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I have released a version for GW, but I do not know with what .sim files you end up after a GW + NYGM combination. My best guess is that any difference would not be noticeable, Mainly very minor surface range differences. The battery would work fine in any case. Check: http://www.subsim.com/phpBB/viewtopic.php?t=49412 But, if you mean the XXI Battery fix, I do not know if you are ever going to see one (XXI, that is), since NYGM is a realism oriented mod and probably you are "allowed" to use the XXI only for one or two patrols just berofe the war's end. (like in RuB). |
:lol: speak of the devil an look who pops up. Von is the man best suited to answering your question. I strongly suggest you address any futher quires to him and read his posted link.
Thx Von ;) |
We posted at the same instance!
You're welcome Cdre :up: |
Re: Bit of help
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Hello again captains!
Ive been tinkering with the mods latelly to achieve my goal of realism (plus eyecandy to my taste) and i think i found the solution. I stumbled on another problem however which i will describe further down. First off, this is my current setup (in the order installed) using JGME 1) 1.4b patch 2) GW + 1.1 patch (mergend in one directory THEN enabled) 3) NYGM 1.0.3 (dir removal is made from within JGME MODS folder and THEN enabled) - >removed dir Crew - >removed dir Env - >removed dir Markings - >removed dir Menu - >removed dir Misc - >removed dir Movies - >removed dir Sound - >removed dir Textures 4) EUC GW+NYGM (dir removal is made from within JGME MODS folder and THEN enabled): - >removed dir Env - >removed dir Markings - >removed dir Menu - >removed dir Misc - >removed dir Sound - >removed dir Textures 5) NYGM SOUNDS (took delayed sounds from NYGM and anabled them last for control) I removed those dirs from NYGM and EUC because i wanted to keep the eyecandy from GW. So far no glitches and everything runs honky dory (tested 15 minutes though so im not quite sure). Can anyone please tell me if in my current setup, NYGM DAMMAGE FILES are retained? I ran SH Commander and set up for a single mission. SHC settings are as per NYGM recommended ones: • Use fatigue model (unchecked) • Adjust water density (unchecked) • Max 88mm deck gun reload time = 15 seconds • Max 105mm deck gun reload time = 15 seconds Further checked ALL in career options minus "set numeber of days spent in base) and checked "Use realistic crew configurations" NOW THE PROBLEM: I set up SHC for a single mission, selected VIIB, 1940, and fired SHIII. When selecting ANY single mission ingame i get the message: "TOO MANY SAILORS. GO TO BARRACKS" Im stuck...dont know what to do to fix it. There was a thread on this forum on the same problem and the only solution suggested was to reinstall SHC (which i did)..and besides that was on a RUB installation. Any help greatlly appreciated. Calm seas and fair winds, GreyOctober |
Ok, thats because NYGM has reduce some of the subs crew numbers.
In your CFG folder you will find a few files like this : crew_config_II_3.cfg crew_config_VII_3.cfg crew_config_IX_3.cfg crew_config_XXI_3.cfg Those files are the cew your boat will use in either SP maps or MP maps, plus when you start a campaign. However in campaign mode you have the ability to swap the crew around and fix the to many crew msg. In SP and MP you dont. The solution is easy. Start campaign mode, choose the sub u want to use, arrange the crew how you like, launch th mission. Save the game, exit. Goto your Doc's folder SH3 and into your career folder, inside that you will see a cew file called - Crew_Career_00.cfg. IF you have chosen a Type IIA/D boat copy all the info inside the Crew_Career_00.cfg file into the crew_config_II_3.cfg file. Same deal if you chose a Type IIVB/C then it gos into the crew_config_VII_3.cfg. Again if you chose a Type IXB/C then its the crew_config_IX_3.cfg type files you copy and paste into. Now you will be able to play an SP game with no probs. However you now will have that crew every time you start a new career but you can always goto the barracks and swap the crew around. IF like myself you mainly play MP games, then you can work up an experianced crew in campaign mode for each type of boat and save those into the crew_config_II_3.cfg crew_config_VII_3.cfg crew_config_IX_3.cfg crew_config_XXI_3.cfg files so that when online you dont have a crew that are totaly bloody useless. |
Thanks Gibbs! BUT, doesnt that mean that i cant play single missions with anything other than the starting subs? I wont be able to play a singlemission with a type IX sub because i cant start a campaign with a IX :-?
