustment for batteries doesn't exist any other way like it did in SH3 that i'm aware of.

I guess we just make the decreased battery recharge time an "always on" skill that you get from the start and remove it from the player's view?

SteamWake
03-22-10, 06:53 PM
Pour some soup on those batteries.. it's highly conductive you know :up:

Ducimus
03-22-10, 07:06 PM
I guess we just make the decreased battery recharge time an "always on" skill that you get from the start and remove it from the player's view?

Something like that.

Frederf
03-22-10, 07:10 PM
If you travel at ahead flank batteries will charge very slowly due to very little power "left over" to run the dynamo. Charging while going 5 knots, for example, is faster.

Onkel Neal
03-22-10, 09:52 PM
Something like that.


I see what you're saying, tweak the abilities to affect things but in a realistic fashion, or not at all. Is that it?

Heretic
03-22-10, 10:08 PM
I've been thinking reworked abilities should have the historical performance at the higher end to represent a green crew learning to use the equipment to its fullest potential. A green crew would be worse at operating and maintaining the equipment, so it wouldn't perform as good as it would under a seasoned crew. The sequential 'bonuses' would actually be decreasing negatives.

Ducimus
03-22-10, 10:11 PM
I see what you're saying, tweak the abilities to affect things but in a realistic fashion, or not at all. Is that it?

Yeah. Granted i haven't looked at the file, though i strongly suspect i know what's there. Somewhere, (in /data/GEUPCData/UPCCrewdata/abilities.upc im guessing) they'll be a portion specifying exactly what the skill will do. Change those. I think you can change it to where its a stepped skill (IE mutliple levels),or a passive one, etc.

The best example i can give on how you can alter this to make it more realistic is from SH4. UBM is what introduced super crew skills to Silent Hunter. Some you can rework to be more realistc, others you can't.

Engine experts is my favorite.
See pic:
http://www.ducimus.net/sh415/engine_experts.jpg

Engine experts did two things.
- increased maximum speed (a 25 kt fleet boat.. yeah right!)
- decreased dive time.

To make that more realistc, i completely dropped the maximum speed portion of that skill, and retained only the decreased dive time, whose value i was able to adjust. I adjust it so that with 2 or 3 of them, you could make a fleet boat that crash dived from 60 seconds, decrease in time to 35 seconds. This happened in real life - with an experienced crew. Hence what the skills were reworked to represent.

Battery recharge is a bit more of a static issue though. Battery X took Y long, so the realistc presentation might be a bit more tricky.


I'm sure some bright fella will figure it out. I'm merely point out that not all is lost, or unworkable.