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Old 04-11-07, 10:16 AM   #1
U-Bones
Grey Wolf
 
Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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Default [TEC] Crash Speed

I am moving this discussion out of the original thread - It is no longer about zones.cfg.

This is the 1st test of crash Speed. See below for 2nd test.

Quote:
Originally Posted by U-Bones
New test of 367ft crash depth. Porpoise in Quick Mission Photo Recon

Pseudo log
17:50 352ft Silent Running - f9 compartment has some flashing of lights.
18:00 353ft 1.5kt
18:10 353
18:12 353 occasional Flashing lights in F2 compartment.
18:15 353 no damage
18:17 353 Rig Red
18:20 353 Battle Stations & Damage Crew
18:25 353 Secure from Silent .050720 HULL Damage
18:51 353 Graphical leak in F2 - probably started earlier was using TC
18:51 353 Periscope Depth .229138 HULL Damage
18:54 054 .229138 HULL Damage
18:55 Surfaced - Charging
19:00 Crash Dive
19:01 157 Ahead Std Order 368 feet
19:02 295 Ahead Slow
19:05 350 3kts
19:07 364 flashing lights an sporadic leaks in F2
19:08 367 Silent Running
19:10 368 1.5kt .289664 HULL Damage
19:15 368 1.5kt .289664
19:25 368 1.5 .289664 Major flashing
19:45 369 1.5 .482148 HULL Damage
19:46 369 Taking Damage, Pressure Hull, Batteries --- HULL Damage @ 1.000000 - ouch - was this because i exceeded .499992 and flash flooded ?
19:46 369 Blow Ballast, Surface, Ahead Full
19:47 3-> Laundry list of broken components. No scew turns.
19:48 325 Diesel fuel gone.
19:48 325 Swirl of Death

This felt right. No 3rd party damage in the equation, just hull stressing. Fudge factor in place - starts to degrade hull above crush - it is not a switch. A quick visit to crush and pop back up would probably not effect hull. Hanging out there is risky. It IS a snowball effect

Creep speeds can hold depth if you are undamaged and not leaking. Even works with weak hull. Sub interior gives sufficient clues when you are too deep. Ignore at your own risk.

One hour just above crush - hull at 77% - normal trim and operations. At 77%, can take another 30 minutes at crush. But that is IT. When it fails it fails. Zero flooding until hull fails, minor graphical leaks only.. nothing in saves except hull damage.

Hull failure was catostrophic. Flooding time was not a factor.

I am pretty eager to play these settings vs a few scattered DC's.

Settings used:

NSS_Porpoise.cfg
;===============
max depth set to 250m 820ft (allows suicide dive)

NSS_Porpoise.zon
;==========
Hull HP 425 ; stock is 320?
Crash Depth 112m 367ft - US Navy figures (250 test x 1.5 = crash)
Crash Speed .025 - I am thinking maybe slightly slower (2x) would be perfect.

Zones.cfg
;================
; New Sub Section
;================

[PeriscopeAttack]
Critic Flotation=0.499992 ;;; use lower to see if capped at 50% ?
FloodingTime=200000 ; .000005 a tad faster than slowest

[PeriscopeObservation]
Critic Flotation=0.333333
FloodingTime=1000000 ; .000001 is slowest possible leak
;================

Save files show settings from attack scope were used.

Bulkhead types were set to NULL instead of Wall, but did not seem to be a factor in this scenario. When your hull hits 1.000000 its over. It just lets you play a couple more minutes

Problems I am noticing...
Everything. Gets. Damaged.
Batteries. Always. Die. Hard.
Pumps are self sufficient.
2nd Test:
Using same settings EXCEPT
Crash Speed now set to .0112
My current working formula is Crash Speed = Crash Depth/10000.

17:45 Surfaced. Ahead Std. Order 353ft
17:54 352 Ahead Slow
18:00 353 1.5kt 0.000000 HULL Damage
18:30 353 1.5kt 0.050673 HULL Damage
18:40 353 1.5kt 0.050673 HULL Damage
18:50 353 1.5kt 0.083175 HULL Damage
19:00 353 1.5kt 0.083175 HULL Damage
19:10 353 1.5kt 0.119435 HULL Damage
19:20 353 1.5kt 0.119435 HULL Damage
19:30 353 1.5kt 0.160132 HULL Damage
19:45 353 1.5kt 0.160132 HULL Damage
20:00 353 1.5kt 0.206295 HULL Damage
20:15 353 1.5kt 0.259369 HULL Damage
20:30 353 1.5kt 0.321517 HULL Damage
20:45 353 1.5kt 0.321517 HULL Damage
21:00 353 1.5kt 0.396465 HULL Damage
21:15 353 1.5kt 0.490481 HULL Damage
21:20 353 1.5kt 0.490481 HULL Damage
21:30 353 1.5kt 0.619062 HULL Damage
21:40 353 1.5kt 0.619062 HULL Damage
21:45 353 1.5kt 0.619062 HULL Damage
21:50 353 1.5kt 0.842818 HULL Damage
21:54 Taking Damage Sir
21:54 Batteries 25%
21:54 Batteries Discharged
21:54 Taking Damage Sir
21:54 353 1.5kt 1.000000 HULL Damage
21:55 Laundry List, Death Swirl.

Exactly 4 hours just above crush...

Question: Is pressure modeled, and if so how ?
a) Will it have same rate of damage below crush ?
b) Will it have same rate just above a deeper crush value ?

Suspicions: I think Crash Speed simply sets frequency at which depth is checked and damage is inflicted if too deep. Relative depth (to Crash) determines how much damage is inflicted. Hopefully, absolute depth is modeled also. Will test these questions next.

My opinion is that a hull failure after 4 hours at ~crush is pretty fair. Thoughts ?
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