View Full Version : Special abilities question
fred8615
07-21-11, 08:05 AM
I currently have two Master Engineers and two Theoreticians in my crew. Does anyone know if you get double the benefit, or is it okay to rotate one out of the crew?
If I have 2 of the Engineers, I keep one in the engine room and the other in the control room. I don't know if you get "twice as fast" repair ability with 2....probably not. I suspect its probably subject to the law of diminishing returns, ie. 2 is better than 1, but not twice as good.
Which is the theoretian and what does he do? Dunno if I've seen that one
fred8615
07-21-11, 09:21 AM
If I have 2 of the Engineers, I keep one in the engine room and the other in the control room. I don't know if you get "twice as fast" repair ability with 2....probably not. I suspect its probably subject to the law of diminishing returns, ie. 2 is better than 1, but not twice as good.
Which is the theoretian and what does he do? Dunno if I've seen that one
The Engineer has to be in the engine room, or you don't get any benefit from him.
From the game:
Ability-Theoretician-Name=THEORETICIAN
Ability-Theoretician-Description=Required compartment: ANY ROOM|When it comes to fame and fortune a highly educated theoretician is most welcome among your crew. While he is on board, the entire crew will receive a strong boost to experience gained. You as captain will benefit from his work by getting a major bonus to renown.
Daniel Prates
07-21-11, 09:33 AM
As I understand it, you get the benefit of tour special crewmen only when he is awake and on duty. So it may, I guass, pay off to have redundant special abilities if you place them in different shifts.
HOWEVER..... the most sensible thing to do is to have only one guy, regardless of what his shift is - even because you just spent renown on a redundant special ability when you could have purchased another that you did not have - and simply bring the boat to BATTLESTATIONS whenever you need all your abilities at once.
So you will get your special guy out of bed, but so what? that is why he is there anyway.
I think that in most situations, you will only need special abilities turned all on when in extreme situations - and when it is the case, you are usually in battlestations mode.
The Engineer has to be in the engine room, or you don't get any benefit from him.
From the game:
Sorry, you must not be playing TMO like me, lol. The Master Engineer will work in both compartments (TMO). And the Theoretitian is " Command Presence" (again, TMO, but HE only works in the control room). STILL, I would rather try for a wider range of abilities, but, sometimes you just get redundant abilities when you promote guys....and some of the same are better than none!!!
Armistead
07-21-11, 11:32 AM
I asked Duci once and he said two is the limit per compartment, that both will work. I often take two engine specialist, once activated you can get 3 extra knots if you use both. Most work in more than one compartment.
I asked Duci once and he said two is the limit per compartment, that both will work. I often take two engine specialist, once activated you can get 3 extra knots if you use both. Most work in more than one compartment.
Suh-WEET- 1.5 knots isn't enuff to really bother, but a 3kt boost is a different story!!!
Sailor Steve
07-21-11, 12:18 PM
And completely unrealistic.
Armistead
07-21-11, 01:01 PM
And completely unrealistic.
I agree, I don't know of a sub that hit 23kts, but maybe it was possible. It is for a time limit, so you can only do it for so many hours and seas must be calm.
Daniel Prates
07-21-11, 01:08 PM
And completely unrealistic.
I too think that this kind of bonus from special crewman is unrealistic. I think this is another example of Ubisoft creators attempting to make the game more profitable and appealing to people other than reasonable simulaton fans.
I mean, where does this concept come from? "have this item and get a bonus"? From card games, from D&D and such. If this is where they were aiming at, I think it is regretable.
fred8615
07-22-11, 08:15 AM
I asked Duci once and he said two is the limit per compartment, that both will work. I often take two engine specialist, once activated you can get 3 extra knots if you use both. Most work in more than one compartment.
That's what I needed to know. Thanks.
0rpheus
07-22-11, 08:23 AM
Jumping in with a related question here - in my TMO games, there's a crewman you can 'buy' who converts two of the ballast tanks to fuel tanks to improve surface range, but whenever I've 'bought' him and taken him out, it says 'skill disabled'. Come to think of it, it even says 'skill disabled' before you 'buy' him from the crew screen. He's in the right compartment, though I forget which one.
Anyone seen this, any ideas?:D
Daniel Prates
07-22-11, 09:17 AM
Was that even possible? Converting ballast tanks into fuel tanks?
Armistead
07-22-11, 09:31 AM
Was that even possible? Converting ballast tanks into fuel tanks?
Yep.
Armistead
07-22-11, 09:33 AM
Jumping in with a related question here - in my TMO games, there's a crewman you can 'buy' who converts two of the ballast tanks to fuel tanks to improve surface range, but whenever I've 'bought' him and taken him out, it says 'skill disabled'. Come to think of it, it even says 'skill disabled' before you 'buy' him from the crew screen. He's in the right compartment, though I forget which one.
Anyone seen this, any ideas?:D
Some skills you have to activate as they have time limits. Click on the Special Abilty tab to bring up men with time limits then activate them.
Dogfish40
07-22-11, 09:37 AM
I'm going to chime in here , as I don't necessarily disagree with anything that has been said, I am only giving my experience. I have never paid renown for any special crew abilities however, on my last patrol before I had to start a new career, I looked in my crew roster one day and found two of my engine crew had been upgraded to clovers (experts). I made sure the two were on separate shifts and also noticed an overall boost in the performance of the boat at all times, and since I didn't pay for it I certainly enjoyed the change. As far as being unrealistic?! There were a lot of crew members that brought along their special talents and some boats benefited from just these personnel. As you know, these boats were in a constant state of repair while on patrol and some mechanics had much more talent than others, electricians, even crew members with a knack for guessing the enemys whereabouts. So, I think the system for special abilities has some merits here, I just enjoy it as another small perk to give my boat an edge over the enemy like any Skipper would do in a desperate time.
