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-   -   [TEC] SH5.exe patches to fix bugs and add functionality (https://www.subsim.com/radioroom/showthread.php?t=181433)

gap 04-15-13 01:28 PM

Quote:

Originally Posted by Tonci87 (Post 2041713)
Oh no not randomly..... :down:
On the base of improper usage? :up:

yes indeed. On the other hand being mathematically sure that engines will blow up exactly after x consecuitive hours of "extreme speed" sailing wouldn't be too realistic. :03:

Quote:

Originally Posted by volodya61 (Post 2041723)
maybe time in patrol/in the sea?

There are accounts of U-boats returning to base just after sailing, due to technical failures. Again, everything is matter of random probablities:

proper equipment usage/short patrol duration = low failure chance
improper equipment usage/long patrol duration = high failure chance

volodya61 04-15-13 01:59 PM

Quote:

Originally Posted by gap (Post 2041731)
proper equipment usage/short patrol duration = low failure chance
improper equipment usage/long patrol duration = high failure chance

Yes, indeed.. this is the best decision.. make sense.. :up:

Macardigan 04-16-13 04:26 AM

The current mission bar not updated when a vessel sink patches Orbit activated.

I see that others have this problem.

good hunting.

---------------------------------------------
Spanish:

A mí tampoco se me actualiza la barra de misión cuando hundo un barco con los parches de Orbit activados.

Ahí queda eso.

buena caza.





-----------------
My sh5 mod:
RPM Hydrophone Merchants 1.1 http://www.subsim.com/radioroom/showthread.php?t=203716
Download Link: http://www.mediafire.com/?2sh52pajek4jsmg

keysersoze 04-16-13 03:16 PM

Quote:

Originally Posted by gap (Post 2041711)
Here are a couple of ideas:

- decoding/debugging weather generation routines;
- making U-boat equipments subject to failure, randomly or on the base of improper usage.

:agree:

I love these ideas. I think everyone would like to see less "medium fog" in the game, and a further decoding of the weather patterns would no doubt be very useful for gap's great DynEnv mod. As for equipment failure, I believe h.sie's hardcoded fixes for SH3 added failure when the diesels were run at flank speed for long periods. I really miss this feature in SH5. Other mechanical failures would add a nice dose of realism.

gap 04-16-13 05:53 PM

Quote:

Originally Posted by keysersoze (Post 2042370)
:agree:

I love these ideas. I think everyone would like to see less "medium fog" in the game, and a further decoding of the weather patterns would no doubt be very useful for gap's great DynEnv mod.

:yep:

Quote:

Originally Posted by keysersoze (Post 2042370)
As for equipment failure, I believe h.sie's hardcoded fixes for SH3 added failure when the diesels were run at flank speed for long periods. I really miss this feature in SH5. Other mechanical failures would add a nice dose of realism.

Another malfunction related to improper usage, could be scopes getting damage if raised while cruising at high speed, but I am sure there are many other failures like these which we can think of...

keysersoze 04-16-13 06:20 PM

Quote:

Originally Posted by gap (Post 2042481)
Another malfunction related to improper usage, could be scopes getting damage if raised while cruising at high speed, but I am sure there are many other failures like these which we can think of...

Good idea. That would provide some incentive to slow down before raising the periscope. Some other random ideas that come to mind:
  • Diesel problems: already mentioned, but diesel malfunctions were almost ubiquitous
  • Jammed dive planes: simple malfunctions or the consequence of diving at high speed
  • Tube runners: torpedoes that begin actively "running" but are not ejected from the torpedo tube; this was a serious and very dangerous situation
  • Circle runners: torpedo malfunctions and circles back toward the U-boat
  • Jammed/frozen ballast vents: U-109 had her vents frozen shut while operating off Canada and was unable to dive for some time
  • Electrical shorts: a very common problem associated with DC attacks; it would be cool if the interior lighting could also be knocked out
  • Compromised pressure hull: usually the result of sabotage or dockyard mistakes; this would drastically reduce safe diving depth

gap 04-16-13 06:32 PM

Quote:

Originally Posted by keysersoze (Post 2042492)
Some other random ideas that come to mind:

...

Another idea: torpedo doors not opening/closing. IIRC this one was a common reason for premature patrol endings. :03:

Quote:

Originally Posted by keysersoze (Post 2042492)
  • Circle runners: torpedo malfunctions and circles back toward the U-boat

I think that circle runners are already modelled in game. :up:

keysersoze 04-16-13 06:38 PM

Quote:

Originally Posted by gap (Post 2042502)
Another idea: torpedo doors not opening/closing. IIRC this one was a common reason for premature patrol endings. :03:

Good suggestion. Fuel leaks were another common problem that could result from poor maintenance, sabotage, or DC attack. Not only would this malfunction decrease range, but it would also give the U-boat's position away in calm seas due to the tell-tale wake of fuel oil trailing behind the boat.

