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View Full Version : [REL] Real U-Boat Performance - Type VII


vdr1981
12-06-13, 12:16 PM
http://s6.postimg.org/ux9c5qj8x/RUP.jpg


This mod will adjust submarine performance in order to meet historical data as much as possible...

Adjustments:

- Significantly reduced surface and underwater acceleration. Underwater acceleration: 1-6 knots, approx 45 sec. with 90-95% batteries capacity.
- Adjusted submarine max speed and range.
- Historically correct resulting speeds depending on the selected engine operating modes.
- Introduced drag for conning towers which will depend of conning twr type.
- Added one more operational mod for diesel engines which can be selected by commanding any speed higher than 18 knots. (Dreimal A.K. 3x A.K. utmost speed )
- Adjusted surface and underwater turning speeds and radius.
- Adjusted submarine's surface draught .
- Adjusted dive times/rates.
- New accurate Submarine.cfg entries for TDW's electric engines ratio patch.
- Battery recharging propulsion fix for type VIIb.
- Battery life time as per Volodya's settings
- Engine RPM gauges connected with corresponding engine and propeller shaft.
- Significantly increased external torpedoes transfer time and internal torpedoes reloading times. Ext. torpedoes: approx. 4h,
Internal torpedoes: about 25min.
- Optimized for use with TDW gen.patcher
- Modified crew special abilities costs in order to sustain realistic submarine performance. Some abilities like max dive depth will be free from the start, while others are impossible to unlock , like level 2 for overcharge diesel/electric engines ability ect...

v 1.7 Changelog:
- Compatibility with TDW RPM inertia patch
- Adjusted drag for conning towers
- Adjusted sub's acceleration and tourning performance. Underwater acceleration is now, because of the new TDW's RPM inertia patch, 90-100% historically correct.

v 1.6 Changelog:
- Adjusted surface up/down drag factor.
- Adjusted underwater up/down drag factor and ballast tanks values (dive rate).
- Adjusted values for UI depth commands:
Crash dive depth: 100m
Dive: all the way down...

v 1.5 Changelog:
- Adjusted up/down drag factor.

Manual changes:

Change entries in menu.txt (SH5/data/Menu) file from this...
10026=Click to enable/disable speed commands for the port shaft
10027=Click to enable/disable speed commands for the starboard shaft

to something like this./...
10026=Enable/disable speed commands for the STARBORD diesel/electric engine
10027=Enable/disable speed commands for the PORT diesel/electric engine
*Manual changes aren't mandatory, but it's nice to have them on board

Compatibility and install. instructions:

The mod is compatible and tested with following conflicting mods:
- FX_Update_0_0_22_ByTheDarkWraith
- NewUIs_TDC_7_*_*_ByTheDarkWraith
- Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
- Reworked Morale and Abilities v.1.1
*Instrall Real U-Boat Performance - Type VII last with JSGME. It is recommended to star new campaign after the mod is enabled.


Sources:
http://www.uboatarchive.net/Manual.htm
http://www.hnsa.org/doc/id/oni220-german-japan-subs/index.htm#toc

[Download Real U-Boat Performance - Type VII] (http://www.subsim.com/radioroom/downloads.php?do=file&id=4261)



************************************************** ************************************************** *********************
I'm trying to collect as much data as possible and gradually modifying u-boat sim and cfg files in order to meet historically confirmed Type VII performance...

Here are some preliminary test data...

http://s6.postimg.org/43pbeckxd/chartgo.png

http://s6.postimg.org/bizbekd0x/chartgo.png http://s6.postimg.org/as6l8sanl/chartgo_1.png

http://s6.postimg.org/i7l6mqs4x/chartgo_3.png

:subsim:

gap
12-06-13, 01:34 PM
Nice idea Vecko, keep up your good work :yeah:

Talking about the engine ratios/speed graph, was in-game data measured with TDW's engine ratio patch enabled?

Even with it enabled, there were still some dicrepancies between expected and measured speeds, especially for back speed orders, though I can't remember all the details now. I suggest you having a good look into old posts of TDW's patch thread.

Something I remember for sure is that, according to historical data, engine rpm and u-boat speeds had a linear relation: :yep:

http://www.subsim.com/radioroom/showpost.php?p=2043797&postcount=1677
http://www.subsim.com/radioroom/showpost.php?p=2080521&postcount=2258
http://www.subsim.com/radioroom/showpost.php?p=2080485&postcount=2254

SH5 uses a sigmoidal function for calculating maximum theoretical speed over engine ratio:

http://www.subsim.com/radioroom/showpost.php?p=2081182&postcount=2291
http://www.subsim.com/radioroom/showpost.php?p=2081224&postcount=2292
http://www.subsim.com/radioroom/showpost.php?p=2081680&postcount=2314

What is odd to me is that max speeds set in boats' sim files don't show in the above algorythm and that actual speeds in game don't follow its graph :hmmm:

vdr1981
12-06-13, 02:38 PM
Tnx for use full links Gap...