Good Hunting Mates :salute:
D40
Daniel Prates
07-22-11, 10:07 AM
So, I think the system for special abilities has some merits here, I just enjoy it as another small perk to give my boat an edge over the enemy like any Skipper would do in a desperate time.
D40
Oh yeah, don't get me wrong. Some abilities make all the sense in the world. I particularly like medics that boost morale, expert loaders that speed up loading time and such. Indeed an expert makes the difference. What I don't get is how an engineer would give the ship a speed boast, being that a mechanical limitation.
commandosolo2009
07-22-11, 10:20 AM
Oh yes.. I have a few questions myself.
I got 4 SCs with reduce torpedo milfunction, 2 SCs with increase overall speed and other 2 SCs with increase submerged and surfaced speed.
My questions:
Torpedo abilities? What are they? When do I get them? Can I predict who gets them?
Sonar/Radar abilities? like above... And anything else you might think of...
Thanks in advance.
Daniel Prates
07-22-11, 11:40 AM
Oh yes.. I have a few questions myself.
Torpedo abilities? What are they? When do I get them? Can I predict who gets them?
I don't think your crewmen develop those abilities. You must 'purchase' new special crewmen with your renown, when docked.
I don't think your crewmen develop those abilities. You must 'purchase' new special crewmen with your renown, when docked.
I just had a CPO upgrade to torp expert before my current patrol......it can happen.
commandosolo2009
07-22-11, 12:57 PM
eric said it. It's possible. I'm playing 1.3 stuckke... :yawn:
Rockin Robbins
07-22-11, 01:10 PM
Every once in awhile one of those freakazoids will appear on my boat. They meet with unfortunate accidents.....:D
Bubblehead1980
07-22-11, 01:28 PM
The only special ability I use is the officer can allow extra surface speed bc it is realistic(well the ability not having one man who can allow it) I have read several books where the skippers allowed operation of engines beyond safety limits for period of time when extra boost was needed.Barb did this under Fluckey, believe Tang did it as well as Seahorse at one point.Barb was making 23 knots for a time.
This ability is quite helpful when leaving scene of a night surface attack with fast escorts of your tail, esp in shallow waters where diving is not always best option.In an emergency situation in RL, subs could do this if needed.The time you can do this is limited as in RL so its the one special ability worth it.
Daniel Prates
07-22-11, 03:03 PM
I just had a CPO upgrade to torp expert before my current patrol......it can happen.
Really? I stand corrected. Must have happened that I never saw it - or noticed it.
rmr1701
07-22-11, 05:09 PM
I've seen the word "activated" used in reference to special ability crew several times lately. Are they activated if they are in the required compartment? If not, how are they activated?
The only special ability I use is the officer can allow extra surface speed bc it is realistic(well the ability not having one man who can allow it) I have read several books where the skippers allowed operation of engines beyond safety limits for period of time when extra boost was needed.Barb did this under Fluckey, believe Tang did it as well as Seahorse at one point.Barb was making 23 knots for a time.
This ability is quite helpful when leaving scene of a night surface attack with fast escorts of your tail, esp in shallow waters where diving is not always best option.In an emergency situation in RL, subs could do this if needed.The time you can do this is limited as in RL so its the one special ability worth it.
Yup, I remember reading about Tang picking up downed Navy pilots around Truk (2nd patrol) and getting "something over 23 kts" at the risk of damaging an engine. I also read one (well, I read 'em all) of Wahoo's patrol reports where Morton stated that he found his motor-macs could give him an extra knot or two when they (the engineer's) knew that Wahoo was being chased by a destroyer. It would take some real stones to do that 2000+ miles from home base, but I have no doubts that it happened.
Sailor Steve
07-22-11, 11:47 PM
The only special ability I use is the officer can allow extra surface speed bc it is realistic(well the ability not having one man who can allow it) I have read several books where the skippers allowed operation of engines beyond safety limits for period of time when extra boost was needed.Barb did this under Fluckey, believe Tang did it as well as Seahorse at one point.Barb was making 23 knots for a time.
Please post links or give full references. The diesel engines did not drive the propellors directly, but ran the generators that drove the electric motors that drove the propellors. Also, the law of diminishing returns applies. In other words, the South Dakota class battleships made 27 knots on 130,000 horsepower, and the Iowas used almost twice that to gain an extra five knots. To make an American fleet boat go 23 knots would require adding at least 20% more horsepower, and I don't see where anybody short of Gandalf the White would get that from.
http://en.wikipedia.org/wiki/List_of_battleships_of_the_United_States_Navy
http://www.uboat.net/allies/warships/types.html?navy=USS&type=Battleship
I'm not saying it couldn't happen, I'm just saying that any skipper's claims have to be suspect in the light of engineering limitations.
http://www.navweaps.com/index_tech/tech-003.htm
http://www.navweaps.com/index_tech/tech-029.htm
http://www.navweaps.com/index_tech/tech-028.htm
http://www.navweaps.com/index_tech/tech-095.htm
http://www.navweaps.com/index_tech/tech-104.htm
The above tables are all for battleships and aircraft carriers, but the principle is the same for any vehicle. If you have a car that goes 100 mph on 100 hp, doubling the horsepower to 200 will only get you up to about 150 mph. Doubling it again to 400 hp will only give half as much again, or 175 mph. doubling it again to 800 hp will get you to 187 mph. Of course changing the gearing can gain you a little speed in exchange for reduced acceleration, but even in the days of 1000 horspower twin turbocharging grand prix cars barely made 200 mph. If a sub is going 21 knots on 5400 horsepower dredging up another 20 or 50 hp won't make any difference, and I don't know where they'd find another thousand.
