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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
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The disappearing button issue is most likely caused by unloading mods then loading other mods and then saving a game over a save from a past mod list. The best rule for running these mods in my book is that if you want to change mods :
Remove them all Remove the game Reboot Reinstall the game Reboot Install 1.5 Reboot Install JSGME and populate it with your mods Reboot Play game I have never had a corrupt save doing this. Torpx ... I understand what your saying about ISP and OM. You should give the other side a try sometime it is nice starting the war in 1939 with a boat that only has three tubes. A good challenge. I would love to see some major North Atlantic storms. The fog in the mods I am running for OM is tricky. You think you can not be seen but they do see you and chase your hiney down but in some areas your only talking 215 feet in the North sea so it is much more of a challenge than dipping down to 450 in the great depth of the Pacific and hiding from the Japanese. I find those english buggars can be much more persistent than the Japanese at ASW.
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Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#77 |
Officer
![]() Join Date: Jan 2008
Location: Herriman, Utah
Posts: 247
Downloads: 398
Uploads: 3
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Merc4ulfate, try this. I'm running TMO with RSRDC. I've downloaded and am running Dynamic Enviroment v2.9 for SH5. Also SH5 water for SH4. I'm only using the Main Mod of DynEnv 2.9, but there's 27 Options. I had to cut out the Scene.dat file because the underwater was too murky for me. Also got rid of SEA folder since it was U-Boats only. So far no problems with mod soup. May be worth your while to look into that Mod.
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#78 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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#79 |
Sparky
![]() Join Date: Nov 2013
Posts: 153
Downloads: 86
Uploads: 0
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Since the installation of ISP 2.4,i notice that the diving time has been reduced.Is this intentional?
I know that this mechanism has been reworked. |
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#80 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Reduced compared to what? |
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#81 | |
Gunner
![]() Join Date: Apr 2011
Posts: 93
Downloads: 227
Uploads: 0
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The mechanical reliability scheme - a future available mod? I'm not familiar with the Ted Healy system. |
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#82 |
Sparky
![]() Join Date: Nov 2013
Posts: 153
Downloads: 86
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#83 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
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Quote:
Last edited by TorpX; 02-13-15 at 10:27 PM. Reason: added second part |
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#84 |
Weps
![]() Join Date: Dec 2012
Posts: 357
Downloads: 137
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Hi TorpX,
I have a question bout the max surface range and submerged range for the Porpoise class you set ISP 2 (TMO) too. _TMO =13358m at 13.5Knts _ISP 2.4 =8114m at 10knts (13358m at 10knts sounds about right to mee). I've been looking at different sites for references and keep getting the aprox same surface range which are between 12.000Nm and 13.000Nm for te Porpoise class but when I look at your settings (s3d) they show 8114 miles which is 7050.8 Nm. I know the game doesn't render the distances correctly compared to real-life but this is really low. Is there a reason you set it that low and does it affect the range in game? PS_ I read you're tweaking the weather some and am wondering how that's going, I would like to try out your mod in combination with OTC. (That's why I started looking into the changes you made and see how much your mod changes OTC's as sort of a prep. work prior to installation). As I can see your Data/submarine/ *.sim file (which is a important file) it changes everything from top to bottom in '11: Unit Submarine' compared to OTC how that effects it, I don't know, but seeing some ppl are using both and its working for them I'm wondering. I remember from a mail from CapnScurvy OTC does not like the changes to draft heights. Quote from mail: "The question of whether changing the draft figure in the ships .cfg file would change the correction of the height figure (which does effect the stadimeter/visual telemeter readings)....no, it will not. The .cfg "Draft=" figure (which is in meters....all figures are in meters) only shows up in the Recognition Manual. It doesn't effect the ship model at all. It's not this figure that changes how the ship sits in the water. To change how a ship sit's in the water, you'll need to open the Data/Sea/shipname.sim (using S3D) file and find the "Mass:" figure. The heaver the Mass:, the deeper in the water it will sit. This type of change WILL effect the Height= (the "Mast=") figure in the .cfg file. Maybe I'm misunderstanding it but to me it sounds like: do not mess with draft height if you want OTC's visuals to work properly. Maybe CapnScurvy can shed some more light on to this (again). ![]() ![]() |
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#85 | |
Admiral
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You are right HertogJan, the ship's .sim file...... based on its "Unit_Ship/Mass=" figure, will change how the ship sit's in the water. When changing that figure from what OTC used to calculate height measurements, there will definitely be errors in Range finding. No doubt about it.
On another note: The "Draught=" figure in the .sim file is what the game uses to calculate whether a torpedo will hit or miss the target ship. No matter how the ship sit's in the water. It is independent to the Mass figure. If you set the Draught figure to say 1 meter, you'll get a miss every time. The "Unit_Ship/Submerged/Draught=" figure in the .sim file should be reasonable in its measurement, AND the Draft= figure in the .cfg file should be exact to the figure set in the .sim file. Both are in meters. The .sim file is what the game uses for torpedo contact; the .cfg file is what is displayed in the Recognition Manual that will make a torpedo contact......provided they are the same and you set the torp depth accordingly.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#86 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
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Ok, for the surface ranges, the ISP values are based on Norman Friedman's work, US SUBMARINES THROUGH 1945. He lists the Porpoise as having 6,000 nm range. Later 'P' class boats had a longer range, but I decided to go with the lower figures, as it didn't make sense to have 2 'P' classes. Then I took the 6,000 nm figure multiplied it by 1.3, because the Navy was said to incorporate a 30% fuel margin for battery charging. Then I added a small 'flat-earth bonus' to account for the map distortion in the game. About 5%, iirc. |
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#87 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
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Diving was done daily in order to adjust the trim of the boat and to determine the salinity of the water at different depths. A war time dive could be completed in 30 seconds. A submarine going into a dive causes a shifting of the center of gravity and the center of buoyancy. The metacenter is a point where the center of gravity of the boat coincides with the center of buoyancy; a very hazardous point which must be passed quickly. If the center of gravity and the center of buoyancy are coincident and if a wave were to hit the boat from the side, capsizing could occur.
Jack Higgins and Paul Wittmer http://www.subvetpaul.com
__________________
Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#88 | ||||
Weps
![]() Join Date: Dec 2012
Posts: 357
Downloads: 137
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I can always set it higher in the .sim file if I keep running out of fuel (which will probably happen the first couple careers ![]() ![]() Quote:
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Loading OTC over your Mod will nullify the tweaks you made. Quote:
They would have needed to know how how high a ship lays in the water when empty, for all ships. ![]() |
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#89 |
Gunner
![]() Join Date: Apr 2011
Posts: 93
Downloads: 227
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Concerning drafts, seems we often go for the keel shot which is fun and the way the game is set up is conducive to it.
Reading "Clear the Bridge" right now, and seems O'Kane always set the torps to run as shallow as possible only setting them deeper when he feared the torps might skip through heavier waves possibly triggering premature detonation. One less thing to worry about I suppose. He also had no qualms about pumping 4 torpedos into a merchant to ensure sinking (even though 3 might do the job) and didn't view the deck gun as a viable weapon vs a surface target. |
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#90 | ||
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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Yes, it does. This is a big improvement, if you patrol submerged much. Before, I might submerge (in a S-class) for 12 hrs. at 1.5 or 2 knots, and still barely be able to recharge the batteries that night. Now, I can run submerged at 3 or 3.5 kn. and easily recharge the batteries in a few hours. It is much better. Quote:
Not sure about that. I don't think the merchants in RFB have defined keel zones that can be hit; meaning keel shots would be a waste of time. It has always struck me as being unrealistic anyway. |
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