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Optimistically I went and plugged in historical data and of course was deeply disappointed. I then went and used your settings and tested and found the problems you mentioned, but I was also unable to obtain better results by tweaking your settings. Here are things that I did find:
Your suggestion to start out from scratch has a lot of merit. Maybe you can help me understand a few things:
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About 5 years ago when I gave up on this;
https://www.subsim.com/radioroom/sho...d.php?t=211380 Answer to the Whiskey Tango Foxtrot questions is complicated and involves some speculation. 1. Silent Hunter 3 programmers quit. 2. Silent Hunter 4 programmers used SH3 as a base for SH4, with no clue which file did what, which is why half the program is unused and partially used files. One example is the speeds and depths in the .sim and .cfg files for the subs, actual max speeds and max depth in the .sim file is used, numbers for those in the .cfg file are ignored. Percentage of speed in the .cfg file, along with periscope depth and others are used. "crash depth" in the .sim file actually means CRUSH depth, crash depth in the .cfg is the depth the sub will level off when crash dive is ordered. "max" depth in the .cfg file sets the depth of the red needle on the deep depth gauge, has no effect on the actual max depth. 3. Silent3ditor was programmed by a guy (skwas) who didn't work for Ubisoft, and some of his notes were guesses. For the ranges, he's right about surfaced speed vs range, wrong about the submerged speed/range. He's right more often than he's wrong, but taking his notes on what does what as gospel will sometimes lead you astray. When all else fails, we experiment. After reading this I spent a few hours fiddling with the S-18 (normally I'm a Sargo driver), latest is; Submerged Miles=22 Knots=5 With that I get about 60 miles at 2 knots down to 10% battery, with an 8 1/2 hour recharge time. That's with stock settings on the diesel engines power, I found that tinkering with the horsepower reduces recharge time, but also turns the sub into a dragster with ridiculous acceleration. In short, the S class was an afterthought and uses different a physics model than the fleet boats, so we're still tinkering with how it works. Nobody knows for sure. |
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i completely gave up and just decided to take the best possible results i could get and i think my mod is about as good as you can get with the s-boat files. thats why i think the only possible solution to get files that respond to the settings you choose is to take an existing sub that is the "least broken" and convert it into a brand new s-boat file for the game, short of that i see no solution which is why i just gave up and settled for what i had. as you mod the game you will find many other files in this game are just as frustrating and near impossible to mod |
I'm happy to see some S Boat love.
I've enjoyed it more in FOTRSU more than TMO or RFB and infinitely more than stock. If this thread sparks some attention to the S Class for the next update to FOTRSU I'm happy. :Kaleun_Cheers: |
I haven't given up yet. I'm just involved in too many projects. I want to thank the previous two posters suggesting a complete rewrite of the s-boat .sim files from scratch.
That's something I want to try. I'm also trying to find out more about the executable and whether something can be done through binary patching that exe. |
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its definitely a huge undertaking to fix because the fix requires creating something completely new and discard the garbage file thats there i think they threw the s-boats in the game and just did enough to make them function without fully integrating them into the games core elements control functions for how they act. as is stock s-boats are nearly indestructible hulls and the battery life and fuel ranges are no where near reality in the least. you can even ram DD with them to sink the DD and only take minor damage |
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No "simple" anything in the game. There is minimal error-checking of one part against another anywhere in the game. The game's engine is actually rather robust in all of the abuse that gets thrown at it, with data out-of-bounds, bad save folders, etc... Currently, the only way to check something is to put it in the game and see what it does. No CTD? step one is completed... :arrgh!: :salute:
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Interesting read :up:
I think it's anyway fair to say that even if 96 miles submerged range at 2 knots was the accepted figure, by 1942 most of those boats were quite tired and dire need of updating, above all the manila based ones. So seeing the range drop to nearly 50% would not seem so crazy. Of course if you can fix that it would be great, but hey, at least there is some consolation in thinking that it could have a "realism" explanation :Kaleun_Cheers: |
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