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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: Feb 2013
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Has anyone here shown any interest in making a mod that would allow for realistic diving, trim and depth control? I know - the "Captain" that we play as would just give orders for setting depth and the crew would do the rest, but since we have a "real navigation" mod (which is lots of fun btw), why not think about allowing greater control, for those who want it, over diving?
If you have read anything about uboats you would know that it can be very challenging to control boat depth and trim under different conditions. My question is, could that be abstracted and simplified in a way that would make the game more fun? In Herbert Werner's "Iron Coffins" he talks about a Chief who could simply not get the hang of depth control, and how he and others had to step in for the safety of the boat. There were also times when changes in temperature, salinity, or bomb and depth charge pressure caused to boat to fall or rise out of control. I think there is PLENTY of opportunity here to introduce greater challenge to the sim. Im thinking we could have a UI similar looking to the TDC, which would abstract some of the basic depth control functions: filling and blowing various balast and trim tanks, using compressed air or electric pumps for different functions, a number of gauges and meters to monitor things. BTW, these choices when submerged could all effect the sound signature of the boat when trying to run quiet. They could also be damageable. anyhow- it would be quite a modding challenge but with high rewards. I think one of the goals would be to make the game fun and playable WITHOUT combat (similar to microsoft flight sim) So if you doubt the fun factor here, think about all the flight sim wonks who love doing full ramp starts of their aircraft; clicking buttons, throwing switches; controlling EVERY part of the aircraft. Would a Uboat be any different? Trout |
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#2 |
Ace of the Deep
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I believe there were talks about it a while back, but nobody actually started anything on it.
It seemed like not many were interested or none of the modders were interested in digging into it. |
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#3 | |
Ocean Warrior
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On the U-boat you are the Captain and you have a subordinate crew, 50 or so people, that do all this work.. just IMO..
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#4 |
Sailor man
![]() Join Date: Feb 2013
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True.....
and yet some people like to develop the attack plot and enter data in to the TDC. some people like to do their own navigation some people like to use the deck and flak guns These are all abstracted in the game because, as you say, there were crews to do that. I'm just wondering what other tasks could be made fun and challenging - diving and depth control may be candiate. The way we play this and other subsims is based on Dev choices about which aspects of submarine operations could be considered enteraining. Aiming and firing torpedoes is obviously at the top of the list. Now you certainly would not want to be messing around with depth keeping while you are getting ready to shoot your torps, but it could be very exciting controlling depth QUIETLY while under DC attack, or when crash diving, ESPECIALLY if the boat is damaged. There were times when Uboat captains did not just sit back and let the chief command or do all this. |
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#5 | |
Ocean Warrior
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dive planes and ballast tanks control was not the responsibility of the Captain.. it was responsibility of the crew.. again IMO..
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#6 |
Ace of the Deep
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I think the conversation above is the exact reason why the mod hasn't been even attempted yet
![]() just saying |
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#7 |
Sailor man
![]() Join Date: Feb 2013
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The captain is responsible for everything, and needs to know how to do it all, if only to monitor the performance of the crew
![]() (btw, the captain did not always develop the attack plot or shoot the torps, this too could be delegated because it was so distracting from looking after the positioning and safety of the boat) You could tie a mod like this, or even real navigation, to crew performance. if the captain occasionally does these tasks, the crew learn from him and his example. their abilities increase as does morale. Just a thought. That way you dont ALWAYS have to look after them, but if you do them a few times on patrol, crew performance improves. I any event, its pretty clear that there were serious skills involved in achieving and maintaining desired depth. There were choices about how much to flood which tanks, how much angle on the planes, how much speed, and how to do it all with changing environmental conditions. It get the impression it was analagous to hovering a helicopter, you never really get things exactly as you would want them. Check out what was involved in diving the boats... http://www.uboatarchive.net/DivingRegulations.htm |
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#8 |
Ensign
![]() Join Date: Feb 2012
Location: USA
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Manual dive planes, ballast tanks, etc. would be nice additions, if someone took the time to figure out how to implement them. But, for the reasons mentioned by Volodya and others, I'm not sure I would use them very much beyond the initial "wow" factor.
One thing that would be highly useful, though, is more realistic AI use of the dive planes to control depth. When submerging, the boat frequently dives at a steep angle, then blows ballast about ten meters above the desired depth to stop the descent. I'm not sure whether DDs can hear this, but I always cringe when the LI blows the tanks, to make no mention of the waste of compressed air. As far as I know, it was standard procedure to use the dive planes to provide "lift," much like the wings of an aircraft, instead of haphazardly blowing ballast every time a change in depth was requested. |
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#9 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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That being said, I have to admit that I am quite satisfied with our current tasks, as modelled in SH5, though I wouldn't disdain being set free to operate dive planes and rudder controls, as far as it is made optional. Imo this wouldn't reduce the realism, since in RL no one could have prevented the Captain from messing with them, if he just wanted to. Talking on why this feature wasn't yet taken into consideration, I think the answer is quite easy. Provided that game's architecture allows it, as far as I know only TDW, DrJones or Reaper7 would have the skills required for implementing manual depth controls. |
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#10 |
Ocean Warrior
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I think that the dispute doesn't make any sense.. all I said is just my opinion..
if you want to manually turn the dive planes or ballast tanks just do it..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#11 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#12 |
Ocean Warrior
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It was not answer on your post
![]() ![]() If seriously, we have the independent engine controls now.. thanks TDW.. but how many players are really using this feature? excluding the initial "wow" factor as Keysersoze mentioned? BTW great movie - The Usual Suspects ![]()
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#13 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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if it was on me implementing it, I would gladly take it into consideration if it was quickly feasible; otherwise, I wouldn't waste my time on it ![]() yep, nice one ![]() |
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#14 |
Ensign
![]() Join Date: Feb 2012
Location: USA
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I was wondering if anyone would catch the reference...
![]() This is pretty much how I feel. Features like this would only be useful if they could be done easily, or if they could be used in support of a larger project. For example: maybe one day independent engine control could be used to simulate realistic battery recharging, where the boat ran both motors with a single diesel engine to increase range. Right now, though, it's a neat feature but not a terribly useful one. Just my opinion though. |
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#15 | |
Ace of the Deep
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