![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
|
![]()
SH4 (stock)/RSRDC/OTC.
What is the best speed to get maximum range. My boats are doing 16 kts and regular speed and 12 kts and 2/3 speed. I have been short of fuel at the beginning of the war, and have trouble completing a round trip to Japan from Midway. Is there a mod fix for this? Does anyone know how to reset fuel ranges or fuel consumption? |
![]() |
![]() |
![]() |
#2 |
Admiral
![]() Join Date: Jul 2009
Location: Now, alot farther from NYC.
Posts: 2,228
Downloads: 105
Uploads: 0
|
![]()
Depending on the specific class of boat, I usually get the best fuel economy somewhere in the 9 to 9.5 knot range. S-Boats (for me) are usually in the 8 to 8.5 knot range. I usually experiment when I first leave home port with a new boat. I'm using TMO so I just have the navigator call out the max range for several different speed settings before choosing the one with best mileage.
__________________
"The journey of a thousand miles begins with a single step." -Miyamoto Musashi ------------------------------------------------------- "What is truth?" -Pontius Pilate ![]() |
![]() |
![]() |
![]() |
#3 |
Navy Seal
![]() |
![]()
Ditto. TMO ahead standard is 9 knots or so--best fuel economy in a fleet boat. The S-Boat is slower. I still run it ahead standard and never have fuel problems. The low speed is too depressing to look at, though, so I don't know what it is! The sugar boat is wonderful submerged so the lousy surfaced speeds are all worth it.
![]() ![]()
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
![]() |
![]() |
![]() |
#4 |
Rear Admiral
![]() |
![]()
With TMO 2.2, he set ahead standard to a higher speed, maybe around 16kts so we can travel faster with the same fuel rates, if you use 9kts you can travel around the world several times, fuel is basically a mute issue unless you fly around at flank speed all the time.
|
![]() |
![]() |
![]() |
#5 |
Engineer
![]() Join Date: Feb 2004
Location: LI, NY
Posts: 209
Downloads: 257
Uploads: 2
|
![]()
I'm using TMO 2.2, currently in an S-Boat. I find the best fuel mileage at ahead 2/3. 3000/4000 miles greater distance than ahead standard, maybe more. When I'm charging batteries I use ahead standard and immediately switch to 2/3 when the charge is completed. I find if I charge the batteries in an S-Boat at ahead 2/3 it really sucks up the fuel. I'll bet it cuts mileage in half.
|
![]() |
![]() |
![]() |
#6 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
|
![]()
I am running stock, not TMO, so I can take advantage of what you are missing--Admiral Scurvy's epic OTC mod.
![]() |
![]() |
![]() |
![]() |
#7 |
Eternal Patrol
![]() |
![]()
Best fuel speed settings should be 2/3, which should be around 10 knots (in real life anyway).
To set them yourself go to Data/Submarine/Cfg for each boat. Stock settings are correct, and look like this: [EngineProperties] AllStop=0.00 AheadSlow=0.40 AheadOneThird=0.57 AheadStandard=0.80 AheadFull=0.94 AheadFlank=1.00 BackSlow=-0.26 BackStandard=-0.40 BackFull=-0.53 BackEmergency=-0.66 One weirdness of SH4 is that they didn't change the labels, so 'Ahead Slow' is in reality Ahead 1/3 and 'Ahead 1/3' is in reality Ahead 2/3, and that's still what the voices say. I fixed it for the German side but never got around to changing the American version, partly because I need my copy of Destroyer Command to do a thorough job, and it's still in storage.
__________________
“Never do anything you can't take back.” —Rocky Russo |
![]() |
![]() |
![]() |
#8 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
|
![]()
thanks for the info, I do not know how to fix the voices so it matches the correct stock speed, so I will live with it. I is a minor problem.