Nice idea Vecko, keep up your good work

Talking about the engine ratios/speed graph, was in-game data measured with TDW's engine ratio patch enabled?

Sure, enabled...


Max speed points for both diesel and electric propulsion are substantially aligned on the same straight line, wereas min speed values can be interpolated by two lines whose gradients are similar to the ones seen in the previous graph, with electric propulsion having a lesser slope than diesel propulsion (0.0262-0.0280 vs. 0.0357-0.0366). This makes me to think that the max speeds reported for each speed order are sort of theoretical values. What do you think guys?

Just a small correction on this one.. Those are not min and max speeds...Those are max speeds for trim conditions A and B which are basically A-something like half full submarine and B- combat ready sub with max fuel, armament ect... Electric engine max speeds from your post are actually speeds with electric engines on surface...


Even with it enabled, there were still some dicrepancies between expected and measured speeds, especially for back speed orders, though I can't remember all the details now. I suggest you having a good look into old posts of TDW's patch thread.

RPM values shown in the submarine looks just fine but we can't be 100% sure because almost every gauge shows slightly different values, which is OK IMO...

gap
12-06-13, 04:10 PM
Tnx for use full links Gap...

My pleasure :salute:


Just a small correction on this one.. Those are not min and max speeds...Those are max speeds for trim conditions A and B which are basically A-something like half full submarine and B- combat ready sub with max fuel, armament ect... Electric engine max speeds from your post are actually speeds with electric engines on surface...

Yep, initially I gave different sets of measures generical 'min' and 'max' attributions because I wasn't sure what they were relative to. Eventually I realized that 'Electric max' was actually electric propulsion on surface, but I was still unsure about the meaning of the two diesel speed sets. Thank you for clarifying :up:


RPM values shown in the submarine looks just fine but we can't be 100% sure because almost every gauge shows slightly different values, which is OK IMO...

maybe...

I have finally found the thread where I and Fifi discussed this topic. Please read the following post and further replies to it:

http://www.subsim.com/radioroom/showpost.php?p=2081497&postcount=314

Most differences between theoretical and practical (i.e. measured in game) engine rpm/speeds, might be well within a normal margin of error. Nonetheless, the 'back emergency' bell for both diesel and electric propulsions shows a consistent discrepancy from expected values, too high for being simply accounted as 'measurement error' :hmm2:

http://img5.imageshack.us/img5/6946/6nrn.jpg

vdr1981
12-07-13, 07:03 AM
As for the British report, it doesn't give any special detail about diesel speed names, and for electric propulsion speeds, only English telegraph orders are listed. Yet, only a rough correspondence can be found between the German and the English terminology as far as telegraph order and ratios are involved. As a consequence, I would suggest to adopt engine ratios derived from the German manual, using data from the Admiralty report only as a cross-reference, and for calculation of speed/rpm gradients of "average" u-boats. Boat's cfg files would therefore change as follows:

Yes, that's exactly what I have done...Our cfg entries are very similar and it's clearly visible that we used the same method.
But, that's "only" cfg file and it doesn't have any impact on sub performance. It only defines values for UI buttons and commands, if we use ingame speed scale in knots or depth scale in meters instead of buttons with preset values , cfg file is completely irrelevant.

I have impression that you were struggling to decide which sources are "more correct" and relevant? I had the same problem but maybe they are all correct in some way? Maybe British didn't have enough knowledge to "take maximum" from the U-boat or maybe sea conditions were different that day..Maybe British sub was heavier/lighter than the sub used in German manual... Who knows...What we know for sure is that top speed of type VIIC was somewhere between 16.7 and 18.1 knots with RPM of 470-490 and that is enough for us.

I must say that I'm pretty much surprised to realize that there were so much work with sub sim and cfg files but no one ever tried to actually prevent ridiculous underwater and surface acceleration and to match turning times and radius ?!

vdr1981
12-07-13, 09:42 AM
Hm, one more thing...:hmmm:

I've noticed that you was exploring extensively dependencies between max engine turation(aka RPM) and submarine speeds, right?
Didn't you realize that max engine turation value has nothing to do with submarine performance? Even if you set some lower value , like 100 for example, the sub will still have the same max speed and acceleration performance. What will be reduced is submarine noise signature(as far as AI is considered), animation of propellers rotation and values shown in RPM gauges...
In short, with full speed ahead, you'll have sub which speeding up to ~17.9 knots but with much slower propellers rotation and rpm gauge will show you 100 rpm...

gap
12-07-13, 01:00 PM
Yes, that's exactly what I have done...Our cfg entries are very similar and it's clearly visible that we used the same method.

