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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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http://senduit.com/bdd505
or http://rapidshare.com/files/22808076..._Life.zip.html or http://www.megaupload.com/?d=TQNPNI5S (now easy to do-yourself with the Mini Tweaker, but I'll save the effort to those who don't feel like it) Adjusted underwater endurance for all fleet submarines. Based on the following research data from the Fleet Submarine Manual. Maximum Time Submerged and Cruising Range vs. Submerged Speed Knots knots--miles(peace-time)-- miles (war-time) --hours(peace-time) -hours(war-time) 2 ------73 --------------100-110 ------------36 ----------------55 3 ------69 --------------100-105 ------------24 ----------------38 4 ------55 --------------83 -----------------14 -----------------24 5 ------40 --------------64 ------------------8.5 ---------------14.5 6 ------30 --------------48 ------------------5 -----------------9 7 ------20 --------------31 -----------------2.6 ----------------4.8 8 ------14 --------------23 -----------------1.6 ----------------2.6 9 ------9 ---------------15 ------------------1 -----------------1.5 10 -----10 --------------X--------------------X-----------------X Mod uses the 4-knot wartime endurance as base; original SHIV used 2-knot endurance as base which did not function properly and power usually ran out in only 5-6 hours at 4 knots. Your boat will now be capable of making the above figures fairly accurately. The older, smaller Porpoise class has 25% less battery charge than other fleet boats. |
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#2 | |
Stowaway
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#3 |
Navy Seal
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Yep, tell me about it :p
But hey, in this case it's both numerically accurate and has the right result. Not sure what to complain about there! There is, however, the issue that the battery recharge time seems to be shorter than it should be (not affected by this mod), but I really don't have any idea how to adjust it. I don't think it's even in the .sim files. (On the other hand, we had the discussion regarding battery recharges with NYGM team long ago, and it's a really complicated subject matter to model in a game, so we never came up with a final answer) |
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#4 |
Rear Admiral
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Sweet, saved me the trouble. One less thing i have to work on tonight, thanks man
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#5 |
Grey Wolf
![]() Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
Downloads: 13
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Excellent
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#6 | |
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
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![]() nice work CCIP! ![]() edit: 'shame though about the s-class... 'been scouring around for similar data for it but no joy. i'm guessing that it's values would be similar to that of the porpoise, unless anyone has further info? Last edited by castorp345; 03-26-07 at 08:20 AM. |
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#7 |
Gunner
![]() Join Date: Sep 2001
Location: Brighton ,England
Posts: 96
Downloads: 17
Uploads: 0
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In order to install this mod data is it crucial that we have selected
IMPERIAL UINITS and not METRIC in the Options Thanks--very inexperienced with modding and tend to attract tech disasters. |
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#8 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,033
Downloads: 69
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Thank you.
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#9 |
Weps
![]() Join Date: Nov 2005
Posts: 351
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Excellent!
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__________________
"Gentlemen, we have no choice. Total engagement. Die with dignity." |
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#10 |
Gunner
![]() Join Date: Sep 2001
Location: Brighton ,England
Posts: 96
Downloads: 17
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With apologies may I reask what is probably a very unnecessary question---
----Will this specific mod operate equally effectively and with the same results whether you are using in-game Imperial (miles )or metric (kilometers) as your distance measures. Please just clarify this ---many thanks |
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#11 |
Navy Seal
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Should not be a problem, there is only one value in the submarine .sim file, and it was always in miles (even in SHIII which was metric-only).
You can test it easily - if a gato sub can stay underwater for about 24 hours at 4 knots, then it's fine. In stock game it would run out of power in about 5-6 hours. |
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#12 |
Chief
![]() Join Date: Mar 2004
Location: Peoples Republic of West Yorkshire
Posts: 326
Downloads: 70
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hi CCIP good work just D/Led you crush depth's and battary's mod's and notesed that you isnt entry for the two S-bouts. and there isnt an entry for the new S-41's that where in the patch.
sorry if i just p!ssed on your effats but just thort you should k now ![]()
__________________
Running subs aground since SH1 and Silent Service Running SH5 @ 100% difficulty + TWoS 2.2.19(RealNav + BDU + port smoke + food) + Carotio_IntercontinentalRadioPack tweaked + The Little Ships of SH5 - Coaster Pack |
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#13 |
Navy Seal
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S-42 is actually just a slight visual modification of the S-18 and shares all the same performance data (just like the Gar shares all performance data with the Tambor).
As for S-boats in general - as I mentioned in the request thread for this, I haven't been able to find any accurate data on the S-boats' submerged performance that is any different from what we get in game, so I left it alone for now. I get the sense that the S-boats are overmodeled (unlike the rest of the boats), but I can't prove it right now... |
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#14 |
Machinist's Mate
![]() Join Date: Mar 2005
Posts: 122
Downloads: 0
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I found this link;
http://www.navy.mil/navydata/cno/n87.../forgotten.htm which gives these stats for S class; Length: 225 feet Beam: 21 feet Draft: 17 feet Displacement: 960 tons surfaced 1,130 tons submerged Surface Speed: 12-14 knots Submerged Speed: 10 knots Surface Endurance: 3,500 nm at 6.5 knots Submerged Endurance: 20 hours at 5 knots Complement: 4 officers; 39 enlisted men |
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#15 |
Canadian Wolf
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Nice
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