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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Apr 2005
Posts: 23
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I understand that the name of the game is to play in 100% realism.
In that context, I understand that fuel is supposed to be limited (we are indeed a couple of decades away from nuclear fuel ![]() What I do not friggin understand is why the designers - in their programming majesty and infinite wisdom (if you believe that then I also know you sit by the fireplace waiting for Santa to arrive:p) - did not put a friggin indicator / command (a la SH3) / plotting device / whatever to show-tell how many miles are available at current fule state!!! Or worse, the designers - again in their infinite wisdom (yeah, right) - have put an obscure command somewhere us laymen cannot find indicating so! This is the second friggin time (yes, I knowingly use the word friggin too much - apologies) I have had a fantastic patrol but... well....duh.... I cain't go home!!!! (That is Pearl in this case, but I was planning to pit-stop at Midway) Thanks again Ubisoft! Once upon a time there was another great sim - went by the name of 'Falcon 4.0' - that ran the software house to the ground... Guess why! Cause they decided to let their customers be the beta testers (without telling them so!!!!!!!)
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First one in harm's way |
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#2 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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If you use the "Flavored to Taste" mod, it puts a nice little icon on your navagation menu that will tell you exactly how many miles you can go at your current speed.
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#3 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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CCIP's keyboard config mod does the same. It's very handy. It includes some very useful commands from SH3.
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#4 |
Lucky Jack
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Definitly a pain man. I start in the Asiatic Fleet but I was just transfered to PH for a new sub. Knowing fuel is a problem I go at 10kts. I know this is slow but for the name of 100% play we have to go at 10kts. But, what I do is plan my route to take be relatively close to a base to refit or reload. Anyway, as soon as I hit the 1/2 mark on the fuel guage time to think about working my way back or to a port just for refit. Yes, a nice button that estimates miles at current speed would be just dandy
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#5 | |
Rear Admiral
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I wonder if i should come up with a better name for that mod.
![]() But ya, FTT has amenities that should make any SH3 vet feel more at home. edit: Quote:
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#6 |
Sea Lord
![]() Join Date: May 2005
Location: Under a thermal layer in chilly Olde England
Posts: 1,842
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There is a way around this problem. Go to your save files (usually in My Documents) and edit the two cfg files related to your save and the game realism settings (you can use notepad to do it), change the line 'unlimited fuel=false' to 'unlimited fuel=true'. This will get around not being able to change your realism settings mid patrol via the game. When you've done that, load your save, drive your sub home and change it back again if you like using the same method.
You can regard this as having been towed into port or having a PBY flying boat drop some fuel off to you after a radio call to base if you want to. |
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#7 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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I just eat alot of Navy Beans
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#8 |
Loader
![]() Join Date: Apr 2007
Location: Norway
Posts: 84
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With fuel economising, you basically should not run out of fuel. there are recent threads explaining this.
But, I see the point. Say you have a great patrol, but get a smidge hurt in the process. You bleed fuel, and basically run out due to a leak. Now given enough time to radio for help, some sub-tender ship should be able to intercept your course and top off your fuel supply. Any ship should suffice as long as it got a fuel-hose and some diesel to spare. Especially if you are within say 20-400km of any friendly port. Beats swimming. And I'd think it would be prudent for ComSubPac to rescue both ship and crew in such vicinity to friendly ports. |
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#9 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
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Well.... I understand the concern raised... but folks, the devs gave you way more fuel than a regular fleet sub "carried". Basically - your range is way greater than historical..... but who wants to be putting at 6 knots all the way to Honshu and back?
Go lean and slow when in any kind of doubt - and you can always use the "electric cheat" - the batteries recharge even when your out of fuel.... Enjoy and Good Hunting! Captain Haplo |
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#10 |
Lucky Jack
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I do not see the concern either. 2/3 from PH leaves plenty of fuel to make your rounds. I went from PH to Melekeok. I had just under 3/4 of a tank. Sank ships in Melekeok and exhausted all my torps. No sense going to Celebes Sea to patrol like they assigned me. I can't sink ships launching trash from my tubes
![]() Your crew is always ready to go out and stay out. They just look at you funny and say, 'rudder rudder' ![]()
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#11 |
Planesman
![]() Join Date: Apr 2007
Posts: 192
Downloads: 17
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Is there a place I can get the range indicator without implementing the whole FTT mod? I don't like some of its other features.
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#12 |
Captain
![]() Join Date: Jan 2004
Posts: 498
Downloads: 2
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Its not that hard to keep from running out of gas. Travel at the same speed while in transit, I always travel at "slow"...2/3s i think it is. When you are almost had half tanks, it stime to go home, if your not sure you have enough or if you want a buffer in case of bad weather and currents slowing you down, travel at 1/3. If thats just too slow, switch speed views and pick a speed in between 1/3 and 2/3s...for my porpoise thats 9kts. By keeping a consitent transit speed to and from your patrol station you know exactly how much fuel you need because the fuel burn is the same.
Stay away from standard speed or higher until you reach your patrol area or you are chasing down a target...they just burn too much fuel. |
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#13 |
Watch
![]() Join Date: Apr 2005
Posts: 23
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Many thanks for your replies and assistance to my somewhat exasperated post
![]() Still, a command indicating range left to current fuel state at current speed would clarify things without compromising for realism (I am quite sure that US subs were not going blind in the Pacific following the 10 kts rule ![]() I will give the FTT mod a shot, although there are things in it that do not much interest me.
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First one in harm's way |
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#14 |
Captain
![]() Join Date: Jan 2004
Posts: 498
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Hey, slow speed gives you range, its why merchants go slow, and DDs do 15kts when they cab easily exceed 30kts. Its why fighter flew at 60% power while escorting bombers into europe.
If you want more time in your patrol area you took your time getting their. |
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#15 |
Electrician's Mate
![]() Join Date: Apr 2007
Location: Spaghetti Junction - England
Posts: 137
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Also submerged travel by day is your friend
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Dulce Et Decorum Est Pro Patria Mori "The old lie" |
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