:up:


But, that's "only" cfg file and it doesn't have any impact on sub performance. It only defines values for UI buttons and commands, if we use ingame speed scale in knots or depth scale in meters instead of buttons with preset values, cfg file is completely irrelevant.

I think you mean that engine ratios set in cfg files do not affect neither rpm/speed curve, nor maximum engine outputs (which are always in the range -1 +1 if manual speed selection is used). If this is what you meant, I agree with both your assertions.


I have impression that you were struggling to decide which sources are "more correct" and relevant? I had the same problem but maybe they are all correct in some way? Maybe British didn't have enough knowledge to "take maximum" from the U-boat or maybe sea conditions were different that day..Maybe British sub was heavier/lighter than the sub used in German manual... Who knows...What we know for sure is that top speed of type VIIC was somewhere between 16.7 and 18.1 knots with RPM of 470-490 and that is enough for us.

Rpm figures and speed outputs reported by the two sources are pretty similar after all, and their graphs are almost identical. Data from the German manual seem to suggest better engine outputs, but those figures had to be just theoretical outputs.


I must say that I'm pretty much surprised to realize that there were so much work with sub sim and cfg files but no one ever tried to actually prevent ridiculous underwater and surface acceleration and to match turning times and radius ?!

For a long while, U-boat Historical Specifications (http://www.subsim.com/radioroom/showthread.php?p=1364728#post1364728) was considered a must-have mod. Then ddrgn stopped updating it, a few of its settings were merged into New-UIs, and the rest of the mod became abondonware. :-?

Many of the specs you want to adjust, are affected by drag parameters. Besides hull-specific drag coefficients (set in u-boat sim files), there are also additional drag coefficients for armament and conning towers (it is a known fact that they affected heavily boats' handling). For some reason devs didn't use them, but they work, as tested by Volodya a while back. I suggest you making a good use of them, but beware: they use a different scaling factor than main unit drags. For a start, you should have a close look into the following post by Ducimus on the SubmarineSimCentral forum:

http://forum.kickinbak.com/viewtopic.php?f=73&t=1953

Last, if you also plan to make diving times more realistic, the following threads by Rubini might come in handy: :03:

http://www.subsim.com/radioroom/showthread.php?p=1846678#post1846678
http://www.subsim.com/radioroom/showthread.php?p=2017360#post2017360

Hm, one more thing...:hmmm:

I've noticed that you was exploring extensively dependencies between max engine turation(aka RPM) and submarine speeds, right?
Didn't you realize that max engine turation value has nothing to do with submarine performance? Even if you set some lower value , like 100 for example, the sub will still have the same max speed and acceleration performance. What will be reduced is submarine noise signature(as far as AI is considered), animation of propellers rotation and values shown in RPM gauges...
In short, with full speed ahead, you'll have sub which speeding up to ~17.9 knots but with much slower propellers rotation and rpm gauge will show you 100 rpm...

Of course speed and acceleration won't change with max rpm, as far as max speed and engine power are fixed. I and Fifi have only tried macthing rpm and speeds with the corresponding values reported in our sources, with the intent of getting realistic noise signatures at various speeds/engine ratio bells (Schleichfahrt = ca. 90 rpm = ca. 2.4 knots = somewhere between Kleine Fahrt and Langsame Fahrt; source: http://www.uboatarchive.net/KTBNotesPropulsion.htm, combined with our other sources). :yep:

zzz1
12-08-13, 02:31 AM
This is so cool!:Kaleun_Applaud:

vdr1981
12-15-13, 09:29 AM
Ok, I've uploaded the files, I don't think we can get much closer than this...When I find some spare time I'll update first post to elaborate everything in details...

gap
12-15-13, 11:12 AM
Ok, I've uploaded the files, I don't think we can get much closer than this...When I find some spare time I'll update first post to elaborate everything in details...

:up:

A suggestion: in game, u-boat performances are affected in several respects by crew promotion points. I don't know how realistic many of the passive and active abilities implemented in SH5 are (for sure Rongel's Reworked Morale & Abilities got ried of the most unrealistic ones), but your mod should also take this aspect into consideration. In general, I would expect the specs reported by your sources to be the optimal figures, attained by a full trained crew.

