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Mraah 04-23-07 05:12 PM

[quote=Ducimus]
Quote:

I started at the very start of the Klaxon after pressing C, and stopped about when the Sub marker appeared, and only the rod on the very stern of the boat was protruding the surface. I did this at a normal crusing speed of 8 kts. Which would be the normal conditions at which a crash dive occured.

Hmmm. :hmm: I'll test it again. Does year matter or just the sub class?

In my initial test ,with SH4 default, the speed of the sub didn't change the time. Although, I did observe that my first CRASH dive was a least 45 seconds. After that, it only took about 26. I even waited a few minutes on the surface in case I needed to wait for the tanks to empty before the next dive. My tests are in career mode.

I'm doing something wrong, again :doh: .

Steeltrap 04-23-07 05:29 PM

[quote=Mraah]
Quote:

Originally Posted by Ducimus
Quote:

I started at the very start of the Klaxon after pressing C, and stopped about when the Sub marker appeared, and only the rod on the very stern of the boat was protruding the surface. I did this at a normal crusing speed of 8 kts. Which would be the normal conditions at which a crash dive occured.

Hmmm. :hmm: I'll test it again. Does year matter or just the sub class?

In my initial test ,with SH4 default, the speed of the sub didn't change the time. Although, I did observe that my first CRASH dive was a least 45 seconds. After that, it only took about 26. I even waited a few minutes on the surface in case I needed to wait for the tanks to empty before the next dive. My tests are in career mode.

I'm doing something wrong, again :doh: .

I posted some data on the rate of depth changes in the forum as it's clear it's screwy as it is (seemingly not affected by your boat's speed). Maybe this is related somehow. I don't know enough about modding to do more than raise the point.

Here it is:

http://www.subsim.com/radioroom/showthread.php?t=112797

Cheers

Ducimus 04-23-07 06:01 PM

Unless something changed in patch 1.2 and i didn't get the memo:

Tweaker sim value:MBT Flood rate
speed at which your main ballast tanks flood with water. The number used in SH4 is to achieve a faster dive ALOT higher then in SH3, and i do not know why.

Tweaker zon value: Crash depth
Value that specifies when a sub starts taking pressure damage. Value listed is neither metric or imperial. I don't know how the game derives this number, i only know said value converts into a specific depth in game.

Tweaker zon value : Crash speed
Speed at which pressure damage is applied to the players sub.


Diving in general:
First dive always takes the longest. As the boat is flooding.

A second dive after the initial dive goes quick since residual flooding remains. This state lasts about a couple hours game time.

Surface speed, doesnt appear to effect dive time in the same mannor as in SH3.

Mraah 04-23-07 06:43 PM

Quote:

Originally Posted by Ducimus

Diving in general:
First dive always takes the longest. As the boat is flooding.

A second dive after the initial dive goes quick since residual flooding remains. This state lasts about a couple hours game time.

Surface speed, doesnt appear to effect dive time in the same mannor as in SH3.

Gotcha ... I did observe the above.

I do have another question ....:hmm: .
I just did a new search of the SIM file , do you have this for your flooding tweak?

[4]
DropDownName=Flooding
search,ManBT_flood_speed,1,single,>2,ManBT_flood_s peed
search,Ballast,1,integer,>2,Ballast
search,DiveBT_flood_speed,1,single,>2,DiveBT_flood _speed

Warning : I just found the ballast, might not be anything ... byte,integer, and long show 22 value ... others show garbage.

DiveBT_flood_speed = 9000

letterboy1 04-24-07 02:49 AM

I absolutely love the SJ radar parts of this mod :ping: . It's like having two radars for the price of one . . . and I can turn them on and off at will (I did, several times).:rock:

TopCat 04-24-07 05:29 AM

Hi Ducimus

Great Job! Your solution to the Radar problem is great. Yet I hope they will fix that some day.

Cheers
T.C.

Steeltrap 04-24-07 08:17 AM

Ducimus, the interesting thing is I did my tests STARTING from periscope depth. There is no logical reason for the dive rates not to be proportional to your spped in knots - it's a simple function of dive angle, thus is linear with speed. i.e. at 6kts you travel twice the distance per second as at 3kts so, for any given dive angle, you will change your depth twice as quickly. These boats largely relied on forward motion and planes for depth changes. An emergency stunt like flooding safety was something done as a last resort as it made susbsequent depth changes, especially surfacing, more difficult, using considerable amounts of high-pressure air.

Look at the figures I got at various speeds - they are basically the same for the given 50' intervals I tested.

The other thing is that some of the ranges take a lot longer than others. Again, at a given dive angle, this doesn't make sense.