[edit] As for the anecdotal claims, the only thing they had to go on was the tachometer. The only way to measure a ship's real speed is in a timed trial between two points measured from land, and that is done under controlled conditions. Did any timed trials ever get a Gato past the claimed 20.25 knots?
commandosolo2009
07-23-11, 07:04 AM
Please post links or give full references. The diesel engines did not drive the propellors directly, but ran the generators that drove the electric motors that drove the propellors. Also, the law of diminishing returns applies. In other words, the South Dakota class battleships made 27 knots on 130,000 horsepower, and the Iowas used almost twice that to gain an extra five knots. To make an American fleet boat go 23 knots would require adding at least 20% more horsepower, and I don't see where anybody short of Gandalf the White would get that from.
http://en.wikipedia.org/wiki/List_of_battleships_of_the_United_States_Navy
http://www.uboat.net/allies/warships/types.html?navy=USS&type=Battleship
I'm not saying it couldn't happen, I'm just saying that any skipper's claims have to be suspect in the light of engineering limitations.
http://www.navweaps.com/index_tech/tech-003.htm
http://www.navweaps.com/index_tech/tech-029.htm
http://www.navweaps.com/index_tech/tech-028.htm
http://www.navweaps.com/index_tech/tech-095.htm
http://www.navweaps.com/index_tech/tech-104.htm
The above tables are all for battleships and aircraft carriers, but the principle is the same for any vehicle. If you have a car that goes 100 mph on 100 hp, doubling the horsepower to 200 will only get you up to about 150 mph. Doubling it again to 400 hp will only give half as much again, or 175 mph. doubling it again to 800 hp will get you to 187 mph. Of course changing the gearing can gain you a little speed in exchange for reduced acceleration, but even in the days of 1000 horspower twin turbocharging grand prix cars barely made 200 mph. If a sub is going 21 knots on 5400 horsepower dredging up another 20 or 50 hp won't make any difference, and I don't know where they'd find another thousand.
[edit] As for the anecdotal claims, the only thing they had to go on was the tachometer. The only way to measure a ship's real speed is in a timed trial between two points measured from land, and that is done under controlled conditions. Did any timed trials ever get a Gato past the claimed 20.25 knots?
Just a confirmation: If the tachometer measured surface propulsion, the bendix log measured ...............? Fill in the blanks. No joke, seriously. :yep:
Sailor Steve
07-23-11, 12:44 PM
Just a confirmation: If the tachometer measured surface propulsion, the bendix log measured ...............? Fill in the blanks. No joke, seriously. :yep:
Maybe you should fill in the blanks for me. The tachometer is no more accurate for measuring ship speed than the pitot tube is for measuring aircraft speed. There were P-47 pilots who claimed they broke the sound barrier in a dive. That's how 'accurate' they are. A shipboard tachometer doesn't have direct contact to the surface medium like a car's does. It can't account for propellor slippage or cavitation.
I'm not saying it didn't happen. What I'm saying is that I have 35 years experience playing tabletop wargames with 'gamers' who want every advantage, and their justification is always the same: "I read it in a book somewhere".
Maybe you should fill in the blanks for me. The tachometer is no more accurate for measuring ship speed than the pitot tube is for measuring aircraft speed. There were P-47 pilots who claimed they broke the sound barrier in a dive. That's how 'accurate' they are. A shipboard tachometer doesn't have direct contact to the surface medium like a car's does. It can't account for propellor slippage or cavitation.
I'm not saying it didn't happen. What I'm saying is that I have 35 years experience playing tabletop wargames with 'gamers' who want every advantage, and their justification is always the same: "I read it in a book somewhere".
I've read the same thing that Eric did. I believe it was in O'Kane's CLEAR THE BRIDGE. His claims would be based on the speed incicated by the Bendix log. I don't know what you refer to when you use the term tachometer. While the Bendix log would not be as accurate as a timed trial, great care was taken to calibrate it for accurate results. If it had not been accurate, the firing solutions genarated by the TDC, would not have been sound.
Did any timed trials ever get a Gato past the claimed 20.25 knots?
Perhaps not, but there are more variables here in a Gato or any sub, than with a battleship. Current displacement, and charge on the battery would affect this. Do timed trials usually involve pushing engines beyond their design limits?
Of course you are free to accept whatever sources you choose, but I am inclined to take O'Kane's word for it, as he has spent more time in fleetboats than I. :)
Sailor Steve
07-23-11, 11:28 PM
I don't know what you refer to when you use the term tachometer.
It's a device that counts engine revolutions. You can judge your speed by the revolutions. Unfortunately the problems I mentioned earlier make it less accurate the faster you travel
While the Bendix log would not be as accurate as a timed trial, great care was taken to calibrate it for accurate results. If it had not been accurate, the firing solutions genarated by the TDC, would not have been sound.
I see. I apologize for being unfamiliar with the instrument, but a careful study here brought me up to date.
http://www.maritime.org/fleetsub/log/index.htm
The first thing I notice is that it operates on a similar principle to the pitot tube. This may affect accuracy at high speeds, or it may not. As I said, I'm not saying it didn't happen, just listing the reasons why I tend to question it.
Perhaps not, but there are more variables here in a Gato or any sub, than with a battleship. Current displacement, and charge on the battery would affect this. Do timed trials usually involve pushing engines beyond their design limits?
