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Yes, it was easier to write it that way. Quote:
I don't really know enough to do this. Perhaps in the future, this could be done. My goal is to have a good set of guidelines at the end of this project, so anyone who wants to add a new, or custom ship/sub, to the game, can read what I post and figure out the right values with minimal testing. I think this is achievable. I don't know if you can totally eliminate the trial and error part, though. |
I was playing around with the waves. That is, trying different values for the Sim.cfg file (in the Cfg folder). I can't see what the wave attenuation does. Does anyone know about this? |
Plug this into Google:
site:subsim.com Waves amplitude sim.cfg sh4 ..... also try this if the above is more results than you want: site:subsim.com Waves amplitude sim.cfg sh4 Ducimus I recall Ducimus breaking it down....... somewhere : ) |
I found some of Ducimus posts, and it seemed he did quite a bit of experimentation with these and related files, but it is not clear that he came to any conclusions. |
From 2007-ish:
This helped a lot in understanding the AI. I tried finding his post here, I know he posted this in the forum however no luck. --- Wrong topic : ) |
I decided to change my timetable on this mod, in order to read U.S. SUBMARINES THROUGH 1945, by Norman Friedman. I should have done this at the outset. It has some very worthwhile info, and will provide a more authoritative basis for any changes. Why rely on guesses and internet crumbs when there are hard numbers available? |
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Real life measurements won't add up to anything accurate if the measuring tool is off. I know this to be the case with the Range equation using optical means. Whether it's the same for figuring Speed, and overall ship response, could be the same. :hmmm: Just don't rely heavily on Real Life numbers until you can test the results in practice. Good luck...I'll be watching with interest! |
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Yes, I know what you're saying. |
Thankyou for taking the time to work on this. It always annoyed me seeing DDs drag race like a cigarette boat. The AI ships are what really need the work. I've read a few books about fleet boat actions and the way they handled in the mods I've played always seemed at least adequate, when considering dive times at least. No idea about acceleration or turning radius, if that is brought to realistic standards then :up: I'm all for it!
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You're welcome! |
I didn't mess with the dive planes at all, just doubled the mainBT flood speed and diveBT flood speed numbers so it don't take 2 minutes to get it underwater. Also changed rudder drag to 5 and prop factor to 20, gives about the same rate of turn you would get if it was actually possible to back the screw on the inside of the turn.
As far as range and recharge time, I suspect SKWAS either got the values backwards or there's another file affecting this, for a Salmon/Sargo on up the standard is about 50 miles range with a 2 hour recharge time. I changed the numbers to; miles=1 knots=45 That gives me a range of 63 miles at 2 knots before the battery is down to 10%, with a 14 hour recharge time. The range and speed numbers seem to have a bigger effect on recharge time than anything else, and the results are all over the place. I never tried any supercrewmen, tests were all with default starting crews. |
It's not that I can't get the sub to dive fast. I want the darn things to dive in a proper manner where the planes give the boat a reasonable angle. I don't know - maybe I'm being too fussy about this. |
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The difference in crew capabilities can easily change the subs "reaction time" to your maneuver orders. I think if you were to stick with a particular sub .sim setting.....yet have identical missions with different crew competency settings, you may find the sub reacts quite differently. It could be you'll find the lowest crew competency setting is the base you need to start with.....figuring the rest will only get better. |
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Following Ducimus, I edited my GATO sim's (for example) to 15.19 knots @ 14138.4 nm.... mostly for superstition and also to give credit to him, it was his idea after all. Each class is different and the numbers are different. Using those numbers, that's 15+/- knots and around 12,000 - 14,000 nm distance depending on conditions. Also edited the CFG's to: AllStop=0.00 AheadSlow=0.25 AheadOneThird=0.50 AheadStandard=0.75 AheadFull=0.90 AheadFlank=1.00 For me satisfaction enough, finally, SHCE distances and speeds, and closer to reality; what I've been reading in the Patrol Reports! No more putting around the Pacific at 10 knots. Furthermore, by editing the Special Abilities UPC to: [SpecialAbility ] ID=Ability-Propulsion-Specialist NameDisplayable=Ability-Propulsion-Specialist-Name Description=Ability-Propulsion-Specialist-Description AbilityType=BatteryConsume; FuelConsume <-- comment out FuelConsume AbilityValue= -41; -5 AbylityActsIn= PropulsionRoom SkillRequiredLeadership= 0 SkillRequiredMechanical= 0.7 SkillRequiredElectrics= 0.7 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 - and placing a Propulsion Specialist ability crewman (edit him in) to the PropulsionRoom, submerged distances upwards of 95 nm at 2 knots are easy. Ducimus initially suggested -45 but IMO that gave more distance than what these fleet boats could manage in reality - unless there are figures that show they could do 105 - 110 nm submerged... Recharge times are from 4+ hours at all stop to 9 hours at standard speed (14 - 15+ knots) which is what the patrol reports read. I did away with the speed boost the Engines-Expert - Propulsion Specialist gives as well as the fuel boost. Those shouldn't be available. [SpecialAbility ] ID=Ability-Engines-Expert NameDisplayable=Ability-Engines-Expert-Name Description=Ability-Engines-Expert-Description AbilityType= DiveSpeed; SurfaceSpeed, SubmergedSpeed <-- comment out Unsure atm what I did with DiveSpeed ability.... I read somewhere that boats couldn't go out on patrol unless they could dive in less than a minute. Wish I kept better notes. Somewhere in my notes I have comparison charts & graphs similar to what CCIP was posting. Regarding the diving issue - obviously 'crash dive' can only be used when there is no ASW nearby. During ASW my 'solution' is to order 600' to dive as fast as possible at 2 - 3 kts, and then order my desired depth when within 50' +/- of where I want to be... like 400' - whatever. If they do know where I am, I can increase speed, and then go silent and turn - or not turn. Also edited DiveSpeed ability however I don't recall the effect, don't have time to re-test, so I don't want to send you on a wild goose chase with that. |
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Yes, I expect you are right. I decided to use the middle level of crew ability, as it was too much work to make separate tests for each level. Quote:
I tested this with - 40, I think. It seemed pretty good. I'm not too concerned with the exact range figure, though. My inclination is to give a little better than min. spec. It's not clear to me that the listed values are what they tested at, or just Gov. spec (the later, I think). In reality, we would lose battery capacity, as they go through recharge cycles, until we got new ones in the next refit. |
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