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-   -   [REQ] Anybody got batteries that work right with 1.3? (https://www.subsim.com/radioroom/showthread.php?t=121824)

panthercules 10-15-07 11:12 PM

Well, I wonder why they would have bothered to do that (especially since they seem to have gotten it so wrong) :nope:

I've shot my wad for now - I went into the saved game files and tweaked up all my engine room crew and compartment settings to boost efficiency, experience, etc. - it seemed to work when I loaded the game back up (the green bar was full and all the crew showed the increased stats), but no joy in terms of effect on battery life - none whatsoever :damn:

Oh well, guess maybe I'll try what someone suggested a while back - just turn "limited batteries" off but play like they're still on. Bummer.

skwasjer 10-16-07 06:07 AM

To be able to edit the Ranges, add the following line to PropertyDefinitions.xml in S3D installation folder:

Code:

<property name="unit_Submarine/Ranges" datatype="collection" />
Make sure it is added to the next line directly after:

Code:

<properties>
I saw you can only travel 96 miles at 2 knots, don't know if this realistic...

panthercules 10-16-07 11:44 AM

Quote:

Originally Posted by skwasjer
I saw you can only travel 96 miles at 2 knots, don't know if this realistic...

If only you could, it would be pretty realistic - most figures I've seen have said 90 or so, which would equate to about 45 hours submerged at 2 knots (which is also about how long the oxygen should hold out, according to what I've read).

The oxygen usage in game seems about right, but the best I've been able to get is about 25-30 hours on batteries at 2 knots (so only 50-60 miles, instead of 90).

Thanks for the info about the range parameters - I'll try to check it out later tonight.

skwasjer 10-16-07 02:35 PM

Could this be a km/miles bug? Using the fix I mentioned the sim file of the salmon says 96 miles at 2 knots for submerged. You say you can do about 50-60 miles. 96 / 1.6 = 60 km. Just a silly observation here...

[edit] correction, it was 96 miles.

panthercules 10-16-07 07:32 PM

Quote:

Originally Posted by skwasjer
Could this be a km/miles bug? Using the fix I mentioned the sim file of the salmon says 96 miles at 2 knots for submerged. You say you can do about 50-60 miles. 96 / 1.6 = 60 km. Just a silly observation here...

[edit] correction, it was 96 miles.

LOL - I was doing the math in my head last night after I signed off, thinking the same thing - it's too much of a coincidence I suspect for it to be anything else.

Tops on my list of hoped for fixes (or close to the top anyway) would be a fix of all the various metric/imperial problems in the game, like the meters in the gunsight view, and (the one that really boggles my mind) the range readouts that have the watch officer giving range in feet instead of yards - who would ever think of saying "range = 42,000 feet" - I mean, really :nope:

panthercules 10-16-07 07:47 PM

Quote:

Originally Posted by skwasjer
To be able to edit the Ranges, add the following line to PropertyDefinitions.xml in S3D installation folder:

Code:

<property name="unit_Submarine/Ranges" datatype="collection" />
Make sure it is added to the next line directly after:

Code:

<properties>
I saw you can only travel 96 miles at 2 knots, don't know if this realistic...

Never done any work with xml, so I'm not real sure how to go about adding that line to the .xml file you mentioned. I could open and edit it in Word, but none of the "save as" choices looked like they were likely to be the right one. Is there some particular program I should use to do this editing of that file?

skwasjer 10-16-07 10:08 PM

Just notepad will do... ;)

panthercules 10-17-07 06:50 PM

Cool - thanks - I made the edits and sure enough, you can now play around with the range settings with S3D :D

Unfortunately, so far in early testing I'm not having any better luck with changes made this way than I was with changes done with minitweaker :cry:

I've only done a couple of tests so far, so I'm not giving up yet, but it's not looking promising yet.

[EDIT] well, tried a few more times, including some other subs besides the Salmon I've been using for my tests, and still no luck - maybe they did hard code this for some reason. I hope they will address this at some point with a patch or just some sort of word to someone about how to mod this - it just doesn't make sense that something as fundamental as battery life/range would still be broken at this point :nope:

panthercules 10-19-07 09:17 PM

Decided to try just putting zero's in the submerged range and speed parameters, just to see if anything would have any noticeable effect on battery life. With zeros, I got no battery level indicator bar at all - interesting, but not particularly useful. So, next I tried 0.1, and the indicator bar dropped so fast it was depleted before I even reached 80 feet on my initial dive. Seemed promising - at least something in here is having some sort of effect.

But I then tried all sorts of other numbers in various increments (including some ridiculous ones at the other extreme, like 100,000 nm and 20 knots), and still could not get anything higher than 32-33 hours to 10% (which was with 35,000 and 9 knots). And, what's worse, all of the improved times (above 30 hours) came at the expense of totally screwing up the battery recharge time for some reason, to the point where basically it just never recharged. :damn:

I couldn't figure out any pattern to any of it - tried big numbers, small numbers, some of each, etc. but no real pattern seemed to develop. I hope someone else can figure something out here, or that there really will be a patch 1.4 and the devs will get this right this time.

supposedtobeworking 10-20-07 04:38 PM

Yeah I have been on the prowl for a battery life fix for the longest time...I remember finally no one did wind up getting it to work except for perhaps folks using the Trigger Maru Mod which IIRC includes some kind of battery fix. I don't use TM so I have had to live with the pathetic battery life in the game. Hope this gets dealt with in the future.

panthercules 10-20-07 05:00 PM

Quote:

Originally Posted by supposedtobeworking
Yeah I have been on the prowl for a battery life fix for the longest time...I remember finally no one did wind up getting it to work except for perhaps folks using the Trigger Maru Mod which IIRC includes some kind of battery fix. I don't use TM so I have had to live with the pathetic battery life in the game. Hope this gets dealt with in the future.