Just ignore this post if you have already dealed with crew abilities :)

tonschk
12-15-13, 04:18 PM
Thank you very much :up: vdr1981 :yeah::salute:

bandit484
12-16-13, 07:34 PM
Do we just load this mod up through jsgme or do we have to manually load the changes?:hmmm:

vdr1981
12-17-13, 09:58 AM
Do we just load this mod up through judgment or do we have to manually load the changes?:hmmm:

Hi Bandit, the mod is JSGME ready, manual changes are not necessary...

bandit484
12-17-13, 10:30 AM
Vdr thank you

vdr1981
04-16-14, 12:16 PM
I think I've found the way to modified torpedo reloading times. Also, I found this statement on the net which says:

Reloading (torpedoes) was phisically demanding work and could not be carried out on the surface if there were more than moderated seas or any danger of having to dive suddenly.
To reload, men and bunks had to be moved out out of the way, torpedoes unlashed from their storage position and the winched up with chains and finally
manhandled into the tube.
Trimmimg the boat slightly bow heavy made it easier to heave them downhill, but despite this, it still took a good A GOOD HALF AN HOUR TO RELOAD ONE.
Therefore, it is not difficult to appreciate that a boat have to remain submerged
for more than an hour to reload three or four torpedoes, and this was long enough to lose an entire convoy at sea, meaning another spell of running on the surface
at fast speed before getting into another favourable shooting position.

Is this statement correct?

vdr1981
04-16-14, 04:06 PM
This mod will adjust submarine performance in order to meet historical data as much as possible...

Adjustments:

- Significantly reduced surface and underwater acceleration.
- Adjusted submarine max speed and range.
- Adjusted surface and underwater turning speeds and radius.
- Adjusted dive times.
- New Submarine.cfg entries for TDW's electric engines ratio patch.
- Battery recharging propulsion fix for type VIIb
- Battery life time as per Volodya's settings
- Engine RPM gauges connected with corresponding engine and propeller shaft.
- Significantly increased torpedo external transfer and reloading times.
- Optimized for TDW gen.patcher


The mod is compatible and tested with following conflicting mods:
- FX_Update_0_0_22_ByTheDarkWraith
- NewUIs_TDC_7_*_*_ByTheDarkWraith
- Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
*Instrall Real U-Boat Performance - Type VII last with JSGME. It is recommended to star new campaign after the mod is enabled.



Well, after looong testing new version is uploaded and also I've added more detailed description and installation instructions to the first post, check it out...
Feel free to try it out, but I must warn you, it's not for the faint of hart and for the captains who get used to wipe out entire convoy with one blow...
Cheers!:subsim:

Gammel
04-16-14, 04:32 PM
Yiiipeeeeeeeeee
this is so cool just what i was missing in my game setup.
And also a very wise decision you kept compatibility with TDW Mods. Yours and his work has doen so much for a better subsim.
Cannot live without any of it.

Installs nice last on my and prob. most modlists.

Gammel
04-16-14, 04:54 PM
Huh?


Installed the mod and my sub drove like a sportscar out of the bunker?
Also 10 knots on ahead slow (2) ?


Have to admit i didn't started new career but installed when in bunker.

Feels strange somehow but i only played for 2 minutes then left the game to make this posting.

Edit:
As i can see in the first postings speed chart now that should be correct behavior..

Question:

what will that do to with the harbour pilot mod? Will i still hit the channel?

This weekend i have the time to play for real, sorry for quick and dirty impressions
but the sub felt really really fast - i used the pilot and it goes aheal slow automatic.


Next time i'll leave harbour on one engine and electric motors.
You now - that nasty acoustic mines thommys dropped lately..
:arrgh!:

vdr1981
04-16-14, 05:56 PM
Installed the mod and my sub drove like a sportscar out of the bunker?
Surface acceleration is reduced by something like 60%, I cant do better than that or submarine will become too slow in turns...


Also 10 knots on ahead slow (2) ?
Exactle as it should be...Check out this link, page 14 http://www.uboatarchive.net/Manual.htm


Have to admit i didn't started new career but installed when in bunker.

You better do that...


Question:

what will that do to with the harbour pilot mod? Will i still hit the channel?

This weekend i have the time to play for real, sorry for quick and dirty impressions
but the sub felt really really fast - i used the pilot and it goes aheal slow automatic.

Harbor pilots work just fine for me with not so high TC, most of the time...Harbor pilot will betray you sooner or later, with or without this mod...:D

THE_MASK
04-16-14, 07:06 PM
I will put this mod in my sobers mega mod .

Gammel
04-17-14, 02:13 AM
cool thx for your post and o.c. again for your mod vdr1981

i'll see if i can manage changing harbour pilot to use slower speed until first waypoint.



