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#1 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
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There I was just trying to do my job, and them party pooper destroyers dumped a bunch of depth charges on me. So now I got the repair party working overtime, get the bulkheads patched up while running the motors at full speed and blowing ballast when she starts sinking too deep, tediously alternating between trying to avoid going too deep or broaching over and over and over and over. All bulkheads fixed, still doing the porpoising act over and over and over, why ain't that blasted pump emptying the water now that everything is patched up?
Tiresome to say the least, so I started hunting for where exactly is the efficiency of the main pump so I can at least double it? No luck, not mentioned in the SIM or DAT files anywhere I can find. zones.cfg maybe; [PumpsXXI] Multiplier=1.000000 Flotability=0.000000 HitPoints=2600 Destructible=No Armor Level=10 Critic Flotation=0.300000 Critical=No Father=30 FloodingTime=59.999996 CargoType=None Near as I can tell nothing in that has adjustments for how fast it empties the flood, no gallons per minute or anything obvious. Anyone got any ideas where I might increase the power of the bailing pump? |
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#2 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
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I went down this path at one point as well for the 688(i) and Ohio. Unfortunately I came up just as empty handed. I even tried adding multiple pumps to see if that did anything. Don't recall it helping any. Try removing it as much as possible from the boat? See if it still works despite not being "there."
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#3 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
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![]() I've read that a SH3 mod (NYGM, I think) changed the floatability to limit the hovering of subs. You might be able to accomplish what you want with that. |
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#4 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Not really what I'm looking for, thanks anyway. Main problem is realism, sneak away at a depth deep enough to be hard to detect while staying shallow enough to limit flooding, while them lazy scurvy dogs actually do their job and plug the leaks instead of going on a 3 hour coffee break.
One potential in the NSS_SubType.upc file; RepairsCoef= 0.072 Assuming that's a multiplier for how efficient the DC crew is, I changed it to RepairsCoef= 0.1 Did a "REPLACE ALL" for that file so all compartments have 0.1 instead of 0.072, only ran one test so far but they repaired damage faster than usual. As usual the biggest challenge is to simulate realistic with programming that's not designed for realism. Testing is another issue, some tests I get all four destroyers dropping accurately and really hammering me, others they miss completely even when I work at making it easy for them. |
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#5 |
Stowaway
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if you cant change the pump flow rate then what about cutting in half the flooding times for the sub? would this not achieve the same goal and yet it is something you "can" adjust?
I too find the pumps unrealistically long time to expel the water as though they were doing it with a tea cup |
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#6 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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What's really redonculous is when you're on the surface and the conning tower floods.
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#7 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
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Here's something that might help you with what a realistic dewattering rate would be: http://www.maritime.org/doc/fleetsub/trim/index.htm
It would seem that a minimum rate of 1000 lbs/min (116 gallons/min of seawater) is well within reason.
__________________
USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#8 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
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![]() When I suggested 'floatability', I meant the value in the [PumpsXXI] file. I should have made that clear. Don't know if it would work. Odd that there is no [PumpsFleetboat] zone; makes me wonder if it isn't hardcoded. |
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#9 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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"I meant the value in the [PumpsXXI] file"
Only files I find with the word "pumps" are all *pump*.ogg which are sounds. If you mean the datablock in zones.cfg file; [PumpsXXI] Multiplier=1.000000 Flotability=0.000000 HitPoints=2600 Destructible=No Armor Level=10 Critic Flotation=0.300000 Critical=No Father=30 FloodingTime=59.999996 CargoType=None Any clue what flotability should be rather than zero? My guess looking at the flotability of other objects would be whether or not the object floats and how well it floats, which an engine or pump wouldn't. Screwy part is FloodingTime=59.999996 - that's such a specific oddball number there has to be a reason for it, anyone know what that's about? Lot of datablocks have that number. |
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