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-   -   How is the DW Sim working with the new 1.03 Beta patch? (https://www.subsim.com/radioroom/showthread.php?t=86845)

XabbaRus 11-24-05 05:51 PM

This is a beta patch guys.

So don't get all het up yet.

Use your imagination and find a way around it.

Annoying, yes a killer no.

I can't say more. Sorry.

Fandango 11-24-05 06:02 PM

Quote:

Originally Posted by XabbaRus
This is a beta patch guys.

So don't get all het up yet.

I don't think anybody here is upset about the technical problems...it's clear it's a beta version of 1.03. Good that SCS is letting us test it...what if we can give our little contribution to the final version?... :know:

Amizaur 11-24-05 10:41 PM

The problem with FFG speed may be caused by fix of acceleration bug. In 1.01 subs were accelerating too fast and changes in thrust profiles had no effect. After the bug is fixed acceleration is reduced to more realistic values (for subs) and maybe too low for FFG (which accelerated almost right in 1.01) but this is no problem because now platform acceleration can be adjusted at will by changes in thrust profiles, so FFG can be fixed easily. FFGs propulsion seems to be little too "weak" now so it even don't reach set speed at rough seas, when ordered flank in Nth Atlantic Convoy the highest number I've seen was 23kts and 24 for a second. But can real FFG achieve it's max speed in rough seas ? Maybe not ?
But try the Seikan Tunnel mission, with calm sea, and speed settings seem to be all right now, and ship is again capable of 29kts too.
Anyway, the FFG too slow acceleration and too "weak" propulsion can be easily fixed without any more game engine changes, only by adjusting it's database thrust profile! :up: The change of FFGs propeller diameter to the right value of 5 meters is more than enaugh for that :)

Krasch 11-24-05 10:51 PM

I know my ship (175' buoy tender) is slower in rough weather. We set the throttles for shaft rotations and hope for the best, some days we get 12kts rough days we get 10kts. It seems to me that if thats whst DW's model is reproducing them its very realistic. Otherwise all else is fine on my end.

Krasch

LuftWolf 11-24-05 11:37 PM

Just as Amizaur has said, increasing the prop. diameter for the FFG from 3 to 5 does in fact fix this problem. :up:

If SCS doesn't resolve this, we will for LWAMI 3.0, no problem at all there! :rock: :arrgh!:

Lane 11-25-05 12:36 AM

Fixed my screen darkness In my INI file gamma the was no value set.
So I set it to Gamma ".89" Kilo screens look ok now :D
Thank's OKO for the info on possible setting's. used your setting.
Lane :D

Bellman 11-25-05 01:17 AM

Xabberus/a/um :- :lol:
Quote:

works fine for me.
Quote:

No other things...
Ah doesn't matter.
Quote:

I can't say more. Sorry.
If you are in a 'priviledged '(?) position and honour-bound not to talk why comment, hesitate and then shut down ?

Was it just a display - you 'ole teaser ? :rotfl: :-j

Fandango 11-25-05 03:22 AM

Quote:

Originally Posted by Amizaur
FFGs propulsion seems to be little too "weak" now so it even don't reach set speed at rough seas, when ordered flank in Nth Atlantic Convoy the highest number I've seen was 23kts and 24 for a second.

But that makes sense. There's nothing wrong in it...

LuftWolf 11-25-05 03:29 AM

The problem with the way it is now is that the FFG loses too much speed on turns and in even moderate seas.

The OHP is like a little hotrod roadster, it shouldn't be nearly as depenant on ocean conditions as some other vessles, due to its streamlined hull and high power to weight ratio. I would think that it is capable of reaching top speeds in all but very high seas.

Fandango 11-25-05 03:40 AM

Quote:

Originally Posted by LuftWolf
I would think that it is capable of reaching top speeds in all but very high seas.

Well, only somebody who works on an OHP can tell us what the performances in turning and rough seas are...we can only make assumptions here...

XabbaRus 11-25-05 04:40 AM

Agree with Fandango here....

Bellman 11-25-05 04:48 AM

There was a lot of air in the Summer on sub dynamics, concluding with the following-
Jamie:
Quote:

I read that post on Battlefront as well and I'm not sure how much could be tweaked in the DBs to produce the results Marconi is critiquing (but perhaps quite a bit could be done)?
http://www.subsim.com/phpBB/viewtopi...=depth+changes
http://www.battlefront.com/cgi-bin/b...1;t=000361;p=0

LuftWolf 11-25-05 05:12 AM

Well, I've "fixed it." So there. :P

So if you want your FFG to go 24 kts tops in Level 3 seas and make turns at 6kts, then don't use the mod. :up:

Which I know you don't anyway, Xabba... so I'm doing for those who do, and I give them a big thanks for that as well! :rock: :arrgh!: :D

Mau 11-25-05 05:16 AM

As a Frigate driver I can tell you,

That would not make sense to loose so much speed.

Again at a max turn the max loosing speed would be 6 to 7 kts for an OHP (even considering it is a single shaft)
so at max speed passing from 29kts to min 22-23 kts (with 30 deg of helm). Not going down to 9 kts like it is/was doing.
In rough sea that should not affect that much.

Really hope it can be fix
Mau

LuftWolf 11-25-05 05:20 AM

The speed in higher seas, yes. In fact, I've already done it!

And thanks Mau! :up:

If someone thinks that a ship that makes 41,000 SHP and weighs 4,100 tons loses 5 kts in five foot seas, then I'm not going to make much of an effort to try to convince them otherwise. ;)

porphy 11-25-05 10:10 AM

Hi

I haven't had much time to try out the beta 1.03. One thing is puzzeling me though. When in game and on the different stations in a sub I get a slight high pitch sound. After turning of sound in game I located this to my computer! :huh:
It wasn't there before in DW and is not present in other games. Changing between station alters the sound a bit, but mostly high pitch. Is this my HDD working, and if so why? Anyone else experience this?

Cheers Porphy

Zerogreat 11-25-05 10:14 AM

HDD should not produce high pitched sounds ... it could be your monitor, mine too pruduces sometimes very high pitched sound, but only sometimes when running on low resolution, which is not often.

Mau 11-25-05 12:10 PM

So LF,

Are you saying that you ``fixed`` the speed thing with the FFG?
I thought some times ago you said that would involved may be some bigger tweaked.

Let me know, if you did it , you are the greatest!!

So the FFG now is not loosing more than 6-7 kts now from a hard turn (30 deg of helm?)

That was put in the 2.03 Mod?

Mau

LuftWolf 11-25-05 12:16 PM

No, I fixed what I was able to fix with the thrust prop diameter. So from 1.03 to the Mod 3.00 Beta, the FFG now maintains speed and accelerates how it should.

In terms of the turning of the FFG, it is still going down to 8-9kts... however the circle it makes is not much bigger in diameter than the length of the boat, so perhaps it is the rudder effect that is too strong.

When you guys made donuts in the FFG, how wide is the circle the frigate makes at 20-24kts of forward speed?

LuftWolf 11-25-05 01:14 PM

BTW, the new sonar model kicks ass! :rock: :rock: :rock:

We now have a whole new toy to play with! :up: :up: :up:

Thank you SCS! :D :arrgh!:


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