Iirc it was in iron coffins claimed that using electrics out of the french harbour was standard - couse of airdropped acoustic mines.

i did so yesterday, ahead slow and one engine electric and it was smooth setting to move and very creepy out of the bunker. Just feels right. I want this in harbour pilot but will become off topic to much here.

i see in the kiel file it starts ahead one third, this should be not to hard to change. But how to give command one engine only + electric? guess the answer in in menu.txt or submarine.cfg...

from the harbour pilot kiel file:
Ahead_one_third,0,0,0,0,0,0,2



You know it's how in real life sometimes: you'll only get the few bad or not so good from start things in responce if you archived a great project.
I'm perfectly sure this mod will give much fun and is same quality as your R.S.D. Projekt :/\\k:
my comments are not to be seen as a rant or unhappy customer.

vdr1981
04-17-14, 07:45 AM
I'm going to add modified SpecialAbilities.upc file to the archive in order to prevent some unrealistic and historically unconfirmed features, like crazy submarine speed well above 20 knots with engine overcharge ability or navigator who can "somehow" increase maximum depth of the submarine...
This changes are necessary in order to sustain U-Boat performance as close as possible to the real thing but this will also require fresh campaign start so hold your horses until then...:)

EDIT:
Done...Now, because of the modified points requirements for certain abilities, some upgrades will be blocked while others will be "free" from the beginning (like max dive ability).

tonschk
04-17-14, 08:58 AM
:up::salute::sunny::yeah::woot:

I will put this mod in my sobers mega mod .

Sjizzle
04-18-14, 12:28 AM
the u-boat go with more then 20kt. i think is unrealistik that cos the type VII u-boats maxim speed was 18-18.5k kt surface .... and around 7-7.9kt when was submerge ( with this speed can go only for 1h then must surface to recharge the battery's ).

arnahud2
04-18-14, 09:54 AM
Thank you Vdr1981 for your VII type adjustments. Also, i use your megamod, pretty nice (bigger) job too !!

THE_MASK
04-25-14, 02:30 PM
I am getting weird electric engine underwater speed button controls . If I press stop the sub keeps going etc .

vdr1981
04-25-14, 03:31 PM
Strange, I never noticed anything similar...:hmmm: It doesn't slow down at all or you can't disable engines?

Which UI style? SH5 or SH3 maybe?

THE_MASK
04-25-14, 03:52 PM
Dived to periscope depth at ahead one third . Went to all stop (works ok) then go back to ahead one third (only goes to ahead slow ) go to all stop (worls ok ) go to back dead slow (gauge stays on all stop but sub goes back dead slow . Click on ahead one third and gauge goes to ahead slow . British coastal waters VIIA . Mod not overwritten , unenable mod and all works ok .

Sjizzle
04-25-14, 05:12 PM
Dived to periscope depth at ahead one third . Went to all stop (works ok) then go back to ahead one third (only goes to ahead slow ) go to all stop (worls ok ) go to back dead slow (gauge stays on all stop but sub goes back dead slow . Click on ahead one third and gauge goes to ahead slow . British coastal waters VIIA . Mod not overwritten , unenable mod and all works ok .

i hade the same problem after i removed the mod all works fine for me ...
and another thing with this mod the u boat run with more than 20kts that is too mutch for a type VII .... maxim speed was btw 17 - 17.5k for type VII

vdr1981
04-25-14, 06:02 PM
ARe you talking about this ?
http://www.subsim.com/radioroom/showpost.php?p=2171451&postcount=170
http://www.subsim.com/radioroom/showpost.php?p=2175809&postcount=318
i hade the same problem after i removed the mod all works fine for me ...
and another thing with this mod the u boat run with more than 20kts that is too mutch for a type VII .... maxim speed was btw 17 - 17.5k for type VII
20+ Knots? No way... Probably UI speed readings miscalibration or something. All speeds are set according TDW SH5 advanced UI readings which is probably the most accurate. Did you enable engine overcharge ability maybe?

vdr1981
04-25-14, 06:21 PM
Dived to periscope depth at ahead one third . Went to all stop (works ok) then go back to ahead one third (only goes to ahead slow ) go to all stop (worls ok ) go to back dead slow (gauge stays on all stop but sub goes back dead slow . Click on ahead one third and gauge goes to ahead slow . British coastal waters VIIA . Mod not overwritten , unenable mod and all works ok .

Yes, I think I know what was you saying...It's small glitch in TDW new rations for electric engines patche , but it's not a big deal really. Just use arrow keys UP/DOWN on your keyboard if you wish to select all stop from dead slow back/ahead...:yep:

Check out RPM gauges in the command room also...