And how is SHC related to this? because i didnt have the problem BEFORE running SHC. Furthermore, reverting SHC back has no effect and im still getting that message. :damn: Thanks G.O. EDIT: no longer bilge rat. im "upper class" now! :D |
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The battery "fix" is not realistic for the following reasons: 1. It artificially reduces the battery charge to result in the "battery empty" message at the appropriate distance. First of all, a battery is never empty unless someone dumps the sulfuric acid and lead/lead oxide plates out of the individual cells. The battery is really fully discharged. Secondly when that message is displayed the battery is not really fully discharged. It actually has some charge left (~3-5%). This is reflected by the continued forward motion at about 1 knot and by simple inspection of the battery voltage meter. I have tested this and traveled for over 3 days at 1 knot on the electric motors after the battery empty message. 2. The developers did not choose to model house loads. When the battery is fully discharged, internal loads (such as the lights) should dim or become unusable as the battery continues to discharge (remembering the largest load by far is the electrical propulsion motors). For lead acid batteries battery state is measured by the number of amp-hours discharged, individual cell voltages (to prevent a cell reversal) and battery specific gravities with specific gravity being the most accurate method of measuring battery charge. 3. The battery range "fix" also incorrectly reduces the time required to charge the battery by the amount of time proportional to the adjusted range. For example if the battery charge time with the submerged range set to 80 nm is 6 hours, when the submerged range is reduced to 64 nm, the battery charge time will be reduced to 4 hrs 48 min. This give the uboat an unfair advantage especially when not using the snorkel. 4. At extremely low speeds the LI is still able to maintain perfect depth control. This is extremely difficult and unrealistic. When you get the message that there is only 10% charge left in the battery, it is in fact fully discharged for the purpose of using the electric motors. |
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E.g. for the Typ IID: The underwater ranges in the .sim files are supposed to be nautical miles, but they're not. They are what I called "UBI-pseudo-units". The SH3 engine mutiplies them with a factor (1,8 IIRC) to convert them "again" to nautical miles.So the underwater range of the IID in the .sim files (in "ubi-pseudo-units") is converted in my fix to 36 or 37. The game muliplies this by 1,6 and you now get ~57 (reference range is 56). Bear also in mind that the SH3 ruler measures in kilometers. Sadly I have thrown away all my handwritten notes from this work and cannot give you references for the measured distances with the ruler; but believe me I have triple-checked the results, and they were OK. Quote:
I agree with you that the battery model (charging / discharging) was not very detailed. But you know, these guys (developers) have many more importand part of the game to fix (the battery model is the 0,1% of the game) :-j Quote:
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Impressive work you did for the tonnage of the ships! :up: |
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Repeatability of results does not imply a consistent offset. It in fact only implies a consistent model used on all SH3 uboats (excepting possibly the XXI). This fact is borne out by the consistent contributor to battery charge/discharge time being the underwater range. This is further indicated because changing both electric motor horsepower and/or diesel engine horsepower have no impact on battery charge/discharge time meaning they must be independent of battery capacity. This implies a static electric motor and diesel engine size for all uboats with respect to battery charge/discharge (unlikely) or a single variable input associating battery size (in amp-hours) with underwater range (more likely given the results evidenced through testing). Quote:
For example, using a Type VIIB with the AFA27MAK740, nominally rated for 6940 amp-hours: This battery has the following entry in the basic.cfg: Quote:
Take for example the AFA27MAK800, nominally rated for 8480 amp-hrs. This represents a 22% increase in battery capacity. Now the basic.cfg entry: Quote:
Finally, the AFA33MAL800, nominally rated at 9160 amp-hrs. This battery represents a 32% improvement over the original AFA27MAK740. In this case the SH3 developers have chosen to give nearly the full credit, a 30% increase: Quote:
But, to continue with my example. Using the stock underwater range in the *.sim file for the Type VIIB, when the battery only has 10% charge remaining the boat has traveled 135.8 km (plus or minus a few km) at 4 knots. The proscribed underwater range for the Type VIIB with the AFA27MAK740 battery is 80 nm at 4 knots. Furthermore, by this time, the speed has fallen to about 2 knots. As previously noted, the boat continues to drift (actually under propulsion) for another 22 (plus or minus a few km) when the speed falls under 2 knots. At this speed the LI would be unable to maintain depth control easily, yet the SH3 uboat is perfectly on depth. This translates to 85.6 nm. I'd call that close enough. Quote:
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I'm not trying to be argumentative (or mean), I'm just trying to point out why reduced ranges in the battery fix mod are not realistic from a technical standpoint. I probably should have commented on this earlier, but I had hoped for a response from the developers to provide some additional support for my conclusions. |
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