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I found something interesting yesterday while messing with the ranges. I set the batteries range to 1500nm at 7.0 knots and then picked a random value for the surface range, 300000nm at 4000 knots. Needless to say that extremely large value let the batteries recharge from 0 to 26 percent in 24 hours at ahead standard. Also while messing around with the ranges I found that the batteries drain really fast for some reason, and then they won't recharge. I never tested the sub with the batteries after I enabled the Walter turbine. So I set the ranges back to what I had them at and tried to figure out the problem. After long hours of the game ignoring my 150k range and draining the batteries in about 31 miles I gave up. This morning I looked up the Turbine and found some interesting info. Apparently the Germans used it as a means to achieve faster speed while submerged and it required a lot of fuel to use. So more fuel lead to bigger hulls. So I think the reason the batteries drain so fast and don't recharge in my tests is because there are no batteries. To make space for the amount of fuel needed to run the drive it would make sense to remove the batteries which would free up space. At least that's what I think the game is trying to simulate. So you either get a choice between batteries or the turbine, you can't have all three, which kind of sucks. I'm still going to play around with the turbine to see what the other limitations are but so far one I found is that you cannot set an actual speed. If the speed you want to set is 15 knots and that speed is achieved at ahead standard, then the turbine will operate at standard propulsion. But if ahead standard maxes out at a speed of 20 knots, then the speed of 15 you selected will be ignored and the sub will continue accelerating until it reaches 20. I have found a work around for this it's just modifying the engine properties in the .cfg file. It's really only to keep the sub at a slow speed while you are targeting an enemy ship. |
Twenty Thousand Leagues Under the Sea
Do you have any plans to complete the Nautilus?:06:
http://www.subsim.com/radioroom/pict...pictureid=2941 I would really like to play around with this boat. I've been tweaking around with the model trying to get it working. Maybe, we can get someone to create a Mysterious Island Sub Pen base with submerged entrance. Place one base in Pacific and another in Atlantic. |
TheBeast: I do not have plans on completing the Nautilus that is why I put the unfinished one up for download so that anyone who wanted to could complete the project.
---------------------------- So here is a large update on the interior. It is in game and working. I've gotten almost all of it in. Just need to do some more of the dials on and the periscopes and then I'll release the new beta for testing. Yes, there are still pieces of the original CR in there, don't worry about them they will be gone soon. http://i175.photobucket.com/albums/w...Interior_1.jpg http://i175.photobucket.com/albums/w...Interior_2.jpg http://i175.photobucket.com/albums/w...Interior_3.jpg http://i175.photobucket.com/albums/w...Interior_4.jpg http://i175.photobucket.com/albums/w...Interior_5.jpg |
Here is a little preview of how the scopes work in game. You can raise them and lower them with the click of the mouse. The observation scope is on the right and the attack scope is on the left.
I am a little upset that S3D only has a 32 character limit, because there is a command in the .sim file that will allow one object to raise and lower the observation periscope. But the command string is too long. As of now you can raise it with the red and white piece but you need to click the handle to lower it. The attack scope can be raised with the same object. Also I want to know what you guys think about the rotation speed on the red and white objects. Should it be faster or slower? Maybe end it before the scope is fully raised. You may need to view it full screen, I didn't do an HD video. http://i175.photobucket.com/albums/w...Periscopes.jpg |
Looks nice.:yeah: If you're still going for that modern feel might I suggest that the ring to raise/lower the scope only do about a quarter turn. That's about how far ours turned since it's nothing more than a hydraulic valve.
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I think the new interior is looking very good.:up: Any idea if/when you are going to leak a updated download?
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Did some fiddling around with nodes and such, now the command room is full of sailors and not an empty shell like before. The people standing, except for the guy next to the helm and the SO, only come out when battle stations are enabled.
http://i175.photobucket.com/albums/w...113859_614.png |
Wow!:woot:
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brings back memories of 688 Attack Sub ! :yeah:
keltos |
Did you put any damage models on this yet? Looks nice :)
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I am almost done with the interior just a couple of things left to do and then I'll get the sub ready for the super mods. I'm going to leave the computer monitors blank for now because I need to get some textures for those. I'm not sure what I'm going to use at the moment. It's looking like another week to a week and a half before she's ready. |
You may consider screenshots from some of the Seawolf stations from Sub Command or Dangerous Waters.
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http://i175.photobucket.com/albums/w...171724_855.png http://i175.photobucket.com/albums/w...171654_581.png |
just... WOW !
keltos |
*notices his sigi is now without images*
Dude, where's my images? Was there a change to sigi image regulations that I wasn't informed of? |
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ok that is amazing!! |
Any news? :hmmm:
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WOW! That's beautiful works SW. :yeah: Makes me wish I hadn't been away from SubSim for so long. :oops:
All of you guys are doing some very amazing work on all 3 Silent Hunters. Congrats to all of you. :salute: |
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