Quote:

Originally Posted by gap (Post 2042502)
I think that circle runners are already modelled in game. :up:

:o I guess I need to start watching my torpedoes more closely....

gap 04-16-13 06:58 PM

Quote:

Originally Posted by keysersoze (Post 2042509)
Fuel leaks were another common problem that could result from poor maintenance, sabotage, or DC attack. Not only would this malfunction decrease range, but it would also give the U-boat's position away in calm seas due to the tell-tale wake of fuel oil trailing behind the boat.

Another good one :sunny:

Quote:

Originally Posted by keysersoze (Post 2042509)
:o I guess I need to start watching my torpedoes more closely....

Have you enabled Rongel's Torpedo malfunctions test v 2 already? :03:

keysersoze 04-16-13 07:09 PM

Quote:

Originally Posted by gap (Post 2042526)
Have you enabled Rongel's Torpedo malfunctions test v 2 already? :03:

No, I haven't that probably explains why I haven't seen any circle-runners.

gap 04-16-13 07:13 PM

Quote:

Originally Posted by keysersoze (Post 2042532)
No, I haven't that probably explains why I haven't seen any circle-runners.

Also make sure you have enabled TDW's torpedo failures patch when using the aforementioned mod :know:

volodya61 04-17-13 03:21 AM

Quote:

Originally Posted by gap (Post 2042502)
I think that circle runners are already modelled in game. :up:

Quote:

Originally Posted by gap (Post 2042526)
Have you enabled Rongel's Torpedo malfunctions test v 2 already? :03:

Quote:

Originally Posted by gap (Post 2042533)
Also make sure you have enabled TDW's torpedo failures patch when using the aforementioned mod :know:

I have never seen (more than a year) circle-runners in the game.. at least in the campaign mode..
I saw it once in the single mission..
I have enabled the patches - Torpedo dud fix and Magnetic detonators rang defects - since their release..
With regard to Rongel's torpedo malfunctions, I haven't had much time for its full testing..

Tonci87 04-17-13 03:30 AM

Guys stop it, I want to enjoy my patrol, not rage because some piece of equipment broke in a critical situation :O:

gap 04-17-13 08:00 AM

Quote:

Originally Posted by volodya61 (Post 2042673)
With regard to Rongel's torpedo malfunctions, I haven't had much time for its full testing..

I am sure Rongel increased circle-runner's chance :03:

Quote:

Originally Posted by Tonci87 (Post 2042674)
Guys stop it, I want to enjoy my patrol, not rage because some piece of equipment broke in a critical situation :O:

The more the rage for unforeseen accident, the more the enjoyment when everything goes as expected :)

gap 04-17-13 08:47 AM

Quote:

Originally Posted by TheDarkWraith (Post 2032381)
what if this number isn't the theoretical maximum speed of the engine in knots but rather the RPM of that engine's shaft (in the water) :06: The constants could be related to gearing reduction.

Anyone have any figures on what the RPM of the shafts were at different bells for the subs?

Quote:

Originally Posted by keysersoze (Post 2032480)
Not sure if this is still relevant, but according to uboatarchive.net (for a VIIC), here is the max rpm for both the MAN and GW diesels.

Forward
Flank - 471 rpm
Full - 435 rpm
Standard - 340 rpm
One-Third - 275 rpm
Slow - 180 rpm

Reverse
Flank - 285 rpm
Full - 215 rpm
Standard - 160 rpm
One-Third - 110 rpm
Slow - 55 rpm

...

Yesterday I stumbled upon this other uboatarchive.net page:

http://www.uboatarchive.net/KTBNotesPropulsion.htm

What is good about it, is that it correlates telegraph speed orders with RPM's and speeds in knots empirically measured aboard a captured VIIC boat, for both diesel and electric propulsion. The information reported is compatible, though not identical, with the one pointed by keysersoze.

I have plotted on a graph RPM's and their resulting speeds. I was expecting some sort of logarithmic curve, similar to a torque curve (the higher the rpm, the more drag and cavitation, the lesser efficiency, etc.). To my surprise, diesel rpm/speed coordinates are fitted (with a R2 value of 0.9977) by a straight line. The same goes for the electric propulsion curve, though with a bit lesser R2 value (0.9818), and with five points out of six aligned with a straight line crossing the axis origin. Removing the one misaligned point gives an R2 value of 0.9991, which makes me to think of a measurement/reporting error :hmmm:

http://img407.imageshack.us/img407/3299/rpmspeeds.jpg


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