No, the variables are the same. Any ship trial is conducted with as light a load as possible, and as much power as possible, the goal being to make the ship look as good as possible to the potential buyer (in this case of course the navy). In the case of a submarine it would require the batteries be fully charged of course, and the engines are pushed absolutely as fast as they'll go. With that in mind I would insist that 20.25 knots was the best speed on the best day, maybe getting to 21 if you're lucky.
Of course you are free to accept whatever sources you choose, but I am inclined to take O'Kane's word for it, as he has spent more time in fleetboats than I. :)
And that's the crux of the matter. On the one hand anecdotal evidence is always suspect, especially given possible variations in measuring equipment. On the other hand anecdotal evidence is vital because sometimes it really is true.
On the other other hand I don't lie and I don't cheat, so when I find something that supports an opposing argument I don't sweep it under the rug. I tracked down Bubblehead1980's mention of Fluckey and Barb, and sure enough he not only claimed to have made 23.5 knots using "150% overload", however that works with a diesel engine, but was officially credited with a world speed record for it.
http://en.wikipedia.org/wiki/Eugene_B._Fluckey
Again, I'm no engineer, but I do have a basic understanding of how these things work, and while Bubblehead "has no doubt" that it happened, I still do. But you have your statements from the people who were there, and I can't dispute their claims. I can, however, question the equipment, but I can't prove it. You talked about the accuracy during an attack, but an attack takes place at 2 knots, not 20. Are the instruments accurate at higher speeds? Car speedometers and aircraft air speed indicators are not.
So it's an impasse. But I will leave you with one question: If it's realistic to allow the special ability to boost the speed that much, is it still realistic to not have any chance of an engine breakdown at the worst possible moment? To my mind you can't have one without the other and still claim realism.
No, the variables are the same. Any ship trial is conducted with as light a load as possible, and as much power as possible, the goal being to make the ship look as good as possible to the potential buyer (in this case of course the navy). In the case of a submarine it would require the batteries be fully charged of course, and the engines are pushed absolutely as fast as they'll go. With that in mind I would insist that 20.25 knots was the best speed on the best day, maybe getting to 21 if you're lucky.
You may be right, but it is still hard for me to believe they would push engines far past their limits in peacetime trials. Or maybe the boats became lighter during refits? :hmmm:
...claimed to have made 23.5 knots using "150% overload", however that works with a diesel engine, but was officially credited with a world speed record for it.
I don't know enough about this sort of thing to even guess. 150% does sound incredible.
You talked about the accuracy during an attack, but an attack takes place at 2 knots, not 20. Are the instruments accurate at higher speeds?
I skimmed through the manual for the Bendix log. I didn't see any standard for accuracy, but they did calibrate them at 2 speeds minimum (low and high) and at as many as possible, time permitting. They had to be good not just during a submerged attack, but throughout an approach, surfaced or submerged. The maintainace/ calibration proceedures were very involved. They were obviously considered important.
And that's the crux of the matter. On the one hand anecdotal evidence is always suspect, especially given possible variations in measuring equipment. On the other hand anecdotal evidence is vital because sometimes it really is true.
Agree.
So it's an impasse. But I will leave you with one question: If it's realistic to allow the special ability to boost the speed that much, is it still realistic to not have any chance of an engine breakdown at the worst possible moment? To my mind you can't have one without the other and still claim realism.
I agree completely. The magic-engines that never break down is a weak point in the game. So is the rocket-like acceleration of everything. What is the speed advantage of the special abilities anyway? I had assumed it was a mod-dependent thing. I've never had it in the game, so I never gave it much thought before.
Sailor Steve
07-24-11, 05:53 PM
I think we're agreed that we don't have a definitive answer, and may never. The only thing I'm still insisting on at this point is the trials. For surface ships they really did pull out all the stops, running with no ammunition, no stores, minimum crew and fuel, and gave it everything they had. In the early days of destroyers (British, 1892), when they were coal-fired, they actually doubled the shovellers, working them in two shifts, ten minutes at a time, so they were shovelling their absolute hardest all the time.
Unfortunately I haven't been able to find any official trial data for any submarines. I suspect they didn't run speed trials because nobody cared if they could reach their designed speeds. After all, no sub is going to outrun a destroyer (pre-nuke of course).
Bubblehead1980
07-24-11, 06:35 PM
Everyone else responded basically as I would have Steve, so I will keep my response short.(Afterthough, well I tried to keep it short lol)
I recall the O' Kane saying they "pushed their engines" to the limit and were making 22 knots during the rescue of downed pilots at Truk.Reports of downed pilots were coming in and forcing them to making high speed runs all over the area.Time was of the essence in order to save US lives so he allowed this.CLEAR THE BRIDGE! is the book I read this in.
Admiral Eugene Fluckey mentioned in THUNDER BELOW that the Barb made 23 knots for a time during his escape after the Namkwan Harbor raid in early 1945, which secured him the Medal of Honor.You prob are aware the waters were too shallow to dive and they were dodging radar equipped patrol boats/destroyers, really needed the speed so pushing the engines and risking danger was justified.
The book "Maru Killer" by Dave Bauslog details Seahorse spotting a Japanese TF which included Yamato on 15 June 1944(heading for Mariana Islands to combat the US invasion) and sent a contact report, which Cutter would later see as his most significant contribution to the war.Cutter wanted to attack but was not in a favorable position, he ordered the engines pushed to limits in an attempt to keep up and overtake the group in addition to shadowing and sending more reports to ComSubPac but was not able and was forced to slow down or damage the engines due to the amount of time the engines were operated outside normal parmaters.I believe the engines did suffer some damage due to the protracted pursuit at high speeds.
