Regardless of the theory, the slower you travel on the surface, the faster the recharge time in the game.
Here's the results I made and posted using patch 1.2 in April:
Endurance test results.
Installed game had no diesel, power, battery, or crew mods. No mods to any submarine model or components.
Platforms:
(I) 1942 Porpoise leaving Midway using a saved game on my 3rd patrol. I've been carefully building up my crew skill (assuming those graphs and numbers aren't totally meaningless.)
Eng Room Crew Efficiencies- I=.93, II=.94, III=.98
Weather: 5m/s dir 44
Sub Heading 250
(II) 1944 Balao Leaving Midway using one of the default patrol missions.
Eng Room Crew Efficiencies- I=.88, II=.88, III.88
Weather: 5m/s dir 0
Sub Heading 270
Procedure:
On Surface set depth to 70 ft 1/3 speed "Ahead Slow" 11 knots.
Passing 50 ft set speed to 1/3.
Upon reaching 70 ft, mark the time, mark the map, and set speed 2 knots (both text and voice confirm 2 knots.)
Cruise at set depth/speed using 1024 TC until battery reaches 2% or Oxygen warning of 95% CO2 (whichever comes first.)
Results using Porpoise:
2% batt, 95% CO2 = 76.95nm, 48 hours
Results using Balao:
4% batt, 95% CO2 = 91.4nm, 48 hours
Continued until battery reached 3% and 98% CO2 (Crew death at 99% CO2)
Distance = 95.1nm
Procedure for battery charge time:
Surfaced at battery depletion times described above. Mark time from charge lcon changing to bright until icon changes to dark automatically.
Recharge times:
Porpoise- Speed set to 1/3 on surface = :49 min
Porpoise- Seed set to Full on surface = 2hr:47 min
Balao (based on 4%Batt/95%CO2)
Speed set to 1/3 = 1hr:16 min
Speed set to full = 2hr:18 min
Ran same tests using Silent Running. No difference. This setting apprently only affects noise/detection/repair and does not affect CO2 generation or machinery/power savings.
-Pv-
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