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-   -   Would you like to calculate speed by prop turns? (https://www.subsim.com/radioroom/showthread.php?t=117899)

kv29 07-06-07 09:59 AM

I understand tater, but what values are good and what are wrong? please look my other question above, seems you missed it .

tater 07-06-07 10:12 AM

Where are the game values?

tater

kv29 07-06-07 10:15 AM

kongo & fuso 24.7 / 549
Ise 25.6 / 549
mogami 35 / 250
minekaze & mutsuki 37 / 500
kuma 33 / 563

tater 07-06-07 10:51 AM

I guess I'd assume that the in-game values are correct for the game. LOL. I'd tend to assume ONI is wrong, lol. Obviously they didn't have a huge amount of data.

WernerSobe 07-07-07 03:52 AM

how do you expect sounds recorded from some vacuum cleaner match real WWII data?

what we can do is testing different ships running at different speeds, count the turns and make a new table. That might even work but i think there are only 3 steps of that sound. slow medium and fast. well that needs testing.

WernerSobe 07-07-07 05:07 AM

ok ive got interestning foundings.

ive listened to same ship passing by in a single mission and have counted the turns for one minute. The results for small old split freighter.

1kt = 20 turns
2kt = 24 turns
3kt = 31 turns
4kt = 37 turns
5kt = 43 turns
6kt = 47 turns
7kt = 47 turns
8kt = 47 turns
9kt = 47 turns
10kt = 47 turns
11kt = 47 turns
12kt = 47 turns

similar picture with medium old split freighter. There seem to be a gradual turn increase up to 6 knots. Above that the sound doesnt differ. Ive also set up two ships of same kind for a race. One made 6 knots the other 12. There was no difference in their sounds.

tater 07-07-07 06:58 AM

That's interesting. Odd that their RPMs are half what ONI has listed for any merchants that are in game...


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