@Sjizzle

Type VIIC in calm seas, after couple of minutes of acceleration with flank speed...

http://s29.postimg.org/vthhnlbd3/SH5_Img_2014_04_26_01_26_06.jpg

Sjizzle
04-26-14, 02:29 AM
@Sjizzle

Type VIIC in calm seas, after couple of minutes of acceleration with flank speed...



hmmm ... i will do a fresh game install then will see if my boat will run like a crazy bunny ....

vdr1981
04-26-14, 08:35 AM
hmmm ... i will do a fresh game install then will see if my boat will run like a crazy bunny ....

Maybe it isn't necessary to do that. You use magui interface, rigt? Check out first for anything strange in submarine.cfg file . You can also check max speed setting in submarine sim file with Goblin editor...

vdr1981
04-27-14, 07:25 AM
Still problems? Sjizzle, Sober? :hmm2:

Sjizzle
04-27-14, 10:41 AM
Still problems? Sjizzle, Sober? :hmm2:

heya m8 i didn't had time to test it cos i wanna finish my tutorial how to find your position on the map with the sextan from both UI TDW's and MagUI's.
but tomorrow i will try to report back sorry for the waiting time

have a nice day
Sjizzle

vdr1981
04-27-14, 01:32 PM
heya m8 i didn't had time to test it cos i wanna finish my tutorial how to find your position on the map with the sextan from both UI TDW's and MagUI's.
...

We are all waiting for that, tnx!:up:

Mikemike47
04-27-14, 04:07 PM
cos i wanna finish my tutorial how to find your position on the map with the sextan from both UI TDW's and MagUI's.


Thnx m8:up:. Appreciated for UI TDW which I use. Perhaps I will use the sextant for the very FIRST time with your tutorial.

Your updated TDW patcher tutorial is most helpful, too, for the newbies since the patch versions have changed dramatically over time with new data.

mafansiwo
05-09-14, 12:03 PM
oh man.This is some serious work。

THE_MASK
05-09-14, 04:19 PM
Still problems? Sjizzle, Sober? :hmm2:Whats changed since I posted :hmm2:

vdr1981
05-10-14, 01:14 AM
Whats changed since I posted :hmm2:

Hmm, nothing...But I still cant see any problems.:hmm2:

Sjizzle
05-10-14, 04:24 AM
Thnx m8:up:. Appreciated for UI TDW which I use. Perhaps I will use the sextant for the very FIRST time with your tutorial.

Your updated TDW patcher tutorial is most helpful, too, for the newbies since the patch versions have changed dramatically over time with new data.

u have saw this

http://www.subsim.com/radioroom/showthread.php?t=206103

Sjizzle
05-10-14, 04:26 AM
Still problems? Sjizzle, Sober? :hmm2:

this problem is there

"Dived to periscope depth at ahead one third . Went to all stop (works ok) then go back to ahead one third (only goes to ahead slow ) go to all stop (worls ok ) go to back dead slow (gauge stays on all stop but sub goes back dead slow . Click on ahead one third and gauge goes to ahead slow ."

and about the speed is ok work fine

Mikemike47
05-10-14, 03:05 PM
u have saw this

http://www.subsim.com/radioroom/showthread.php?t=206103

I sure did! Thank you m8.

vdr1981
05-10-14, 04:50 PM
this problem is there

"Dived to periscope depth at ahead one third . Went to all stop (works ok) then go back to ahead one third (only goes to ahead slow ) go to all stop (worls ok ) go to back dead slow (gauge stays on all stop but sub goes back dead slow . Click on ahead one third and gauge goes to ahead slow ."



Yes, I think I know what was you saying...It's small glitch in TDW new rations for electric engines patche , but it's not a big deal really. Just use arrow keys UP/DOWN on your keyboard if you wish to select all stop from dead slow back/ahead...:yep:

Check out RPM gauges in the command room also...



Have you guys saw my post? Maybe that could help a bit? Yes there is a small glitch within TDW new rations for electric engines patch but it's nothing special...
By the way Sober, which TDW UI style do you use, SH3,4 or 5?:hmm2::hmm2:

THE_MASK
05-10-14, 06:03 PM
Have you guys saw my post? Maybe that could help a bit? Yes there is a small glitch within TDW new rations for electric engines patch but it's nothing special...
By the way Sober, which TDW UI style do you use, SH3,4 or 5?:hmm2::hmm2:I use 5 .

vdr1981
05-11-14, 09:36 AM
OK, tested again and here's what's going on...

Dived to periscope depth at ahead one third . Went to all stop (works ok)...
Confirmed...