|
![]() |
![]() |
![]() |
#9 | |
Rear Admiral
![]() |
![]() Quote:
Some boats are up to 15 kts, but not all of them. I did this change because all the reading ive done indicated that fleet boats cruised at about 3 engine speed going to and from their patrol areas. Now, as for fuel rates, i can't alter the consumption ratio's, and i've decided that it's not up to me if someone wants to cheat or not. I intended cruising too and from at ahead standard, but if someone wants to cruise at 2/3r'ds, tahts on them. I've given up on making the game "cheat proof". Hell, i've pretty much given up on that game, period. edit: Oh BTW, while on the subject of fuel and distance, the distance from point A to point B in game, is acutally longer then it is in real life. I don't remember the exact number but i think the flat map in the game makes distances 30% longer then they are in real life. If you plot a course from San francisco to Tokyo in game, and then do the same on Google Earth, you will find your travelling for much farther distances in game then in real life. I know this was an influence to me while deciding on hard numbers for fuel, but i dont remember in what way it influenced me. |
|
![]() |
![]() |
![]() |
#10 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
![]() Quote:
This is true. The amount of the difference depends on the route you travel. In RL the length of a degree of longitude, is dependent on the latitude you are at, but not so in the game. A degree is always 60 nm no matter where you are. In other words, the Silent Hunter world is flat. |
|
![]() |
![]() |
![]() |
#11 | |
Rear Admiral
![]() |
![]() Quote:
|
|
![]() |
![]() |
![]() |
#12 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
![]() Quote:
I would settle for 50 knot winds and properly modeled effects. Even this would add a lot to the game. SHCE had only three sea states, and were visually very simple, but had a real effect on your operations. About the matter of the game distances being wrong; I wonder if one might be able mod the game to use multiple charts to make the distances come out right. Instead of sailing from San Francisco to Tokyo on a single map, one would go from one map to another. But I suppose this would be more trouble than it's worth. |
|
![]() |
![]() |
![]() |
#13 | |
Pacific Thunder
|
![]()
In my opinion this speed / distance fix for the fleetboats and Anvarts SD antenna are two of the best "small" mods that add so much to SH4.
I wish we could include specific big local weather events with extreme wind and heavy seas like Typhoon Cobra that struck east of Leyte Gulf in Dec 1944. Among others, Samuel Eliot Morison writes about it in "History of US Naval Operations in World War II" Quote:
__________________
" Bless those who serve beneath the deep, Through lonely hours their vigil keep. May peace their mission ever be, Protect each one we ask of thee. Bless those at home who wait and pray, For their return by night and day." |
|
![]() |
![]() |
![]() |
#14 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
|
![]() |
![]() |
![]() |
![]() |
#15 |
Pacific Thunder
|
![]()
Can you run S3D a little bit? Anvart's mod in the files section was made for 1.4 but with some editing to the other "text files" in 1.5, using the information from his 1.4 files, it works great in 1.5.
With S3D you can edit the fix into sensors_sub_US.sim for 1.5 yourself (bottom link). http://www.subsim.com/radioroom/showthread.php?t=185307 http://www.subsim.com/radioroom/showthread.php?t=143914 http://www.subsim.com/radioroom/show...5&postcount=45 Regarding the Ranges and Speeds using S3D you can edit the NSS_boat class sim's under Submarine for the various classes and edit the relative text files. The easy way to get the Propulsion Specialist and Engines Expert unfortunately is to hand edit your Saved Game ActiveUserPlayerUnits.upc to put him/them in the engines compartment SpecialAbility= line. For example: SpecialAbilities=Ability-Propulsion-Specialist Then the edits to the Boat class upc's, Boat class cfg's, and the SpecialAbilites.upc: [SpecialAbility 6] ID=Ability-Engines-Expert NameDisplayable=Ability-Engines-Expert-Name Description=Ability-Engines-Expert-Description AbilityType= DiveSpeed; SurfaceSpeed, SubmergedSpeed AbilityValue= 60; 5, 5, 35, 35 AbylityActsIn= PropulsionRoom SkillRequiredLeadership= 0 SkillRequiredMechanical= 0.7 SkillRequiredElectrics= 0.7 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 [SpecialAbility 7] ID=Ability-Propulsion-Specialist NameDisplayable=Ability-Propulsion-Specialist-Name Description=Ability-Propulsion-Specialist-Description AbilityType=BatteryConsume; FuelConsume AbilityValue= -41; -5 AbylityActsIn= PropulsionRoom SkillRequiredLeadership= 0 SkillRequiredMechanical= 0.7 SkillRequiredElectrics= 0.7 SkillRequiredGuns= 0 SkillRequiredWatchman= 0 I tried to automate this process of getting the Specialist's but it was too much for me and conflicted with other things I had and this one time edit to the saved game is relatively easy. The game remembers as you move into other commands throughout the War. We could make a tutorial thread with screenshots and everything on how to do these. Must keep in mind that Ducimus, Anvart, and many other people worked their tails off coming up with these ideas. It wouldn't be right to make a mod based on their work but I would think it would be ok to describe what to do and how to do it - right?
__________________
" Bless those who serve beneath the deep, Through lonely hours their vigil keep. May peace their mission ever be, Protect each one we ask of thee. Bless those at home who wait and pray, For their return by night and day." |
![]() |
![]() |
![]() |
|
|