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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2566 |
Soundman
![]() Join Date: May 2010
Posts: 141
Downloads: 49
Uploads: 0
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#2567 | |
Ace of the Deep
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At the end of each patrol report is a summary of fuel spent and mileage travelled... Great reads, btw. ![]() There's no such thing as "of course" around here! ![]() Release thread: http://www.subsim.com/radioroom/showthread.php?t=123467 RSRDC_TMO_V502.7z for TMO 1.8/2.0: http://www.subsim.com/radioroom/down...o=file&id=1414 RSRDC_V5xx_Patch1: http://www.subsim.com/radioroom/down...o=file&id=1459 Having no trouble downloading the files here, so what's happening at your end? ![]() |
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#2568 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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#2569 | |
Ace of the Deep
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![]() Forgot the Reports-link: http://wwiiarchives.net/ |
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#2570 | |
Soundman
![]() Join Date: May 2010
Posts: 141
Downloads: 49
Uploads: 0
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Regardless, i've reinstalled so i'll go out on Patrol and check once i finish learning this Radar thing. |
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#2571 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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#2572 | |
Ace of the Deep
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![]() That Ducimus' thread was more meant as a guide to what and how to adjust the AI's behaviour. Happy Hunting! ![]() |
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#2573 | ||
Rear Admiral
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About commonly accepted figures and sources. Yeah i know. The thing is they are ALL a little too general and a little too vague. As stated elsewhere, the acutal cruising speed ranged from 12 to 15 knots if you look at patrol reports. To give credit where it's due, the changes were inspired by this thread: http://forum.kickinbak.com/viewtopic.php?f=29&t=1620 I just finally got around to , thinking outside the "@ 10 knot box". Basically here's how i did this. I made these telegraph changes: Quote:
Underwater, ahead slow gives you a 2 knot turn, 2/3rds will give you 4 knots, etc etc. It all works out logically, and the speeds seem to be what i've read in various readings. Now the thing about the range setting in particular. I custom matched the cruising speed according to the top speed of each boat. For instance, a Gato has a top speed of 20.25 knots. Ahead standard is 75% of that speed. So 20.25 * 0.75 = 15.1875 I rounded this number to the nearest tenth. So the acutal range in the submarine sim files will be 15.19 @ 14138.4 . Which is about what the navigator will report as being your maximum range at current speed when cruising. The 14138.4 i forgot how i arrived at that, but it involves accounting for the flat map. This flat map makes things about 25% longer in distances then they are in real life. So each boats cruising speed WILL be different, and they'll be no need to click around the speed dial trying to get it at EXACTLY whatever cruising speed you think is the most economical. I've already done that internally. Just hit ahead standard and off you go. (besides it is humanly impossible to manually set a speed of 15.19 knots. ) I do realize that at 2/3r'ds the navagator is going to report ALOT more range then what you probably should have, but i figure in thise case, if someones going to cheat, then they'll going to cheat. I don't want to curb cruising speed for the "honest" players because of it. Kinda like ubisoft punishing honest players with their stupid DRM. And i have a hang over. I need more coffee. EDIT: BTW, before i forget, here's how the battery fix will work out. Test results for underwater endurance: Traveling at 1/3rd bell which equated to 2 knots under water, i covered a distance of 97.3 Nautical miles. I had used 90/100 of my oxygen, and had 11/100 remaining on the battery. (Note how even the battery and O2 usage ratio is) Battery recharge test results: - At 0/5 telegraph, it took 4 hours and 27 minutes to recharge the batteries from 11% to 100%. - At 3/5 telegraph, (15 kts) it took 8 hours recharge from 11% to 100%. - At 4/4 and 5/5 telegraph, it took 15 hours and 17 minutes to recharge from 11% to 100%. As an aside, yes, right now if you sit still at an all stop, your batteries will recharge faster. I never realized that until i tested it. Last edited by Ducimus; 08-03-10 at 12:22 PM. |
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#2574 | ||
Rear Admiral
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#2575 |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
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10 kts/hr is the normal in-port speed so your wake doesn't damage moored boats. It always seemed a little slow for patroling. Ducimus is right - the Pacific is a BIG ocean.
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#2576 | |
Rear Admiral
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I finally got around to writing a change log. No version number yet, nothing's being released for awhile yet, and it will probably see more changes, I'm working on conjunction with Captain America, and the only reason i started, was so i'd be ready to go when hes done with his interiors. As usual however, i got carried away in my preparatory work. No ETA on him either. He's working at his own pace, and he can take as long as he wants as far as im concerned.
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#2577 |
Sonar Guy
![]() Join Date: Apr 2007
Posts: 381
Downloads: 281
Uploads: 0
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Ducimus - have you considered reducing the crew numbers for the torpedo rooms? Based on the ship rosters I've seen (and I think Luke found the same thing) there were generally about six sailors assigned to each compartment.
Just wondering. Can't wait for the updated release - glad you are still tinkering. PS: And thank you for fixing the speed settings. |
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#2578 | |
Rear Admiral
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But I can't. Well... i could.. but I can't because i'm keeping compatibilty with lower resolution settings in mind. If I put in everything that i wanted, id have a whole lot of funky things going on in the crew config screen at the lowest resolution. Truncation, overlapping, that sort of thing. If everyone used the highest resolution, or had wide screen monitors this wouldn't be as much of an issue. The core cause of this is the way the UI is layed out. ![]() The area on the left is what the showstopper is, It has to go somewhere. I don't know how, but i suppose if it could be made to be flush with the top of the character info in the middle, it would be a great help. But then there's still this screen to deal with: ![]() Not sure how that could be handled, though i think there is some room there to be used judging by the icon spacing. Then again, this screen is at max resolution at a 4:3 ratio. The UI is a little bit on the poor side in design when one considers adding correct compartments. |
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#2579 |
Rear Admiral
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In other news, i finally figured out how to create normal/bump maps in GIMP. Since the player subs can have that, but don't... that's my current project. I've already done the Gato, Tambor and Gar's hull. Doing the hulls first, then the conning towers. Textures won't look as flat anymore. Not exactly as spiffy as 3d modeling, but it's an improvement, and come to find it, its fairly easy to do!
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#2580 |
Rear Admiral
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Can yooouuuuuuuu tell the difference?!
Large pics: Gar class submarine MS09 without normal map: MS02 WITH Normal Map: MS32 without normal map: MS32 WITH normal map: I can tell, i think its obvious, but im a little freaking lite right now. so maybe im waaaaaaaaaaaaaaaayyyy out in space somewhere and there isnt any difference at all. Anywho, i think there's a big differece. Unfortuantly, it doesnt look like i can apply normal maps to conning towers or guns. BAH. |
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