...then go back to ahead one third (only goes to ahead slow )...
Negative, sub goes ahead 1/3 actually. Check RPM gauge in the command room...

go to all stop (worls ok ) ...go to back dead slow (gauge stays on all stop but sub goes back dead slow .
Confirmed...Red triangular mark will stay on "all stop" but "dead back slow" button will be slightly illuminated.


Click on ahead one third and gauge goes to ahead slow . British coastal waters VIIA . Mod not overwritten , unenable mod and all works ok .
Again, sub will go 1/3 ahead actually with something like 110-120 RPM...


In short, submarine will execute your commands, it's only that GUI output is a little messed up . According to TDW statement it must be like that...

Defiance
05-11-14, 09:59 AM
Heya vdr,

Yeah i saw that from starting using this mod

I just double check on gui to see it lit up a bit

It makes sense to me, as now the realistic speeds/rotations to 4321012345 fall slightly off to the stock ones, so the gui uses the nearest number to the new speed i assume

Not a problem for me, i see it as a feature :D

vdr1981
07-24-14, 10:11 AM
I understand that the mod isn't very popular but nevertheless, for a few realism freaks left outhere whom can not coop with sports submarines and default ubi nonsense I'm uploading new version of "Real U-boat Performance" with addition of few new features...


Adjustments:

- Significantly reduced surface and underwater acceleration. Underwater acceleration: 1-6 knots, approx 45 sec. with 90-95% batteries capacity.
- Adjusted submarine max speed and range.
- Historically correct resulting speeds depending on the selected engine operating modes.
- Introduced drag for conning towers which will depend of conning twr type.
- Added one more operational mod for diesel engines which can be selected by commanding any speed higher than 18 knots. (Dreimal A.K. 3x A.K. utmost speed )
- Adjusted surface and underwater turning speeds and radius.
- Adjusted submarine's surface draught .
- Adjusted dive times/rates.
- New accurate Submarine.cfg entries for TDW's electric engines ratio patch.
- Battery recharging propulsion fix for type VIIb.
- Battery life time as per Volodya's settings
- Engine RPM gauges connected with corresponding engine and propeller shaft.
- Significantly increased external torpedoes transfer time and internal torpedoes reloading times. Ext. torpedoes: approx. 4h,
Internal torpedoes: about 25min.
- Optimized for use with TDW gen.patcher
- Modified crew special abilities costs in order to sustain realistic submarine performance. Some abilities like max dive depth will be free from the start, while others are impossible to unlock , like level 2 for overcharge diesel/electric engines ability ect...

v 1.5 Changelog:
- Adjusted up/down drag factor.

v 1.6 Changelog:
- Adjusted surface up/down drag factor.
- Adjusted underwater up/down drag factor and ballast tanks values (dive rate).
- Adjusted values for UI depth commands:
Crash dive depth: 100m
Dive: all the way down...

Defiance
07-24-14, 11:42 AM
Heya,

Niceone vdr

Will grab it now

:)

Ablemaster
07-24-14, 03:02 PM
Good stuff, mate well done. Got it now, excellent.

Pascal
07-24-14, 05:34 PM
Your mod is great and I am sure that it's popular. It is also an honor to be recognized without medals! I take an arbitrary example: my crew uniform mods, probably downloaded over 2500 times, but 0 star. It's the same thing in life, I know 5 stars palaces vulgar and ugly, and secret hotels absolutely superb. Good continuation !

vdr1981
07-26-14, 09:07 AM
Tnx guys! :up:

Here's a bit more comparable testing...
Emergency dive from periscope depth to 300 feet is almost 100% correct with recent modifications...

http://youtu.be/3g3GZxtxI08

http://s28.postimg.org/pq15faxgt/sheet070.jpg

602Sqn_Puff
07-26-14, 01:02 PM
Hi Vdr1981..can I ask, is the latest version of this in the patch 5 for your Wolves of Steel mod??

vdr1981
07-26-14, 03:44 PM
Hi Vdr1981..can I ask, is the latest version of this in the patch 5 for your Wolves of Steel mod??

No, because that would request restart of players current campaign. I'm trying only to add mods/changes in the patches which can be enabled anywhere in patrol/bunker...

Captain_AJ
07-26-14, 04:58 PM
No, because that would request restart of players current campaign. I'm trying only to add mods/changes in the patches which can be enabled anywhere in patrol/bunker...


Can this be added to your mod while at sea ?

602Sqn_Puff
07-26-14, 05:11 PM
Thanks for the reply :)

vdr1981
07-26-14, 08:38 PM
Can this be added to your mod while at sea ?