Not sure what TM is using, but the Redwine version I'm using works better than stock - it gets around 25-27 hours or so. Without it I think I got about 12 or something really stupid the last time I tried just disabling it. But yeah - I don't think anybody has got it working right (45 hours +-) or if they have they're keeping it to themselves.

billko 10-21-07 01:30 AM

Quote:

Originally Posted by panthercules
No - haven't talked with Redwine yet - I remember seeing that thread before, and after re-reading it just confirmed that whatever RW was trying to do there doesn't seem to have worked. I guess I'll go ahead and D/L his files and take a look at them, but from the posts in that thread it sounded like those that tried it didn't get workable results either :(

I guess if the Jap escorts suck at their jobs and folks have modded the encounters with planes down to minimal levels, maybe nobody is seeing any problems with battery life because there's no reason to be submerged long enough for it to become an issue - maybe that's even realistic, as perhaps the American subs just never experienced the nerve-wracking worry over whether their air or batteries would give out and force them to the surface under unfortunate conditions. If so, I'll sure miss that aspect of gameplay, compared to SH3.

I read somewhere that the Japanese weren't even aware that our subs could dive deeper than 150 feet until some congressman leaked the info...

Bill

panthercules 10-21-07 11:59 AM

Quote:

Originally Posted by billko
Quote:

Originally Posted by panthercules
No - haven't talked with Redwine yet - I remember seeing that thread before, and after re-reading it just confirmed that whatever RW was trying to do there doesn't seem to have worked. I guess I'll go ahead and D/L his files and take a look at them, but from the posts in that thread it sounded like those that tried it didn't get workable results either :(

I guess if the Jap escorts suck at their jobs and folks have modded the encounters with planes down to minimal levels, maybe nobody is seeing any problems with battery life because there's no reason to be submerged long enough for it to become an issue - maybe that's even realistic, as perhaps the American subs just never experienced the nerve-wracking worry over whether their air or batteries would give out and force them to the surface under unfortunate conditions. If so, I'll sure miss that aspect of gameplay, compared to SH3.

I read somewhere that the Japanese weren't even aware that our subs could dive deeper than 150 feet until some congressman leaked the info...

Bill

Anything is possible I suppose, but this seems unlikely - I guess some racial superiority/arrogance thing might have been at work, but the info I've been able to find so far (pretty sparse and not necessarily definitive) on Japanese sub specifications indicates that their own sub types could dive to 300 feet or so, in which case it seems unlikely that they would have assumed ours could only go down half that far.

billko 10-21-07 12:36 PM

Quote:

Originally Posted by panthercules
Quote:

Originally Posted by billko
Quote:

Originally Posted by panthercules
No - haven't talked with Redwine yet - I remember seeing that thread before, and after re-reading it just confirmed that whatever RW was trying to do there doesn't seem to have worked. I guess I'll go ahead and D/L his files and take a look at them, but from the posts in that thread it sounded like those that tried it didn't get workable results either :(

I guess if the Jap escorts suck at their jobs and folks have modded the encounters with planes down to minimal levels, maybe nobody is seeing any problems with battery life because there's no reason to be submerged long enough for it to become an issue - maybe that's even realistic, as perhaps the American subs just never experienced the nerve-wracking worry over whether their air or batteries would give out and force them to the surface under unfortunate conditions. If so, I'll sure miss that aspect of gameplay, compared to SH3.

I read somewhere that the Japanese weren't even aware that our subs could dive deeper than 150 feet until some congressman leaked the info...

Bill

Anything is possible I suppose, but this seems unlikely - I guess some racial superiority/arrogance thing might have been at work, but the info I've been able to find so far (pretty sparse and not necessarily definitive) on Japanese sub specifications indicates that their own sub types could dive to 300 feet or so, in which case it seems unlikely that they would have assumed ours could only go down half that far.

The congressman was Andrew J. May and he leaked it in a press conference in June 1943. Vice Admiral Charles A. Lockwood, commander of the submarine fleet, estimated that the US Navy lost 10 subs and 800 crewmen because of it.

Besides being careless, apparently the congressman was quite an unsavory character because he was convicted of accepting bribes for military contracts, too.

http://www.ww2pacific.com/congmay.html explains what happened with the press conference.

Bill

Digital_Trucker 10-21-07 03:14 PM

Quote:

Originally Posted by billko
Besides being careless, apparently the congressman was quite an unsavory character because he was convicted of accepting bribes for military contracts, too.

Bill

The more things change, the more they stay the same, eh?:nope:


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