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#1 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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Hi guys,
SH5 have yet some basic issues not fixed (at least that I know). The dive times super-really fast and consequentelly the crew not going below deck in time is one of that. After some hours messing here and there I found a workaround and fixed these issues. Now the dive times are almost 1´20" sec for normal dives and 40" for crash time, the crew is going below/updeck perfectelly (not more crew outside below water!!), much more realistic without any side effect. ![]() This workaround changes the ballast values (is not easy to note what and in what exact order to change there) and also the script for Ai crew commands behaviour, making the crew dive/surface behaviour almost perfect. Before any mod release i should like to know if a mod for these issues already exist or not, as I`m relativelly "new" to SH5 and should like to avoid unnecessary work. Thanks in any advice. ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve Last edited by Rubini; 02-28-13 at 11:54 AM. |
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#2 | |
Ocean Warrior
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![]() Quote:
![]() It's great news ![]() But how these changes will be compatible with some must-have mods ![]() I mean: More Crew Commands by Dialog - http://www.subsim.com/radioroom/showthread.php?t=166236 MightyFine Crew Mod - http://www.subsim.com/radioroom/showthread.php?t=163591 Almost all players use these mods..
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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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#3 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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![]() Quote:
![]() So, no others mods that have already fixed these dive time issues ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#4 | |
Ocean Warrior
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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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#5 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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I am currently working on making guns on deck and on the conning tower to affect sensibly dive times. I only hope that the Additional Drag Coeficients are applied correctly in game
![]() P.S: looking forward to your mod Rubini. ![]() but make sure that it will be compatible with the popular mods pointed by Volodya ![]() |
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#6 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
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![]() Quote:
I remember reading a question about this before and I searched for anyone working a mod like that. There is no mod out for this particular issue. The only thing that even came close was for crash dives. If you're using TDW's UI there is a delay setting so you can extend the amout of time between ordering and the actual dive commencing. I think someone was trying to look into this but it was specifically for crash dives. D40 ![]()
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Dogfish40 |
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#7 |
Ocean Warrior
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If you are talking about this option - Time delay before crash dive order is given, I think it only simulates crew clearing the conning tower deck and not the dive time itself..
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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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#8 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#9 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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Downloads: 132
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__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#10 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#11 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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And about Engine power? Perhaps we can also make the uboat with more realistic movement too? (I mean turn time, accleration time, etc)
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__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#12 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() Quote:
![]() Answering to your question: side effects are around the corner, but why not attempting? ![]() |
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#13 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
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I believe crash dives were delayed only for the time it took the crew to scramble to the front of the boat. Their combined weight was the big factor in be able to do a crash dive. Watch the movie U-571 again.
![]() Now modding the crew to scramble to the front of the boat would be something to see. Except for those needed in the engine room for a crash dive.
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#14 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
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The weight of the crew could influde a bit but i think that no too much.
Every member weight about 70-80 kg and the boat 700 tons The most important factor was the flooding of main ballast tanks combined with the bow an stern planes with the forward motion .
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#15 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() Quote:
![]() unit_Submarine properties which may affect diving times in game: Front_diveplane => drag (Diveplane's efficiency coeficient) Rear_diveplane => drag (" ") Ballast => ManBT_flood_speed (Max main ballast tanks flood speed [l/s]) Ballast => DiveBT_flood_speed (Max dive ballast tanks flood speed [l/s]) Deck and Flak guns FR additional drag coefficients might play a role ![]() |
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