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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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http://www.subsim.com/radioroom/down...o=file&id=1775 it is already in MO cheers ![]() |
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#32 | |
Silent Hunter
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![]() Best regards, Magic ![]() |
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#33 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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#34 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Hi tdw
I would like to have a version where i will be able to keep my depth at any speed if is posible ![]() i am working now at a mod who will increase the bank acount - we can make trade ![]() thanks! |
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#35 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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#36 |
Black Magic
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the two versions at post #1 do this. You can maintain depth at any speed, even 0 knots.
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#37 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#38 | |
Seasoned Skipper
![]() Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
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![]() Quote:
Therefore, keeping the depth of no motion, I believe than the fantastic and the game it's always annoyed me. How, indeed, falling through to a depth at low speed.
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Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... ![]() |
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#39 | |
Lieutenant
![]() Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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Quote:
The bouyancy is obviously tricky to control but not impossible. And there is more than enough boyancy in all the tanks to keep level or rise at any depth - remember that the tanks volume (read bouyancy) is almost constant (unless damaged or crushed) with changing depth. And 1-2 knots is pretty much enough for horizontal planes to be effective in precise depth control. Given all that I would agree that it is realistic if we would see some vertical speed, but random and dependent on depth, speed and damage, i.e. -15m after 10 minutes and +17 minutes after another 10 minutes at 100m depth at dead stop. Not constant -1m/s sinking we see now in vanilla - I would kill my LI I guess, if I'd seen that in RL. Moreover I would love to see some compressed air consumption when submerged to simulate trimming, ideally dependent on speed, depth and of course damage. And that would be awesome to see some radical drop down some 40-50m down with some generous compressed air dump when a tank is crushed to simulate neutral bouyancy disruption and consecutive stabilising efforts through ballast dumping. |
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#40 | |
Seasoned Skipper
![]() Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
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__________________
Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... ![]() |
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#41 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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Stormy...... |
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#42 | ||
Lieutenant
![]() Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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#43 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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ohh i just asked me if it would be possible to use pumps instead of air at this dept... so if pumps and energy are not strong enough to trim the boat at this dept, i think they wont had waste theier valueable air for trimming, but used the planes with a minimum speed.
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Stormy...... Last edited by Stormfly; 02-11-11 at 05:25 PM. |
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#44 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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TDW, If I try to instal this mod (stock game) before your other mods, I get conflicts in JSGME.
FX_update tells me it is overwriting the NSS_uboat7a/7v/7c/7c41.sim files; TDW_UI_6.3.7 tells me it is overwriting the the NSS_uboat7b.cfg file. Is this mod installed last? after: 1. fx_update: 2. UI_637; 3. IRAI_30: 4. Depth keeping fix?
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#45 | |
Black Magic
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