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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Sep 2008
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Does your batteries recharge at different rates based on the different surface speeds? If so which is the most efficient at charging batteries?
Thanks for the help |
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#2 |
Swabbie
![]() Join Date: Sep 2008
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The two slower speeds on your dial charge faster b/c only 1 diesel is needed for propulsion while the other works on charging the batteries.
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Short of the outbreak of World War Three, the ship sinking... being attacked by a giant octopus, I'd like to be undisturbed for the next thirty minutes |
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#3 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
Posts: 908
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As CapnBlood said
If you're really on a tight fuel constraint, charge at night while stopped, this charges the fastest obviously If i can i always charge at night so saving fuel and always tend to have a load left when each patrol is over
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Have Fun Bye Def |
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#4 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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Really?
I havent noticed any change in the 'recharge rate' regardless of speed set. It takes about the same amount of time wether at ahead flank or sitting still. It appears that at least game engine wise that recharging batteries siphons off a set amout of fuel over a period of time. The longer the charge the longer the period of time. The amount of fuel consumed appears to be a constant. Yes you can recharge while sitting on the surface at all stop. But it does continue to consume fuel. It might be interesting to do some controlled experiments to 'prove' my impressions. |
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#5 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
Posts: 908
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Best add the main mods i use have always been TM/TMo and ROW/PE3/PE4
Think that CCIP did the battery mod for Trigger Maru to make things more intense I've always used the above mods and assorted others, I got that used to using them i sometimes forget that others might not be using them If i get chance later i'll time flank speed charge time and all stop charge time Maybe just with TM/TMo and CCIP's batt mod ![]()
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Have Fun Bye Def |
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#6 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
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Ok i made time for a fast time compression test lol
Using TMo PE4 and assorted visual skins All stop charge from drained batts to fully charged was 10hrs 21mins Flank ahead charge from drained batts to fully charged was 34hrs 18mins Quite a difference lol I guess Stock has no modded charge states/times ? (never really played stock you see so wouldn't know) And for sure you use loadsa diesel up charging for longer (again maybe just the devious CCIP and Ducimus tweaks in TMo)
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Have Fun Bye Def |
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#7 |
Navy Seal
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Wow! Charge at night while stopped. Does nobody care about playing realistically? That is playing like the vast majority of too-old captains at the beginning of the war whose lack of aggression and complacence required most of them to be removed from commmand and the age ceiling to be lowered for those considered for future commands.
Battery life is a matter planning, of staying on the surface every possible second and submerging only if your life depends on it. In your sugar boat you have the nimblest sub in the fleet and you can pull the plug in a hurry. Stay on the surface until you see a plane. Keep those batteries ready for use and don't let them get below half charge. With RFB, run ahead standard and you can search maximum ocean surface area while still keeping batteries charged up. Plan ahead and there's no excuse to run around with flat batteries.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#8 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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![]() Quote:
I do dive when aircraft are likely to spot me but spend the majority of time on the surface. While were at it... why can I dive in roughly the same time from a complete stop vs ahead at flank... Hmmm ??? :rotfl: By the way RR I know that RFB is supposed to offer best range at ahead standard, but check your range at current speed at ahead xxx er standard, then drop your speed to 9.5 knots and check again ![]() Last edited by SteamWake; 09-18-08 at 02:46 PM. |
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#9 |
The Old Man
![]() Join Date: Apr 2006
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I posted a report on STOCK game test results for battery endurance and charge times. I've found it necessary to link back to this discussion and report many times:
http://www.subsim.com/radioroom/show...ry+charge+time It's the people running mods who have poor fuel endurance test results due to tweaks that try to lower the boat in the water to reduce wave riding artifacts. This technique causes the game engine to detect increased water resistance and decrease the range and surface speed. Result: The stock game accurately depicts correct, historical fuel range, battery endurance and recharge times when historical techniques are applied to game playing style. In WWII, fuel was life and captains horded it like their own blood, saving every drop of reserve for aggressive attacks. My advice to use 1/3 speed for charging was not for the purpose of increasing range but to decrease charging time while keeping your boat in an aggressive profile. You can dive quicker, evade quicker, turn faster, accelerate to full speed faster if your boat is already moving (not to mention you get to your patrol area faster, thereby increasing your kill score between port stops.) -Pv- |
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