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Old 07-26-07, 09:16 PM   #106
Captain America
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Quote:
Originally Posted by SirLawrence
problem , mod doesn't work with patch 1.3 on my computer, don't know why!

I tested the modification for 1.3 it doesn't work too. i have test something with the hex editor, no result, in 1.2 it was easy to change everything in the sim data, but now the submerge range isn't changeable. *damn it*
I used the stock 1.3 files (from a clean install) when I made the changes. I've tested it several times....are you sure something is not wrong on your end? :hmm:

Before I delete the download, can anyone confirm that this works fine for them?
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Old 07-27-07, 01:08 PM   #107
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funny!
first i uninstall the game, than delete saves games etc.
i do that several times.
the same problem

I use a hexeditor and a calculator for the sim data.
If i used the RBL 1.3 without any hex work. the same result, no effects... damn it
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Old 07-31-07, 04:43 PM   #108
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Quote:
Originally Posted by Jace11
http://mpgtext.net/subshare/497Submarine.zip

try these, see if they are stable...

however, i have noticed I get recharge when not moving on surface...

Still things to resolve...
Is this one the 1.3 version?
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Old 07-31-07, 08:44 PM   #109
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Quote:
Originally Posted by Captain America
Quote:
Originally Posted by SirLawrence
problem , mod doesn't work with patch 1.3 on my computer, don't know why!

I tested the modification for 1.3 it doesn't work too. i have test something with the hex editor, no result, in 1.2 it was easy to change everything in the sim data, but now the submerge range isn't changeable. *damn it*
I used the stock 1.3 files (from a clean install) when I made the changes. I've tested it several times....are you sure something is not wrong on your end? :hmm:

Before I delete the download, can anyone confirm that this works fine for them?
Works for me.
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Old 07-31-07, 08:50 PM   #110
WilhelmSchulz.
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the update dosent work for me
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Old 07-31-07, 09:43 PM   #111
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I think it works for me though not sure...how can i tell? I don't have any CTDs or errors from using it thats for sure. The battery recharge rate seems slow as it takes more than 12 hours to recharge a drained battery...but maybe thats how its supposed to be? I don't know I just plugged it in with JSGME and let it do its thing...don't notice any "problems" with 1.3
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Old 07-31-07, 10:16 PM   #112
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Tweaked it myself using the Tweak program and went into the Gato.sim file. (Gato is what I'm currently using)

In the Electric Engine (or Propulsion) section, I set distance to 84 and Speed to 1.2

Data retrieved for the Gato:

Range: •11,800 nm at 10 knots (21,900 km at 19 km/h) surfaced
Range: • 100 nm at 3 knots (185 km at 5.6 km/h) (maximum) submerged
Submerged Endurance: 48 hours

So I get pretty close to the battery life with the above setting.
Recharge is at 4 to 5 hours.
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Old 08-01-07, 10:38 PM   #113
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I am in a salmon class sub and submerged to avoid an aircraft. I was submerged for 5 hours approx. and going at ahead 1/3 (~4 kts). After 5 hours I have lost 50% battery power...is this correct? It seems way too quick hearing about people staing submerged for 48 hours. Does this sound screwy to anyone?
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Old 08-02-07, 07:07 AM   #114
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Default Sounds about right

And don't forget that staying submerged for 48 hours does't mean you are moving all that time.
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Old 08-02-07, 07:34 AM   #115
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At 4 knots you're supposed to have an endurance of about 20 hours. Unfortunately the game appears to be broken.
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Old 08-02-07, 09:35 AM   #116
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Ducimus implemented the realistic battery life in Trigger Maru. Maybe you could ask HIM to post a standalone realistic battery life mod for 1.3.
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Old 08-02-07, 12:00 PM   #117
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ok and btw warden I am not using stock 1.3...I installed the realistic battery life mod and thats what happpened. I will post a thread in Ducimus' TM or pm him i guess. PepsiCan...okay well I don't know what to think cause warden is saying that I should be able to stay under for 20 hours...maybe a google search will yield some information.
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Old 08-02-07, 12:45 PM   #118
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When I said you were supposed to be able to do 4 knots for about 20 hours I meant what the subs were capable of in reality during WWII.
I've been mucking about with minitweaker and after some tests I have the following to report.
Using the Tambor class in a quick mission I submerged, set a waypoint 100 nm away and set speed to ahead slow (about 3,75 knots). I then checked how far I could travel before the battery reaced 50 percent. Using different values with minitweaker I got the following results:

milesSubmerged knotsSubmerged DistanceTravelled
- - - 83 - - - - - - - - - 4 - - - - - - - - 39
- - - 83 - - - - - - - - - 5 - - - - - - - - 29
- - - 83 - - - - - - - - - 3 - - - - - - - - 60

Apparently setting knotsSubmerged to a LOWER value increases maximum range.
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Old 08-03-07, 07:49 AM   #119
PepsiCan
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Default Bug in RBL 1.3

Hi

I don't know who it was, but someone did a 1.3 version of RBL. That version contains a bug that increases the save files to literally hundreds of megabytes. Disabeling the mod made the problem go away again.

Just so you know.
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Old 08-03-07, 09:12 AM   #120
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Quote:
Originally Posted by PepsiCan
Hi

I don't know who it was, but someone did a 1.3 version of RBL. That version contains a bug that increases the save files to literally hundreds of megabytes. Disabeling the mod made the problem go away again.

Just so you know.
Not sure if you are referring to the file that I posted but I can confirm that I do not have the problem that you are stating. I just did a file compare between the new 1.3 version and CCIP's original and the files are identical with regards to the battery info. Like I stated previously, all I did was transfer the exact info from CCIP's files to the stock 1.3 files....this isn't rocket science so I am totally stumped as to why anyone would have any problems with it.
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