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I do have one small concern, though... How do we get infinite O2 on nuclear boats without cheating and without using a snorkle command?
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To the best of my knowledge, the easiest way would be to increase the O2 capacity of the sub to some huge number, maybe 30x-60x that of our 24 hour WWII base subs. The other option, if its possible, would be to significantly reduce the crews air usage... simulating the constant "scrubbing" of the same air. In either case, Nukes don't really have an "infinite" O2 supply , per se. Instead they use a combination of high efficiency CO2 scrubbers (something like 2x as efficient as those used on spacecraft at the moment, IIRC) and the occasional snorkel air venting to refresh the supply. It is true that the sub does not need to resupply its O2 for quite some time, but due to the limitations of the scrubbers (its a technology that gives diminishing returns over time) and the concern for the health and well being of the crew (stale, month old air is just not that great of an experience), subs routinely vent their atmospere every chance they get...
Also, nukes don't have infinite fuel either. Yes, a nuke could stay at sea for an extremely long time if its only concern was how long its fuel rods would last... I would say a good 4-6 months... due to the fact that most of a sub's endurance limitations are owed to crew requirements (food, sanity) and not to mechanical requirements. But that being said, the fuel rods do become spent after a time and need to be replaced. Because of this, I think maybe we shouldn't shoot for "infinite fuel", but rather try to tweak the engines into "ultra efficiency". This would be achieved by reducing the fuel intake of the engines to the point where 80 days at flank speed would reduce the fuel quantity to, say, 50%. In this way we wouldn't be facing some of the wierd side effects of trying to manipulate physics.
On those models that can be found online, I think they may become a valuable resource, but it should be kept in mind that they will all need some manipulation to work properly in SH4. In fact, even Dagon's models will need a little work as of yet... the torpedo doors don't work on any of his models, and on his project 667 (I think thats the name) they even appear broken. Also, when firing a torpedo, it is released from the original point where the fleet boat would have fired it from, so it just magically appears out of the hull. These are correctable issues (though none are critical), which I firmly believe should not exist in the CWM release.