I suspect it has some sort of fixed value for changing depths depending on the depth in question. As is stands you gain nothing by accelerating as you dive from P depth just as quickly at 3kts as you do at 7kts.

Cheers

TopCat 04-24-07 08:58 AM

Hi Ducimus, me again! :arrgh!:
I've tested your updated mod, especially the radar.
I've tried one career and two single missions and I noticed everywhere, that the "sweep once" button does not work any more. If you push the button when radar is switched off, it turns on radar and it stays turned on.

I suggest not to fix that but to entirely eliminiate the single sweep button, because it is actually of no use as you're rardar man is never able to report any contact by doing a single sweep. Most of the times it takes a lot of sweeps until your radar man makes a report. And when you're at the radar station by yourself, the button is not necessary.

Greets
TC

Ducimus 04-24-07 11:31 AM

Quote:

Originally Posted by Steeltrap

I suspect it has some sort of fixed value for changing depths depending on the depth in question. As is stands you gain nothing by accelerating as you dive from P depth just as quickly at 3kts as you do at 7kts.

Cheers

You know, come to think of it, this makes sense based on what ive seen. I always thought the time to get deep in depth was a little... wierd.



Quote:

Originally Posted by TopCat
Hi Ducimus, me again! :arrgh!:
I've tested your updated mod, especially the radar.
I've tried one career and two single missions and I noticed everywhere, that the "sweep once" button does not work any more. If you push the button when radar is switched off, it turns on radar and it stays turned on.

I suggest not to fix that but to entirely eliminiate the single sweep button, because it is actually of no use as you're rardar man is never able to report any contact by doing a single sweep. Most of the times it takes a lot of sweeps until your radar man makes a report. And when you're at the radar station by yourself, the button is not necessary.

Greets
TC

:hmm: I suppose ill look at it later. Honestly ive never noticed because i never use the single sweep button. With the radar hotkeyed to the R key, i just tap the key, and never bother with the ordersbar at all. :88) But thats just me. Honestly i never thought the single sweep worked to begin with. *shrug*

TopCat 04-24-07 11:48 AM

Cheers mate. No need to hurry at all. :p

Just a suggestion for your next version that may come some time...

Ducimus 04-24-07 11:56 AM

I still hope a solution for the SD radar is found. I honestly don't like having to come up with some adhoc workaround, but the SD radar spamming me with surface contacts when near a port was driving me absolutley nuts.

jean74 04-24-07 12:08 PM

Many Thanks Ducimus
 
A very great work !!! Another time THANK YOU VERY MUCH DUCIMUS :yep: !!!


Just for information and after tests : if you want a thermal layer signal reduction to 20% you need put the value 1.25 (1/1.25 = 0.8), no reduction = 1 (1/1 = 1), reduction to 31% = 1.44 (1/1.44 = 0.69) etc...
I hope that will help you :roll:

Sorry for my English language

Bye

Jean
French Sailor

TopCat 04-24-07 12:23 PM

Quote:

Originally Posted by Ducimus
I still hope a solution for the SD radar is found. I honestly don't like having to come up with some adhoc workaround, but the SD radar spamming me with surface contacts when near a port was driving me absolutley nuts.

Yeah! I follow the radar thread very close and it makes me think more and more that the SD bug cannot be fixed by a mod, unfortunately. I hope it will be patched soon - or as I suggested before in a different thread, ubi delivers a hotfix for that, because I consider this bug really gamebreaking.:ping:

Ducimus 04-24-07 11:51 PM

I have to ask,

To anyone using this mod pack i have a question:
Regarding the AI adjustments ive made, what is your opinion of it?

Still too easy?
In the ballpark, but needs a bit more fine tuning?
Too hard?
No effect on your gameplay?

If you feel it needs more fine tuning, in what areas?
Visual detection?
Hydrophone detection?
Active Sonar detection?

CCIP 04-25-07 12:10 PM

(it's ironic you ask now, because I just wanted to drop by the thread and give a shout-out about the sensors anyway)

I slightly tweaked your adjustments (just small bits in sim/sensors.cfg), but all in all - wanted to give a total thumbs up to your sensor solution. It's the main part of FTT that I use and totally enjoy. Seems to have hit an excellent balance!

I don't really get damaged, in part thanks to your reduced-power depth charges; but the good thing is that 1) I almost always get detected and chased around - not for too long, not for too little; 2) I'm forced to respond to enemy depth charging - if I pull evasive manuevers correctly and listen carefully, I'm safe; if I let my judgements slip, I get punished.

All in all, for example in my current S-class career, I have not been damaged at all in 3 patrols; on the other hand I had at least two chases every patrol where I was forced to go deep and manuever heavily for at least 1 hour. The thermal effect seems to work really well - sonar still goes through it, but there's a notable difference in how well.

