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Old 12-29-11, 06:36 PM   #2917
h.sie
Admiral
 
Join Date: Jul 2008
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I removed the delimiters in the code so that I could set reative speed = 1.1 = 110%.

Results:

Speed goes up from 17kt to 19kt. Fine.

But: RPM sank!!

Setting rel. speed = 2.0 lead to a speed of > 30knots and RPM=0 !!!)

It seems that RPM in game is for eye-candy only - for the propellers and gauges, it seems to have no physical meaning.


Unknown so far: Other weird side-effects.

This shows that with removing the (-1/+1) delimiters I have damaged an closed system of physical formulae. -> Better not touch it.

Only solution:

Max. relative speed = 1.0 must be interpreted as "overload".

Thus, in the next version of the Mod, rel. speed = 1.0 will be connected with an even higher damage probability, which results in T50% = 1h.

But all lower speeds (continuous speed levels) will have a extremely low (or zero) damage probability (provided both engines are undamaged).

The prize for the diesel damage mod is that we lose a slot for a continuous speed setting.

By the way: I, personally, don't lose that slot, since I always interpreted FLANK as machine overload.

As LGN1 wrote: People who use this mod and want FLANK to be a save speed setting, must assign it a relative speed value of e.g. 0.95. The resulting speed reduction could be compensated by increasing the max. speed in the .sim file accordingly. Those people have to activate the overload speed setting in the knots dial.
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Last edited by h.sie; 12-29-11 at 06:57 PM.
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