Now, I have not read these books in a while but am POSITIVE I read this in all three.O' Kane and Fluckey were actually there, in command so sure they would not have printed such if it were not true.They were intelligent men who had no doubt that their bendix log's reading was accurate, esp after they gave permission to push the engines to their limits so would not have put this in their books if there was any significant chance of error.Bauslog became pretty close with survivors of Seahorse including Slade Cutter himself while writing his book, I believe his account since so much of it was indeed obtained first hand from the men who actually were there.
I am no expert on diesel electric drives but no doubt there are set safe operating parameters that they abided by mostly, even in trials etc(could be wrong, just saying) that the chiefs, motor macs etc were taught to abide by these parameters but they were no doubt aware of how to get extra performance.The guys in the manuvering room could no doubt squeez extra juice out which would in turn push the diesels harder, even though they were not supposed to, if so ordered.
I believe it is realistic to be able to gain 22 knots or so for a short time in the game(just a few hours if you activate the officers ability).While I have always been bothered but the lack of equipment failure in SH 4 , esp with old boats like the S boats or Porpoises etc The time limit on the ability is a sort of stand in, you save it for when you really need it and only have it for a few hours which simulates RL in a way since you would have to slow down or damage your engines/drive, like Cutter had to do in June 1944.
When I have time, i'll find the specific chapters and pages in the book mentioning the incidents.Like others who posted before me, I'll take the words of O'Kane, Fluckey, and Cutter(via Bauslog) over anything else because they were there, had no reason to lie and it is entirely possible.
Sailor Steve
07-24-11, 08:24 PM
I'll take the words of O'Kane, Fluckey, and Cutter(via Bauslog) over anything else because they were there, had no reason to lie and it is entirely possible.
Did you read my post? I carefully discussed the problems with anecdotal accounts, from both sides, and even linked to the Wiki page in which Fluckey was officially credited with a speed record, giving you the credit in the process. I don't question their integrity or their abilities. TorpX and I sort of reached a consensus on the problems both ways, and now here you are going back over the same ground. If you don't want to investigate with us, fine, but it looks to me like you're the gamers I was describing. You only look at one side because that's what you want to believe. So you completely ignore my last comments about how we'll never know for certain.
But, if you're going to insist on continuing this you need to explain what "150% overload means". Did they suddenly get 9750 horsepower out of an engine rated for 6500? It is a characteristic of all onboard speed measuring equipment to be increasingly inaccurate with increasing speed. Your car's speedometer is a victim of this, as is a mechanical air-speed indicator. Are the sub's measuring devises perfect? I said I don't know. I said I still have doubts, but that's part of my nature - I don't believe anything until I have hard facts, and in this case there don't seem to be any. Maybe they were right. Maybe they were wrong. I don't know, but I've studied enough details about how ships operate over the last two decades that I question how this could be accomplished, and I'll continue to do so. Believe what you want, but I've long held that any change to a game based on anything other than solid proof is a bad idea.
But the developers allow it, and you are free to use it and to justify it however you want. I only stated my opinion and gave my reasons, nothing more.
:rotfl2:
OMFG, You guys are still going off on this..........
I can see wanting some form of proof for these things, personally I don't have the time or desire to find another copy of Clear the Bridge to list out page numbers. I'm glad its kinda settled, maybe.
I just got off a very disappointing attack involving a lone Nagaro, six prematures, two duds and two misses......all ten tubes.
special abilities right here :rock:
Its a GAME- albeit my fave.
Bubblehead1980
07-24-11, 10:37 PM
Jumping in with a related question here - in my TMO games, there's a crewman you can 'buy' who converts two of the ballast tanks to fuel tanks to improve surface range, but whenever I've 'bought' him and taken him out, it says 'skill disabled'. Come to think of it, it even says 'skill disabled' before you 'buy' him from the crew screen. He's in the right compartment, though I forget which one.
Anyone seen this, any ideas?:D
That is a leftover ability.I remember in the readme when Duci reworked the speeds and ranges he accounted for the extra range subs would have with ballast tanks.Basically, you always have that extra fuel, no need for the crewmember.I applauded this decision as it was standard if subs were going to far flung patrol areas.
Bubblehead1980
07-24-11, 11:01 PM
Did you read my post? I carefully discussed the problems with anecdotal accounts, from both sides, and even linked to the Wiki page in which Fluckey was officially credited with a speed record, giving you the credit in the process. I don't question their integrity or their abilities. TorpX and I sort of reached a consensus on the problems both ways, and now here you are going back over the same ground. If you don't want to investigate with us, fine, but it looks to me like you're the gamers I was describing. You only look at one side because that's what you want to believe. So you completely ignore my last comments about how we'll never know for certain.
But, if you're going to insist on continuing this you need to explain what "150% overload means". Did they suddenly get 9750 horsepower out of an engine rated for 6500? It is a characteristic of all onboard speed measuring equipment to be increasingly inaccurate with increasing speed. Your car's speedometer is a victim of this, as is a mechanical air-speed indicator. Are the sub's measuring devises perfect? I said I don't know. I said I still have doubts, but that's part of my nature - I don't believe anything until I have hard facts, and in this case there don't seem to be any. Maybe they were right. Maybe they were wrong. I don't know, but I've studied enough details about how ships operate over the last two decades that I question how this could be accomplished, and I'll continue to do so. Believe what you want, but I've long held that any change to a game based on anything other than solid proof is a bad idea.
But the developers allow it, and you are free to use it and to justify it however you want. I only stated my opinion and gave my reasons, nothing more.
