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sub batteries
Greetings..
well been playing SH3 for a bit and decided to try out SH4 so i went out and got it, so far its not in as bad as shape as i had thought it was, but is the battery consumption right, it just seems like its draining to fast and if its not accurate is there a little mod to fix it... thanks. |
Sure, see the stickies, theres all sorts of mods. Hell, its regular salad bar. :rotfl:
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That this wasn't fixed was one of my biggest disappointments about the 1.4 patch.:nope: I'm hoping maybe I just missed the fix while I was off on vacation or something, but I don't think so. |
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"fixing" the batteries is a relativly easy fix... except for the S class, that one remains illusive. All one has to do, is adjust the max range @ speed variables in the sub.sim file. I know in TM, running at 2 kts for 12 hours, you'll only use up maybe 25% of your battery or less. You could probably run for 2 days at a 2kts speed before running your batts down to 0.
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thanks for the reply guys, so far I've not found SH4 to be the big mess everyone has said it was, just have to get used to the different layout.
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I didnt like the SH4 control layout either, thats why i changed it to Sh3's. :88)
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With only two 'Supermods' you can get everything that was dreamed of for this Sim. For all the tweaks, fixes, eye-candy and everything else that makes this a Sim worth playing, you should install 'Trigger Maru 175'. This Supermod combines many of the other fine mods into just one to install. Thank Ducimus for putting it together and for adding his great additions to it too. The second mod is Lurker's 'Run Silent, Run Deep Campaign' that makes for much more historical ship movements. A lot of research and work went into this very fine mod. If you have a VERY capable computer, I would suggest the late LeoVampire's 'Reflections on the Water' MOD. I've seen screen shots of this one, and the graphics are very realistic. My own computer can just barely play this game, so I don't dare challange it this much. |
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Thanks for fixing the batteries on the other boats. :up: |
Hey Candy I left an answer for this on the other board too.
but you will have figured it out by now. regards M:|\\ |
If I remember rigth the S Class engine an battery HP is reversed, If u switch the values you get better battery charging.
I got these HP figures off the net S 42 Max power (in hp) 2000 surfaced; 1500 submerged If u look in the sim file u'll see the submerged HP is way above the surfaced HP |
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I ran the test anyway, and just like before it only took 29.5 hours to go from full battery to 10% battery at 2 knots in a Salmon class. Historically (according to all the info I've been able to find), that figure should be about 44 hours instead (was supposed to be about 48 hours at 2 knots total). Therefore, even with the TM settings battery life appears to be only about 2/3rds of "real". As I said - that's better than stock for sure, but it's still not fixed/right. If TM is really getting better results closer to the historical figures, can someone post what the other settings are that have been changed to get this to work? |
S-Boat (Group I)
Propulsion: 2 x New London Ship and Engine Company (NELSECO) diesels, 1,200 hp (895 kW) each 2 x Electro Dynamic (S-1, S-30-S-35), Ridgway (S-18, S-20 through S-29), or General Electric (S-36 through S-41) motors, 750 hp(550 kW) each 120 cell Exide battery two shafts Speed: 14.5 knots (27 km/h) surfaced; 11 knots (20 km/h) submerged Range: 5,000 miles (8,000 km) at 10 knots (19 km/h) surfaced Submerged Range/Endurance not found Gato Class Propulsion and power:4x diesel 5400hp 4x electric motors 2740hp 2 × 126-cell Sargo batteries 2 shafts Speed: Surfaced:20.25 design/ 17knots operational Submerged:8.75knots Range: Surfaced:12,000nm at 10knots Submerged:95nm at 5knots Endurance:48 hours at 2 knots (4 km/h) submerged 75 days on patrol Source: http://en.wikipedia.org/wiki/List_of...ed_States_Navy Given the above specs, I would expect the S-Boats to have 1/2 the endurance submerged and take twice the time to fully re-charge its (single) battery compared to the Fleet Boats. |
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1. Range: Submerged:95nm at 5knots; and 2. Endurance:48 hours at 2 knots (4 km/h) submerged Although this struck me as weird at first, upon further reflection this seems like it could be correct - while it seems obvious that the batteries won't last as long (in time) at the higher 5 knot speed as they will at the lower 2 knot speed, it's not clear why the batteries wouldn't be able to propel the boat about the same distance on the same amount of stored charge/energy regardless of the speed, and (per the Wiki numbers) 48 hours at 2 knots would be 96nm, essentially the same as the 95 nm listed at 5 knots. I don't know whether travel at the higher 5 knot speed is inherently less energy-efficient than traveling at the lower 2 knot speed when traveling on batteries or not. With cars and their internal combustion gas-powered engines, once you reach some level going faster does burn more fuel per mile, but maybe it's not like that with electrically driven motors, at least maybe not within that relatively narrow speed range of 2-5 knots - does anybody know for sure? However, regardless of whether both of these range/endurance formulations are correct, the game with the TM values mentioned above cannot achieve close to either one. As indicated in my post above, tests at 2 knots routinely generate ranges about 2/3rds what they "should" be. Just for grins, I just ran a test at 5 knots, and the batteries ran out in just 8 hours, after covering only 40nm - somewhat less than half as far/long as they should have been able to last if the Wiki numbers are correct. Given the remote likelihood that enemy forces will stay on station and keep your sub pinned down for even 8 hours much less 30, this battery problem doesn't have much impact on convoy attacks in the open sea lanes, so maybe folks don't see this as a high priority problem to fix. However, this lack of battery staying power wreaks havoc on the ability to operate realistically in shallow waters near enemy territory (for agent/commando insertions, harbor recon missions, etc.), which is a big part of what makes a PTO subsim different in concept from an Atlantic simulator like SH3. Besides, battery propulsion of a submerged sub is a pretty central part of what being a sub simulator is all about, so it would be really nice if somebody could figure out how to get this fixed so the game would model this more correctly. |
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