It's easy to be detected by sonar; I've never yet managed to get into a convoy undetected by just cruising under the escorts - they'll get you on sonar. You either have to go deep into the thermal layer, or plan your approach so that you don't fall under their sonar beam. Which seems pretty cool, especially considering that - as I heard - Japanese escorts tended to ping constantly to check for enemy subs.

All in all, a real :up:
So far this mod is the best for underwater sensors, IMHO. It is relatively easy to avoid being killed, but it makes you pay for any errors or slips.

Visual I'm not happy with, but a lot happier than stock. Visual I won't be entirely happy with until we have something akin to NYGM's solution for it (and I mean this especially in terms of night surface attacks), but I'm sure that's a pretty complicated task.

Ducimus 04-25-07 01:44 PM

Ahh feedback. Thanks :D

Sounds like sonar is fine.

Depth charges, do i need to open them up a bit more, or they fine as is?

Hydrophones.? I was contemplating dropping the thermal layer variable from 2 to 1.75 on that. (bout to run a career game with said settings infact) Your thoughts?

Visual, i feel needs more work too. Only minor tweak im thinking about right now is lowering the speed factor form 9 to 8. After that i might lower the surface factor OR the wave factor. Not sure yet.

Mraah 04-25-07 05:13 PM

Did some testing with the prop_fact_dive_plane_F value .... check this out ... at periscope depth, requested to surface, moments later I porpoised out, then shot back into sea tail first ....

When Prop_Fact_Dive_Plane_F = 8
http://i155.photobucket.com/albums/s...5-4-2007_0.jpg

Ducimus 04-25-07 05:57 PM

If i didnt know better, i'd swear you have Bernard in your diesal room :88)

Mraah 04-25-07 06:56 PM

Quote:

Originally Posted by Steeltrap
I suspect it has some sort of fixed value for changing depths depending on the depth in question. As is stands you gain nothing by accelerating as you dive from P depth just as quickly at 3kts as you do at 7kts.

I tested that ... by increasing the value of the prop_fact_dive_plane_F (bow plane) I was able to shave off 1 second of time per 10 meters traveled while at submerged flank speed (gato 9kts). The default value of 0 had a change like 6 sec/ 10 m. With that note, it basically couldn't get any better (values between 0.95 and 2 seem to max it out) since that "fixed" value is keeping the sub at constant rate.

My thoughts on the "fixed" unknown value go to buoyancy. I haven't tested this but let me explain my idea based on reading about buoyancy and stability ...

Quote from THE FLEET TYPE SUBMARINE book :

Quote:

Buoyancy, considered in connection with submarines, is the upward force exerted on an immersed or floating body by the supporting fluid. This conception of the term conveys the idea that "volume", alone, determines buoyancy, and that the upward force exerted on the immersed or floating body equals the weight of the fluid which it displaces
We all knew that ... but, basically a rock will sink faster than a lighter object of the same shape (editted, removed mass)... right? (again, I've been know to be wrong) :oops: .

So, if you look at the values in the subs *.sim file you'll see this for the Gato :

mass = 0
displacementSurfaced = 1520
displacementSubmerged = 2460

Compare with the Shiratsuyu DD or any surface vessel in the game :

mass = 1685 (shiratsuyu)
displacementSurfaced = 0
displacementSubmerged = 0

Obviously the game doesn't care about the DD's displacement, but I'm wondering if we make the sub "heavier" by changing the mass OR by changing the submerged displacement, whether or not the sub will sink faster.

This can be a good/bad situation ...If it does work, we can dive faster :up: but we won't be able to surface quickly :down: , unless we use compressed air (which by the way, IMO, isn't modeled right since we use the air to blow out the negative tank and the other tanks during a normal submerged operation, again - commmon knowledge for seasoned skippers here).

Another quote from the book, about Neutral Buoyancy ...

Quote:

Theorectically, a submarine is designed with it's main ballast tanks of such volume that when they are flooded, the ship is in the state of neutral buoyancy. Negative buoyancy is gained by flooding the negative tank
We are stuck with a basic game routine which doesn't model all the tanks and such. Perhaps there is no way to fix it, but hey, what's a skipper to do but to try!

Ducimus 04-25-07 07:10 PM

The mass variable was played with by the GWX team in SH3. As i recall, for a sub to have a positve boyancy effect, its mass had to be approximatly1 less then its displacement. If the mass exceeds the displacement, it sinks. Even while on the surface.

The result of using mass to give a positve effect is that the boat will broach if standing still, or not moving at a given rate to maintain depth. Use mass thats much less then the displacment, and the boat can't dive. And again, using mass greater then its displacement, it sinks like a stone.


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