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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Soundman
![]() Join Date: Sep 2007
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I remember someone talking about how US Skippers would run with there ballast tanks flooded. I found you can simulate this ingame by running at a slightly deeper debth on the surface. Right around 24 to 25 feet. However at 24 feet the bow dive planes start to raise and lower. At 25 feet there extended and at eather debth your speed is reduced to 12 kts at flank. I was wondering at what debth does the sub switch to electric? I was wondering if it was possable to change that debth so that one could run at a higher speed with the ballast tanks flooded. Or is this more accurate since the boats weight has changed?
I was also wondering if there was a way to add a command to flood the ballast tanks |
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#2 |
Grey Wolf
![]() Join Date: Sep 2007
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You may be thinking about a tactic called 'riding the vents"
From the US Pampanito site: Riding the vents. Riding the vents is a surface condition in which the main ballast tanks are prevented from completely flooding by the closed main vents which prevent the escape of air. The ballast tanks were not flooded, rather some water would slosh into the tanks while moving. This added drag to the boat and used more fuel, so was usually used in areas with a lot of possible Japanese ASW encounters (planes or ships). Basically, you airlock the ballast tanks. You don't have to wait for the ballast tank's flood valve to open and this allows a quicker in rush of water. I think it only shaved off 10 seconds max on your dive time. What you are doing in your post is similar to the "decks awash" tactic. It will cost you speed, but should help with stealth. Boat is heavier with a lot more drag due to surface area Not sure where the changeover from mains to battery occurs and can't check until my replacement MB gets here. However, 12 kn is is a little high for flank on the battery.
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 Last edited by swdw; 10-28-07 at 08:25 PM. |
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#3 |
Soundman
![]() Join Date: Sep 2007
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I found that at 25 ft which keeps the deck above the water your still on diesel power. However the Ballast are at netural boyancy and the boat dives instantly I can hold 10 kts at standard at that debth and seems to be a better way to combat air attacks. Just hit the d key and the boat starts to dive to what ever debth you choose. With the Gato I normaly go to about 350 to 400 feet then level off makes it easy to get away from the aircraft. However it seems that the aircraft ingame dosent see you at that level it seems that the game treats you as if your submerged and aircraft seemingly dont see you even thought your on the surface. I am wondering if I just stumbled on another bug.
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#4 |
Rear Admiral
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There is another way to decrease dive time, and if anyone finds a better way , im all ears.
Theres several variables to play with, but the main one being ManBT_Flood_speed, in the submarine sim file, if your using the S3D editor. By default, i think their around 20,000. If you increase it to 35,000 you can make a 1min and 10 second dive time, to around a 45ish second dive time. There is one other variable dealing with ballasts that im unsure what it does. This is a new variable in SH4, and does not exist in Sh3 submarine sim files. This variable being "DiveBT_Flood_speed". Default is 9,000. I have tried improving dive times by fiddeling with hydroplane drag, and havent had any good results. Another thoguht ive had is to reduce the surface and submerged displacement in the sim file. Yes a lighter displacment is inaccurate, but in the SIM file, who will really notice? Overall, in trying to improve dive time, ive been comparing Sh4 gato sim files to a type 9 sim file from Sh3, and trying to match the variables as a type 9 has aruond a 42-45 second dive time with an MBT_FloodRate of 7,000. Yet, in SH4, we have 20,000 flood rates, for a much slower dive time. I do not understand that, so i figure the answer is probably in other variables, or the game just handles it's computations completly different, which is most likely the case. |
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#5 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
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Thanks for that info, Ducimus.
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#6 | |
Grey Wolf
![]() Join Date: Sep 2007
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![]() Quote:
![]() So, no reason to worry about trying to get a US boat to match the normal dive speed of a U-boat.
__________________
"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#7 |
Rear Admiral
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You misinterpret me. My intention isnt to get a fleet boat to dive as fast as a uboat, albiet it could dive as fast as a type9 (maybe even faster). Wartime dive for a US fleet boat was around 35 seconds, with a 45 second dive being the bare acceptable minium for a crew in training.
In SH3, a type 7 had a floodrate of around 9,000 to 10,000. A type 21, or type 2, (even faster divers), had a flood rate of around 12,000. By comparsion a type 9 had a flood rate of 7,000. A type 9D2 in SH3 had a such a floodrate (7,000), and took 45 seconds to dive. A reasonble figure. So why is it, that a Fleet boat in sh4, has a floodrate of 20,000 by default, and is ALOT slower? Somethings not right there. My attempts have been to figure out the answer to that question. Somethings not right with the physics themselves, as increased speed tends to make you dive a little slower when it should be faster. In short, i feel that the floodrate is the tip of the iceberg of a larger problem. Another reason why ive been looking at it, off and on, as patience allows. |
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#8 |
Swabbie
![]() Join Date: Jul 2007
Location: New Jersey, USA
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Not to sound naieve, but I guess the idea of drilling the crew, diving over and over before you get to your patrol area doesn't work then....:rotfl:
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#9 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
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Try to get an officer with the highest numbers in all of the area's listed From leadership down. I usualy start off a campaign with a Chief for a leader so that as he gains rank all of the area's gain in numbers so that once he is promoted to officer the sub is operating much better in all manuvers. |
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