No Steve, I was not ignoring your post.I am no "gamer" and it's not that I believe in it because I want it to be true, I feel that it is based on the evidence.The evidence is that several highly respected skippers stated in writing that they did this, in addition that no crewmember or anyone else has disputed this(as far as I can tell) in the many years that have passed since these incidents occured.Additionally, there was evidence of them moving faster such as Seahorse's encounter with the TF one June 15, 1944.The Seahorse who on paper could only make 20.25 knots yet were able to keep up with a TF or battleships, cruisers, destroyers(carriers I think, can not recall) that were(if I recall correctly) making 25-26 knots.Now running full bore at the paper speed of 20.25, they wouldnt be able to keep them in sight for long, yet when they pushed their engines, they were making 22 or so knots, were able to keep them in sight at a distance for a while until had to take the strain off less they do serious damage.
The Barb would be another example.Barb had a destroyer/PB type that was closing fast and they could not open the distance, the small amount of extra speed enabled them to pull away.
So if the instruments were incorrect and they were not making the speeds they recorded then most likely Seahorse would not have been able to keep up and Barb would not have been able to get away.I almost forgot Tang, who would not have been able to cover such a large area so quickly when rescuing pilots.
I get your point of view and skepticism, I normally share it with just about anything but feel it's unwarranted here because if you count the word of highly respected naval officers and crew, the time that has elapsed without dispute(again that I know of), and again, the results.Seahorse kept up while running flat out, Barb escaped.Tang was able to cover enough ocean to rescue many aviators and aircrew shot down during the Truk raid.I am sure other boats in the war operated at higher speeds, possibe some outside the Gato/Balao/Tench classes than they were supposed to be able to accomplish and odds are some may have had incorrect readings but we know of these three due to their stellar war records and books.The results speak for themselves in the well documented cases.
Sailor Steve
07-24-11, 11:51 PM
The evidence is that several highly respected skippers stated in writing that they did this, in addition that no crewmember or anyone else has disputed this(as far as I can tell) in the many years that have passed since these incidents occured.
How would they? Why would they doubt their skipper's word, if they ever even knew about the report?
Additionally, there was evidence of them moving faster such as Seahorse's encounter with the TF one June 15, 1944.The Seahorse who on paper could only make 20.25 knots yet were able to keep up with a TF or battleships, cruisers, destroyers(carriers I think, can not recall) that were(if I recall correctly) making 25-26 knots.
Twenty-six? Now I'm worried. A task force normally cruises at 15 knots. If they're going somewhere in a hurry they can do 30. Neither of those is 22 or 26.
Now running full bore at the paper speed of 20.25, they wouldnt be able to keep them in sight for long, yet when they pushed their engines, they were making 22 or so knots, were able to keep them in sight at a distance for a while until had to take the strain off less they do serious damage.
Sorry, but which is it, 26 or 22? Twenty-two I can accept, even though I'm still doubtful.
The Barb would be another example.Barb had a destroyer/PB type that was closing fast and they could not open the distance, the small amount of extra speed enabled them to pull away.
If it was a destroyer then it could make 36 knots on a good day. If it was a patrol boat, what kind? Not one of the Japanese patrol boat classes could reach 20 knots, let alone 22.
http://pwencycl.kgbudge.com/P/a/Patrol_Boats.htm
Also, if there was a Japanese submarine chaser that could make 22-23 knots, what shape was this one in? Fouled bottoms slow ships down. Engines in need of serviceing slow ships down.
Again, I'm not saying it didn't happen, or that it couldn't happen, but you see my problem?
I get your point of view and skepticism, I normally share it with just about anything but feel it's unwarranted here because if you count the word of highly respected naval officers and crew, the time that has elapsed without dispute(again that I know of), and again, the results. Seahorse kept up while running flat out, Barb escaped.
Possibly it wasn't disputed for the simple reason that nobody thought of it. On the other hand it could be true.
Tang was able to cover enough ocean to rescue many aviators and aircrew shot down during the Truk raid.
It's been too many years since I read that account. Did they go everywhere at flank speed? While this would burn a lot of fuel, late in the war it might be warranted.
I am sure other boats in the war operated at higher speeds, possibe some outside the Gato/Balao/Tench classes than they were supposed to be able to accomplish and odds are some may have had incorrect readings but we know of these three due to their stellar war records and books.
Being sure about other boats isn't recorded data. I've been sure about a lot of things in my life, and been wrong in many cases. Don't be sure unless you have facts in hand.
The results speak for themselves in the well documented cases.
Not really, and for the reasons I've just cited. Anecdotal evidence, even from the most reliable sources, can only take you so far.
I hesitate to add anymore to this, lest it turn into a prolonged argument. TBH, I'm not all that invested in the crew special ability thing, but I can think of a few possibilities that could explain why the boats were able to substantially exceed their "maximum" speed.
1. The boats had their fairwaters cut down. Displacement reduced.
2. New screws. The Tang had high-tech screws designed to reduce cavitation and make the boat quieter.
3. Possibly, the "maximum" speed was based on what power the diesels could supply (full speed), and not what power the engines and battery could supply (flank speed). This flank speed could only be sustained for a limited period regardless of the diesels condition, as the battery would discharge and the speed would fall off. This might be what the "150 % overload" means; diesel + battery power = 150% diesel power alone.
