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#1 |
Rear Admiral
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I was wondering, anyone ever figure out a "fix" for the type 21 to have about the same recharge time as a type7 or type9 boat?
Reading some old threads, it looks like some folks were tinkering with engine RPMS, what ever became of that? |
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#2 |
Rear Admiral
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Well this was easy. Im surpised no ones done this yet and made a mod of it. I can't say this is accurate, but it is playable without setting the boats battery recharge rate in the basic.cfg file to 1000 and making it a freaking nuclear submarine. (most common fix ive seen for this)
Heres what i adjusted: Surface propulsion: -max speed 18.3 (probably unneccssary, unrealistc, but what the hell) -Engine power changed from 4400 to 4500 - Engine RPM chnaged from 520 to 550 Now for the important part: Submerged Engine power ![]() With the above tweaks in the sim file, the sub recharges just like an IX boat. All i have to do now is look at the boats duration at a given speed. Might be the start of my own mod :hmm: I have alot of other things im doing in conjunction to this to make the game more challenging in what is an unrealistic, but fun boat. Such as.. well found out why going deep was so helpful.. AI can only detect you down to 300 meters. So if your diving deeper then that, well, your pretty safe. Thats changed in my game ![]() |
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#3 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
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Does this mod change underwater speed?
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#4 |
Rear Admiral
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Havent messed with it in awhile, but as i recall, these modifications will not change the underwater top speed. (but it will effect battery recharge times - that is to say, it'll a tinsy bit longer by an couple hours, but the recharge functions like a normal uboat)
The E-motor HP is how much energy the engine will draw. The lower the number, the more efficient it is, the higher the number the more power it sucks from the batteries. I beleve its RPM that influences speed. EDITS: I need mroe coffiee. blech |
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#5 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
Posts: 835
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Thank's Ducimus
And all these changes are made in Basic.cfg? |
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#6 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
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these changes are made in the sub's sim file. Use TT's mini tweeker.
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#7 | ||
Rear Admiral
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#8 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
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Ducimus, thanks for the fix...
I never use the XXI, but thanks anyways. ![]() ![]() ![]()
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#9 |
Rear Admiral
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I usually don't either, but right now im pissed off at the game for not letting me transfer from the 7th to the 29th floatilla after trying to play a realism career. So now im going whole hog on the 21 as of this morning. . My first trip is going to be to gibralter where i intend to sink every damn warship i come accross. Just out of spite.
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#10 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
Posts: 835
Downloads: 8
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![]() Thanks Marhkimov and Ducimus ![]() |
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#11 |
XO
![]() Join Date: May 2005
Location: Denver, CO.
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Thanks for pointing out this problem Ducimus. I noticed this but thought it was the way the XXI's bats were. Also, do you know of any other problems with the XXI? I remember a post about something wrong with the XXI but can't remember what it was. Something to do with the radar detector or new radar? I think.
Mast |
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#12 |
Soundman
![]() Join Date: Jun 2005
Location: Forsan, Tx.
Posts: 143
Downloads: 9
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I just want to know how to get the damn thing to move....only tried the XXi in stock single missions and and a the only answer I get to speed changes is "Cannot Comply"....yes the engine room is full but only 1 PO has a Machinist rating...TIA...CH
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#13 |
Grey Wolf
![]() Join Date: Mar 2005
Location: United States
Posts: 777
Downloads: 28
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Anyone know if the CO2 gauge can be tweaked the same way? CO2 seems to drop instantaneously...I'm wondering if it can slowly drop like a little faster than the drain of a battery but slow enough to simulate venting....maybe figure 20-30 minutes or whatever the time would be for air to circulate with hatch etc open.....I dont know how much time just anything but instantaneous...
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#14 |
Helmsman
![]() Join Date: Jan 2006
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The most phenominal thing about the XXI from a battlefield perspective i would imagine would be it's underwater speed and added depth capabilities. If the XXI's true abilities remained a secret, it could seriously beffudle most Allied subhunting warships out there.
Battety recharge in the game taking too long?? I've never played the XXI yet so today i'll check that out. The XXI would have been a viscious killer in WWII from what i've read and the documentaries ive seen. Main thing is the 6 front torpedo tubes with the capability to stay submerged longer and escape faster after firing. Not sure what the actual crush depth was. Maybe 400 meters?? Anyhow, at deeper depths, depthcharges take alot longer to sink down. Giving the XXI alot more options to maneuver out of their blast radius at 17 knots speed. Though perhaps a couple destroyers could harass an XXI until it ran out of battery power. Smartest thing with Destroyers around is to do is fire off 6 fish at cargo ships from a couple kilometers away at least and immedietely evade. Then re-surface, circle ahead of the Convoy and simply repeat. Maybe knocking of one of the typical 4 Destroyers on patrol first, to clear out a side to attack from. Workd in the game. Probably in real combat as well. Had it worked well. The 75% german submarine casualty rates would have been far lower. With added XXI underwater cruising distance and air time underwater being the key to staying concealed. Like nuclear subs. |
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#15 |
Watch
![]() Join Date: Jan 2006
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Yeah its a goood thing the type 21 wasnt as plentiful as the type 7's....
It could also launch fish at a depth of 50 meters ( not modeled in the game, I dont think) and actual U-Boat losses during the war where 93%!! of all operational subs.( Ie went on patrols ect.not used for training) |
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