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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Oct 2011
Location: Washington State
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Well if any of you S-Boat lovers wanna know how much you can take her down to in TMO 2.5 you can safely go down to 250ft anywhere past that your dead.
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#2 |
Silent Hunter
![]() Join Date: Sep 2010
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![]() Should I ask how you found out? |
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#3 |
Grey Wolf
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Ummmmm... I started out a career just for testing TMO 2.5 and I wanted to try it out so I went to that deep spot in Brisbane went down to 250ft went down a little more then Hull damaged, Compressor damaged etc.
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#4 |
Silent Hunter
![]() Join Date: Sep 2010
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![]() Don't feel bad. Before I got SH 4, I toyed around with SH 3. I had a tragically short career in a type II u-boat. I took it under for a test dive at some nice deep spot, like you did. My thinking was that since I could go a lot deeper in SH 1, than the test depth, I should be able to do the same in a type II. I figured there was little danger because surely there would be lots of warning signs of impending hull failure........ Well, turns out not so much. The last thing me and my happless crew were aware of were lights going out and circuits shorting. |
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#5 |
Planesman
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I find out my crush depths when I get a airplane bomb to my everything
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I used to be a huge submarine guy but now I'm a huge submarine girl ¯\_(ツ)_/¯ |
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#6 |
Admiral
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Hmm, are you sure you didn't have a little hull damage already? I just evaded some DDs and took my S-Boat (TMO 2.5) down to 256 feet with no ill effects.
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#7 |
Grey Wolf
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It was about 250ft actually more like 260ft when I imploded so yeah.
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#8 |
Subsim Overlord
Join Date: Jul 2007
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It matters were you are, i have tested sub class depth's a round California, Pearl, Australia and other places it is never the same. So i must assume that the game has some way to make different sea states a round the world.
For example S class boat crush depth can vary from 250 feet down to 350 feet, off course what mods one is using makes differ.
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#9 |
Silent Hunter
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#10 | |
Admiral
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"The journey of a thousand miles begins with a single step." -Miyamoto Musashi ------------------------------------------------------- "What is truth?" -Pontius Pilate ![]() |
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#11 |
Subsim Overlord
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I'm using REL_TriggerMaru_Overhaul for v. 1.4.
RSRDC for TMO with patch and CTDFIX Ship debris with bodies Table map 1.3 Websters real lifeboat fix for 1.4 Websters S-class mod Torpex Torpedoes The Darkwraith dc water disturbance v. 2.0 All test were made in a brand new boat. 250 feet to 350 feet is not accurate more like 250 feet to like 310 or 315 feet.
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![]() On the top of the world Last edited by pabbi; 01-03-12 at 02:39 PM. |
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#12 |
Silent Hunter
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#13 |
Subsim Overlord
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After going over the readme file has come to me senses that i must not have had this mod activatied when performing these tests.
Websters S-class mod. From the readme file. Changes made by this mod: S-Boat Skin: Stock had an early war dark skin with a little rust and a late war silver skin with a little rust on it, I took the darker early war skins and I added a lot more rust to it and I added a more dirty weathered look so the skin really looks like a rusty 20 year old boat now. The early war and late war boats will now both use the same dark colored rusty skin. Crush Depth: Stock crush depth is 300 ft and in this mod I reset the crush depth to only 200 ft to simulate the 20 year old weakened hull Hull Strength: To simulate the 20 years of wear and tear and rust, along with riveted design construction, this mod reduces hull strength and armor levels to about 25% of the stock levels so it doesn***8217;t take much to sink you. Dive Speeds: (I couldn***8217;t do much with the dive times but I did what I could to make them longer then stock times) Crash dive from 6 kts @ ahead std - stock time was 20-22 seconds, my mod has it at 28-30 seconds Dive to periscope depth @ 10 kts - stock time is 70 seconds to the level off point, my mod has it at 100 seconds Fuel Range: (wikipedia data says new s-boats had a surfaced range of 5,000 nm) Using my mod, flank gets a range of 1,900 nm Using my mod, ahead std gets a range of 4,700 nm Speed Settings: Diesel - flank 10kts, ahead full 8 kts, ahead std 6kts, 2/3 4kts, 1/3 2kts Electric - flank 7kts, ahead full 6 kts, ahead std 4kts, 2/3 3kts, 1/3 1kts Batteries: (tested at 0 kts, submerged at periscope depth, and a fully charged battery) @ ahead flank (7kts) - Battery lasts 2 hours and 40 minutes until battery discharged warning @ ahead std (5kts) - Battery lasts 3 hours and 20 minutes until battery discharged warning @ ahead 1/3 (1kt) - Battery lasts 22 hours and 50 minutes until battery discharged warning - Stock battery lasts 55 hours to 60 hours until you get the battery discharged warning Battery Charging: Stock battery recharge time to fully recharge from the 10% charge warning or the battery discharged warning for s-boats was a ridiculously long 55-60 hours, with this mod it takes only 1 hour 15 minutes. I feel that the recharge times are now too short to be realistic but it was necessary to set it there so that other things related to battery life would work properly.
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#14 | |
Grey Wolf
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#15 |
Subsim Overlord
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I was going to fire up the game and do some test divings but no
anim.act is missing you will have to reinstall the program. Damn, well of to reinstall the game.
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