Just a possibility. :)
Sailor Steve
07-27-11, 01:12 AM
Good points. My final answer is "I don't know". Reducing weight would obviously help a little, but hydrodynamic drag is the real limiting factor, and the fineness (length-beam) ratio isn't going to change, and that's the real cause of limitations to top speed. Your points about the engines and the batteries make sense. I have no idea how much actual increase you would get that way, but the engines are rated at 6500 hp and the electric motors rated at 2740 hp, which is 42%, which would not get a 42% increase in speed but might account for an extra two knots. But if that was really possible you probably wouldn't need a 'special ability' to do it, just a competent engineer. Game-wise, increased chance of a breakdown plus having your batteries drain at the same time might be a fair trade-off. One set of worries in exchange for another. Too bad these games don't take things like that into acccount.
Rockin Robbins
07-27-11, 08:38 AM
The diesels were rated at a certain horsepower at a certain RPM limit. By ignoring the limit and bypassing the governors it was possible to run the engines faster than they were safely rated and so produce more than 100% rated power. For an unknown length of time at the expense of an unknown amount of serviceable or possibly non-serviceable damage.
That is the source of the extra power. The diesels did not connect to the drive shafts at all. They strictly supplied power to the batteries and/or electric motors, which were all that powered the sub.
Cutting down the fairwaters was for visibility on the surface. There was very little difference in displacement because the fairwater filled with water when the sub submerged. If anything, the irregular shape of the resulting conning tower would have added more drag to compensate for the missing weight of the steel for very little change in boat handling.
When you reduce cavitation you generally increase thrust. That may have had a little effect. But the fact that the stated advantage was to cut down on noise kind of implies that speed gains were minimal.
Ducimus
07-27-11, 01:33 PM
I asked Duci once and he said two is the limit per compartment, that both will work. I often take two engine specialist, once activated you can get 3 extra knots if you use both. Most work in more than one compartment.
I'm not entirely sure what was said right now, but i vaguely remember how i designed crew skills in TMO. Where the engine spaces are concerned, yes there are limited number of slots that allow skills. Three if i remember corectly. The way i intended was to have the player make a choice. Remember there are other skills then the speed boost.
From the PDF file in TMO, your options are:
MASTER ENGINEER
Required compartment: ENGINES ROOM, CONTROL ROOM
Description: When it comes to repairs, this barnacle encrusted Chief has rung more salt water from his socks then most sailors have sailed over. He can effect repairs faster, pump water out sooner, and make operational unserviceable equipment.
Effect: Repair and pump speed increased 38%, can repair destroyed items.
ENGINES EXPERT
Required compartment: ENGINES ROOM
Description: This Chief knows his job well enough to take a few unorthodoxed shortcuts on diving procedures, decreasing the time it takes to dive the boat.
Effect: Increases dive speed by 65.
Special note: I have tuned this so that with 3 of them, your fastest dive will be 35 seconds, which was obtainable by experienced crews. This skill is subject to diminishing returns.
MASTER ELECTRICIAN
Required compartment: ENGINES ROOM
Description: This Chief knows how best to maintain the batteries and draw the most amps, reducing battery consumption as a result.
Effect: Reduces battery consumption by 25%.
If you look carefully, im sure you'll find those skills are within reason.
Even this one:
AHEAD EMERGENCY
Required compartment: CONTROL ROOM
Description: Your officer orders the denizens of the engineering spaces to ignore safety protocols and push all four main engines to the absolute maximum power. Increases your maximum surface speed by 1 and 1/2 knots.|Duration: 6 hour|Available: 1 day
Effect: Maximum speed increased by 35%, which comes out to be 1.5 kts.
Suh-WEET- 1.5 knots isn't enuff to really bother, but a 3kt boost is a different story!!!
And herein is the problem. I can't stop people from doing unreasonable things. The crew system is open ended enough to you can stack up on all of one type of crewman skill at the expense of all others.
And completely unrealistic.
I agree. In the end there is what you intended in design, and then there's what people will actually do with the options you give them.
As an aside, the skill Fuel Ballast, shouldn't be showing up. I thoguht i had removed that skill. At the least i disabled the bonus. The reason that was removed from play is i decided to make fuel ballast adjustments intrinsic to the submarine's internal specifications within the sub files themselves.
Ducimus
07-27-11, 01:48 PM
As an aside, im sure someones wondering, why didn't you just remove special abilities altogether?! Their all gamey and unrealistic!
In vanilla, they most certainly are.
I decided not to remove them because:
a.) They're adjustable.
b.) They are part of SH4's features that distinguish it from SH3. I'm not a fan of removing functionality or features.
c.) Without them, your boat's performance is nearly static, and your crew unimportant. Reworking these skills and abilities represented a way to deliver real dynamic changes in a career game that would otherwise be a static setup. This is something SH3 lacks.
Bubblehead1980
07-27-11, 02:58 PM
This "debate" has spurred me to start rereading "CLEAR THE BRIDGE!" by O Kane and already in it's first patrol he has talked about pushing the engines and risking damage to get the extra speed.After I finish up the patrol I will add some quotes from the book regarding this.
Duci, what files would I need to open to adjust the the max speed of the ahead emergency?
Ducimus
07-27-11, 04:19 PM
Duci, what files would I need to open to adjust the the max speed of the ahead emergency?
off the top of my head, its probably...
data/UPCData/UPCCrewData/SpecialAbilities.upc
Or somewhere there abouts. I don't remember exactly, i don't have the game installed at the moment.
"And herein is the problem. I can't stop people from doing unreasonable things. The crew system is open ended enough to you can stack up on all of one type of crewman skill at the expense of all others.
I agree. In the end there is what you intended in design, and then there's what people will actually do with the options you give them."
As much as I hate to be singled out for THIS, I've gotta laugh cuz I'm one of "those guys" who want the game to be as realistic and immersive as possible.
