View Single Post
Old 02-22-15, 05:02 AM   #88
HertogJan
Weps
 
Join Date: Dec 2012
Posts: 357
Downloads: 137
Uploads: 0
Default

Quote:
Originally Posted by TorpX View Post
Ok, for the surface ranges, the ISP values are based on Norman Friedman's work, US SUBMARINES THROUGH 1945. He lists the Porpoise as having 6,000 nm range. Later 'P' class boats had a longer range, but I decided to go with the lower figures, as it didn't make sense to have 2 'P' classes. Then I took the 6,000 nm figure multiplied it by 1.3, because the Navy was said to incorporate a 30% fuel margin for battery charging. Then I added a small 'flat-earth bonus' to account for the map distortion in the game. About 5%, iirc.

Players tend to like mods that give then more range, firepower, etc., but I wanted this to be a high realism mod. Subs did run short of fuel, and have to cut short patrols. It was a operational fact of life. That's the biggest reason why the USN set up forward bases, when the opportunity came. If anything, I think the fuel/range figures are a bit generous.
Thank you for your input, I'll give your settings a go when you released the tuned version of ISP. I'm Not much for 'over the top stuff' myself.. but like to keep thing playable.
I can always set it higher in the .sim file if I keep running out of fuel (which will probably happen the first couple careers ) as a sort of a upgrade to a new P class

Quote:
Originally Posted by TorpX View Post
The submerged ranges are arbitrary, and cannot be compared to any reference figures, because of the way the game battery performance is totally broken. Many who wanted to mod the game have found this out. You cannot get sensible submerged ranges just by putting the numbers in the *.sim files. It won't work!

The figures in the mod will give you approximately historical submerged ranges, but not exactly. I had to compromise, because there was no way to make all the numbers come out right for all the classes of boats. The S-class have somewhat less range than the references state, and the fleetboats somewhat more. Nevertheless, performance is much closer to real-life than before.
Regarding the submerged range, if you got subs to go the range shown in the .sim file that would be a major improvement, Co2 will come into play more.

Quote:
Originally Posted by TorpX View Post
About the draft ht. and mast ht. I didn't change any mast height figures for obvious reasons. As far as the actual drafts of the ships, I made changes here and there as required for their stability. These changes were mostly small ones. There may be slight differences in your stadimeter readings for this reason, but I would not be unduly concerned.
Don't misunderstand me, I'm glad it works in conjunction with your Mod, but I see a couple of posts where OTC is installed over your Mod and while I was typing former post about ranges I wondered and started thinking about it.
Loading OTC over your Mod will nullify the tweaks you made.

Quote:
Originally Posted by TorpX View Post
There is no way any skipper could know the exact draft of any ship, except his own. They varied according to the load carried.
Indeed, the only way you could see the difference and I'm guessing you'd need a lot of experience as a skipper to guesstimate the load (full or empty) of a vessel correctly.
They would have needed to know how how high a ship lays in the water when empty, for all ships.
HertogJan is offline   Reply With Quote