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Old 06-09-06, 12:04 AM   #5
VonHelsching
Ace of the Deep
 
Join Date: Aug 2005
Location: Athens, Greece
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Quote:
Originally Posted by CCIP
Yea, that's why it's been removed. Observer had led quite a long discussion on the submarine batteries, and it was decided that the way the fix worked was not really true to reality.

There's definitely a lot of things about batteries and their problems that aren't modeled in SHIII, but the range/recharge times are more or less correct.
Since I made the original Real Battery Life Mod (AKA Advanced NASA Battery Fix), I tend to disagree. I had a long and constructive discussion with Observer 1-2 months ago, but we didn't reach a mutual understanding.

-Observer says that the battery should be considered empty when @ 10% power
-I say that the battery is empty when @ 0% (when the message "Empty Battery!" appears)

But the sub is still going some knots between 10% and 0% (and it still drifts for many hours after 0% - stock "feature").

I'm not going to go over this argument again, but consider also that we are talking about nominal amp-hours not fatigued batteries after long usage during the war (much less than nominal). IMHO this game is too easy with the batteries. The stock game ranges are un-realistic IMHO. BTW, they are wrong too. I have put all my arguments here:
http://www.subsim.com/radioroom/showthread.php?t=90269

But NYGM is your mod. Your call. I'm just stating an opinion.

Remember AOD, guys!
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