Yet, I actually acquired one of those "emergency power" guys and am waiting to get another just to try it :rotfl2:. And still, in the game, I've never been in a situation or position to actually run away from anything!!
It took me a loong time to find this forum, or to try ANY of the awesome mods that have transformed this game from what I played when I first got it.
Obviously, many people here have been fans of the whole SH series, not so with me, kinda late to the party. The last subsim I played was Silent Service......seriously :DL.
As an aside, im sure someones wondering, why didn't you just remove special abilities altogether?! Their all gamey and unrealistic!
In vanilla, they most certainly are.
I decided not to remove them because:
a.) They're adjustable.
b.) They are part of SH4's features that distinguish it from SH3. I'm not a fan of removing functionality or features.
c.) Without them, your boat's performance is nearly static, and your crew unimportant. Reworking these skills and abilities represented a way to deliver real dynamic changes in a career game that would otherwise be a static setup. This is something SH3 lacks.
Good call Duci.:up:
Bubblehead1980
07-27-11, 07:42 PM
"And herein is the problem. I can't stop people from doing unreasonable things. The crew system is open ended enough to you can stack up on all of one type of crewman skill at the expense of all others.
I agree. In the end there is what you intended in design, and then there's what people will actually do with the options you give them."
As much as I hate to be singled out for THIS, I've gotta laugh cuz I'm one of "those guys" who want the game to be as realistic and immersive as possible.
Yet, I actually acquired one of those "emergency power" guys and am waiting to get another just to try it :rotfl2:. And still, in the game, I've never been in a situation or position to actually run away from anything!!
It took me a loong time to find this forum, or to try ANY of the awesome mods that have transformed this game from what I played when I first got it.
Obviously, many people here have been fans of the whole SH series, not so with me, kinda late to the party. The last subsim I played was Silent Service......seriously :DL.
I also play for realism and immersion, it gives you a slight idea of how difficult the pacific subwar was.The only special abilities guy I take is the AHEAD EMERGENCY because I find it realistic given that there are three documented cases from respectable sources that they made in excess of the Gato/Balao's official top surface speed.Others may disagree but I feel it's a justified ability, esp since its time is limited so even though there is no equipment failures(although it seems like perhaps devs intended there to be when i looked at some files i see things that say "malfunction") your time being able to exceed regular max speed is limited as would be in RL.
Sailor Steve
07-27-11, 09:02 PM
From the PDF file in TMO, your options are:
I like those. They do seem reasonable. If I ever actually make it to 1942 I'll choose TMO this time.
I also play for realism and immersion, it gives you a slight idea of how difficult the pacific subwar was.The only special abilities guy I take is the AHEAD EMERGENCY because I find it realistic given that there are three documented cases from respectable sources that they made in excess of the Gato/Balao's official top surface speed.Others may disagree but I feel it's a justified ability, esp since its time is limited so even though there is no equipment failures(although it seems like perhaps devs intended there to be when i looked at some files i see things that say "malfunction") your time being able to exceed regular max speed is limited as would be in RL.
So you ignore the reasonable "gimmes" that Ducimus so carefully plotted out, but do everything you can to justify the way you want to play. That's fine, but if you're the only one doing it why do you feel the need to prove yourself? It looks like you're pushing this because you want it, not because it happened. I've already said I had no answer, and it may be true, but you keep having the argument. Is it me you're trying to convince, or yourself?
Daniel Prates
07-28-11, 08:09 AM
Another interesting thread being destroyed by beligerant dialog.
:timeout:
Sailor Steve
07-28-11, 11:25 AM
Another interesting thread being destroyed by beligerant dialog.
:timeout:
Part of my reaction is to his general manner of posting in other threads. I've developed a rather diminished opinion of this person. I let it spread here, for which I apologize.
Bubblehead1980
07-28-11, 03:03 PM
I was not trying to sell this or convince myself as you put it Steve, I was responding to another members post about why I use one ability but feel no need for others but you jumped on me which was rather unwarranted.Not sure what your problem is other than I dare challeng you with different answers/views, but perhaps you could PM me instead of posting it in public.I dislike no one on this board, well except one but he is a troll.
john9001
01-24-12, 03:20 AM
maybe having a expert engineer on board would have the machinery operating at peak efficiency.
WernherVonTrapp
01-24-12, 06:22 PM
I dislike no one on this board, well except one but he is a troll.I am not a troll.http://i1045.photobucket.com/albums/b456/archangel501/Smileys/5e590f77.gif
Did a bunch of people just find subsim? There seems to be a lot of old threads jumping to the top of the list lately.
Did a bunch of people just find subsim? There seems to be a lot of old threads jumping to the top of the list lately.
Yes, and it's not even Holloween. :arrgh!:
Nisgeis
01-25-12, 03:44 AM
If you're using the search function (which is good) then it's quite easy to get disorientated and think you are in an active thread. I've almost posted to old threads myself doing that.
Welcome new players!
I'm goin' down
01-25-12, 12:45 PM
I had 3 guys with wrenches once, and put them in the engine room. My boat set a world record when it dove to periscope depth. I liked that.
WernherVonTrapp
01-25-12, 06:48 PM
My boat set a world record when it dove to periscope depth. I liked that.:har: Somehow I can picture that. Like dropping a rock in the water.:haha:
I'm goin' down
01-25-12, 07:44 PM
I had 3 guys with wrenches once, and put them in the engine room. My boat set a world record when it dove to periscope depth. I liked that.
Opps. I meant 3 guys with prop symbols on their pictures. I do not want to screw up anyone's crew staffing.
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