No, I don't think so... I learned that editing sim files while in patrol can be very CTD risky...

schnorchel
08-15-14, 01:48 AM
I find below in VIIC manual on http://www.uboatarchive.net/Manual.htm
Time to reciprocal heading
Rudder Hard Over http://www.uboatarchive.net/KTB123-7UpArrow.jpg and http://www.uboatarchive.net/KTB123-7DownArrow.jpg
http://www.uboatarchive.net/BDUTableDividerH.jpg Speed
setting
Time to Reciprocal heading
Trim Condition A
Trim Condition B
Submerged
http://www.uboatarchive.net/BDUTableDividerH.jpg AK
1 min 10 sec
1 min 13 sec
min sec
GF
1 min 11 sec
1 min 15 sec
min sec
HF
1 min 17 sec
1 min 23 sec
min sec
LF
1 min 33 sec
1 min 36 sec
min sec
KF
2 min 23 sec
2 min 35 sec
min sec
http://www.uboatarchive.net/BDUTableDividerH.jpg http://www.subsim.com/radioroom/ http://www.subsim.com/radioroom/ http://www.subsim.com/radioroom/
My question here is "reciprocal heading" means 180 degrees turn? if yes, seems it is much faster than the what we have now on VIIC.

Choum
08-28-14, 03:51 PM
In short, submarine will execute your commands, it's only that GUI output is a little messed up . According to TDW statement it must be like that...

I'm not sure to fully understand,the only way to have a "working" chadburn is to disabled the electric engine ratio stuff in the TDW patcher ?

There's no other thing we can do to fix the ui ?

Balu0
08-28-14, 06:40 PM
Can I install this on top of WoS ? Or will it break something ?

Dragon81
08-29-14, 12:21 AM
This mod is already included in WoS. ;)

Balu0
08-29-14, 06:24 AM
1.4 is in WoS, my question is that if I can safely put 1.6 over it or not?

wotan2
12-12-14, 03:38 AM
I am getting weird electric engine underwater speed button controls . If I press stop the sub keeps going etc .


Hi, I having the same problem. I tried all kind of reload/reset even a new campaign but still doing that strange thing. Only one prop. keeps going. Anyway, most of the times when I submerged only one prop rolling except right after the submerging before changing underwater speed. Really strange because sometimes its working properly after a simple reaload even during patrol but basically still having the problem and the propellers itself behaving strangly all the time even when the speed contoll is okay :/ I basically using Sjizzle list with TDW UIs.

vdr1981
01-20-15, 08:22 AM
v 1.7 Changelog:
- Compatibility with TDW RPM inertia patch
- Adjusted drag for conning towers
- Adjusted sub's acceleration and tourning performance. Underwater acceleration is now, because of the new TDW's RPM inertia patch, 90-100% historically correct.


Hi all again! :salute:
New version is ready for download. No more crasy depth charges dodging...:D

ReallyDedPoet
01-20-15, 09:17 AM
Nice work :up:

moha14881
09-22-15, 04:31 AM
While in bunker in type viia I found that I can't access the torp tubes and in the equipment pages they show as empty slots as well as the BOLD launcher. Though in the torp page they show the loaded torp . A stupid CTD will lob in if I tried to close the torp loadout in bunker. :k_confused:

vdr1981
09-22-15, 04:48 PM
While in bunker in type viia I found that I can't access the torp tubes and in the equipment pages they show as empty slots as well as the BOLD launcher. Though in the torp page they show the loaded torp . A stupid CTD will lob in if I tried to close the torp loadout in bunker. :k_confused:

I didn't understand you quite well? What is your issue actually?:hmmm:
This mod has nothing in common with equipment and torpedo pages...

moha14881
09-23-15, 08:24 AM
That's I ask the foreman to change the torp loadout but the tubes don't show at all. At sea the equipment page show tubes as empty slots.
Side note:
I run equipment upgrade fix!:salute:

moha14881
09-26-15, 06:43 AM
I'm very very sorry! That was just a glitch of Equipment upgrade fix that I fixed! Just starting a new campaign triggered it! Darn!:wah:

Lucky07
07-23-16, 03:17 PM
Nice mod ! thx:up:

PD: some TDW Ui base deployable for diferential engine control could be awesome

vladimir bondarenko
03-04-17, 01:21 PM
Веко, hi. Please tell me which parameter in the sim file is responsible for the life of the battery ???

vdr1981
03-04-17, 02:44 PM
Веко, hi. Please tell me which parameter in the sim file is responsible for the life of the battery ???

Submerged range...

vladimir bondarenko
03-04-17, 02:56 PM
Submerged range...

where miles and knots?
I have put the value of 95 miles at 4 knots, but the experiment, where the boat passes the 2/3 of the distance from said .... :(

Веко, and the engine speed may affect the operation of the battery?
and I also noticed that you have power for only one engine and (electric and diesel)?