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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Aug 2008
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Hi,
I'm trying to mod electric propulsion for the tambor class submarine (game V.1.5 - U-Boat missions). I modified the values in the adequate .sim file (I've tried Mini tweaker and a standard hex editor), but nothing has changed; my tambor's batteries won't last more than 150 kms at 2 knots. I can put any value I choose for "miles submerged" or "knots submerged", the batteries life is the same. However, when I change other values in the same .sim file, like max_speed (diesel or electric), it does work in the game. So, I suppose maybe battery range is hardcoded now, or maybe I have to change something in another file. Does someone know about this ? TIA |
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#2 |
Navy Seal
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Those that do have been driven mad attempting to predict the effects of logical tweaks. So they are in no shape to help. There is a combination of hard-codedness and insanity in there. I would stay away. There be dragons!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#3 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
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Battery range is something that has never been able to be properly modded since the game was first released.
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#4 |
Pacific Thunder
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Although the battery range in 1.5 is adequate for the game - especially once you get a Propulsion Expert with "special abilities" crewmember or two to extend the range a little more, they still aren't historical ranges. Realistic ranges were doable until patch 1.3 was released.
I have tried everything and am one who was almost driven mad as Rockin Robbins said (inside joke w/ RR ;-) - Like he said, stay away! ..... lol Happy Hunting! Art |
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#5 |
Nub
![]() Join Date: Aug 2008
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Ok, thank you for the answers, I think I'll follow your advices and stay away. I don't want to catch a monomaniac neurosis trying to make the values historically accurate, the game is great, even with this small battery problem.
Thanks again |
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#6 | |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
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You could always try one of the super mods. IMHO the battery life is pretty close to accurate in the RFB v1.5 mod. I don't know about the TM super mod though.
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#7 |
Navy Seal
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My position has always been that battery life is way more than necessary for any sane strategy. Remaining submerged all day amounts to cowardice and keeps you from developing new targets efficiently. The number of targets found is directly proportional to the number of square miles of ocean surface searched each day. The ONLY way to maximize that number is to use the submarine as it is.
The World War II submarine is a surface ship. It has the ability to submerge for short periods of time for the purpose of specific attack or evasion, but then it should immediately be brought back to the surface to resume 9 kt best fuel economy surface search. This isn't my strategy. It's the strategy of Admiral Eugene Fluckey, the most decorated captain with the most decorated crew in WWII. His career didn't even start until 1944! At a time when boat after boat returned with nothing but unused torpedoes and excuses, Fluckey found a way to be productive beyond anyone's imagination and at the same time preserve the safety of his crew. His secret: staying on the surface every second that it is possible to do so! With sane strategy, battery life is not an issue.
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#8 | |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
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#9 | |
Navy Seal
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Seriously, in sixteen cruises, plus various missions, I've never been depth charged for 8 hours. They run out of depth charges in under an hour. Even in the stock game they carry about 150 charges (way too many!) and you can run them out of depth charges. It isn't really necessary to do so. You can escape in about an hour with good evasion tactics and be back on the surface in an hour and a half. If the escorts have a solid contact on you for eight hours you need to work on your evasion technique.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#10 | |
Commodore
![]() Join Date: Jul 2008
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Plus, it hard to come up with a 90 degree AOB with just a hydrophone bearing, although I'm sure its possible with some math (and a calculator for me ![]() |
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#11 | |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
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Seriously, if I really wanted to go into the technicality of this whole situation than I would've gone to sub school. The basic issue about this post was how to make the battery last longer (well that's what I thought!!) and I directed the guy towards RFB because the battery does last longer in that mod. That's all. How you play your game is your problem. I most certainly have no problem with my game. Oh and for the sake of the argument, the 8 hour example which you so dearly made an issue out of may well have occurred in RL.
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#12 |
Nub
![]() Join Date: Apr 2005
Posts: 4
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The way I mod submerged range etc in SH4 is as follows; you need to have SH3 installed as well with the "SH3 Crush Depth add on by timetraveller". Then you cut and paste the SH4 sub you want to mod into the SH3 sub folder and mod it with the Crush Depth add on, then simply cut and paste it back into SH4. This way you can mod surface/submerged range and crush depth etc.
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