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Thanks for the map cdrsubron7! Excellent report, sir :salute:
I ought to forward you what I sent CapnScurvy about the 41a Convoys. Talk about a mess... Anyway, I'll look into that #@%$ Conte Verde. :arrgh!: - Say, that name sounds familiar... :roll: |
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If the boat is traveling faster than two thirds speed recharging would take longer because more power would be being used for propulsion. So at standard speed I believe it would take about 12 hours to recharge to full from flat. At ahead full this would go up to around 24 hours to recharge and at flank there would be no spare power to charge the battery. I know this doesn't take into account the slower charge rate used as the battery reaches capacity but I think that would make things too complicated. There's some good information on this on the Navweaps site and a few clues in the books written by fleet boat skippers but anything more accurate is difficult to come by. Would it be possible to adjust the fleet boats recharging speeds to mirror these times? |
Whoops, wrong thread.
Too many windows open! Barracuda |
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Without 4 engines, no such capabilities as you describe. Any reference to having 4 capable engines in the game is just whitewashed with descriptions, but there's no simulated power plant having 4 distinct parts.....only two. |
Understood Capn, it doesn't really matter if the game knows how many engines the boat has so long as the recharge times can be made to work realistically.
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Real life statistics are fine, but when a game doesn't simulate real life....don't expect to get real life performance. |
I think the main worry Capn, was what is hightlighted below:
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CCIP was successful in modding Realistic Battery Life back in the mini-Tweaker days (2007) which inspired me to study this issue when the Dev's did something to the files in patch v1.3 that nullified CCIP's mini-Tweaker work. That v1.3 patch release was a sad day. Using S3D I modded realistic battery life and recharge times using Ducimus' brainstorm method on my install. Trivia: Believe it or not, battery performance was different for US subs depending on if it was War-time or Peace-time.... I never found out why but it is something to take into consideration when looking at sources. Sorry, but when I saw 41 hours I knew that wasn't correct. Happy Hunting! |
I realize what G-Man was saying, MY point is the game doesn't recognize 4 engines at work....as the real life Fleetboats had them. :wah:
From what I can tell, FOTRS Ultimate has the same Battery recharge rate as the Stock game.....nothing different in the Propulsion area. So, there's room for improvement. I'm already testing some new figures. |
Man, you are ~on~ it... I just now got me a test mission set up. I have no figures yet. I are s-s-l-l-l-o-w-w-w-w... :salute:
Edit 1530 Eastern: OK, first runs: Tench boatNow, I never did get either boat to fully discharge, not for lack of trying. With the Tench, I didn't try very long. With the Gato, I did, hence the difference between the 4% charge, which is where the game states "Battery fully discharged" at 1400, and not surfacing until 0600 hours the next day, and we were still on a 2% charge, boat still doing 2 knots, telegraph still on Ahead Flank... Charge times for Tench 18 hours to 50%, Gato 18 hours and 45 minutes, which could well be a function of the TC used, and the fact that the Gato battery was taken down to 2% for a much longer period of time than the Tench boat's was. the 75% to 100% figures are Tench at 15 and a half hours, Gato at 14 and a half hours. Again, could be the TC used - OR - horrors, my math... as a little side-note, I almost did not graduate from high school... 'Course, that was a little something more than just grades :roll:... Anyway. There are my first runs. I am in a bit of a hurry, with several more things to do today, so it will be a while before I re-visit this. CapnScurvy, if you need a guinea pig in a couple of days, just holler... :salute: |
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So, if MY math is right. The Tench took 46:30 hours to recharge from a 4% capacity battery, @ an "Ahead Standard" speed. The Gato took 47:15 hours to recharge from a 2% capacity battery, at the same engine setting. That sounds about right since both subs have the same propulsion setup. I just finished monkeying around with some figures and did a test with a Porpoise. I went down to 10% battery capacity, then began my recharge with an "Ahead 1/3rd" engine speed. At the more conservative engine speed, I was able to get 100% recharged after 24:00 hours flat. So, three things....we need to be on the same page regarding what recharge speed we should use. Second, I think my tweaking may have produced some of the difference between your recharge time and mine. Although my "Ahead 1/3rd" producing a 3 kt travel speed was putting more energy back into the batteries than a 11 kt "Ahead Standard" speed would. Third, make sure you've got the Option "Limited Batteries" checkmarked. I'll "tweaked" some more and will test again. |
Is here some manual or complete explanation what this mod do? Thanks.
P.S. And should i prefer it TMO with all submods? How about CTD and broken saves? |
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There is no manual per see right now for FOTRSU as we are still in the development stages with this mod. Just to let you know FOTRSU is based on an earlier version of TMO (v1.7). There is much in FOTRSU that no other mod has right now and things are being added all the time. You'll find that if given a chance FOTRSU might catch your attention, there are still problems that need to be ironed out, but that is what the Beta versions are all about. There are still some CTDs and problems with saved games, but if you report them here to us in the FOTRSU thread they can be addressed and corrected given time. FOTRSU is worth giving a try, even the current Beta version works very well. :D :up: |
Kakopis, there are documentation's/readme's within the mod itself that explain its contents. No "Manual", yet. The reason is we're still working on the mod and its too early to put out a Manual. When in-game, use the "Help" feature to get detailed information that pertains specific to Ultimate's functions. Also, don't forget to print the Keyboard Control images that help with.........keyboard controls.
As far as keeping up with what's added, this current forum thread is your best resource. We post all the time new developments for the mod here. Which, may be the best reason why players should try Fotrs Ultimate Beta.....it's one of the few mega mods that is still being worked on. Where many have ended, we're pushing the game further. A new version is soon to be posted here. |
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