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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
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IF you install ALL of PE2 please read!!
I gave Kriller2 a slightly updated version of this mod that he included with the latest release of PE2 as one of the optional installs. ------------------------------------------------------------------------- This is the mod that changes the way the boats ride on the surface, They now sit lower, roll and pitch is more natural (from the feedback I've received) and dive times are closer to realistic. This mod is JSGME ready. As with most work like this, credit is due to multiple people. These files are dreived from previous works, changes were made by more than one individual and individuals helped test. So credit should be given to: Previous work utilized: Ducimus, LeoVampire Current changes: LukeFF, swdw Testing: AVGWarhawk, Wilcke, Ducimus It should work with any mod. If you use TM, RFB or ROW, make sure this is installed AFTER any /all of these. ************************************************* READ THIS SECTION BEFORE TESTING!!!!! Because of all the possible ways to do the tests that will give varying times, I used a standard based on what I could gather from reading some historical info. If you don't use the same method, you will get different numbers. Here's how this was tested Dive times are not to PD, but to where nothing is above the water any more. This was how the boats clocked their time. They knew the keel depth required to be totally submerged (40-50 ft depending on the boat) If you tell the boat to go to PD and try to time to PD, the leveling off drastically slows the time down. The boat starts to change the angle of attack before the sub is entirely below the surface. Normal dive was timed by using the normal dive command, or telling the boat to go to 100 ft by clicking on the depth gauge. Dive rate tests for normal dive are at a standard bell and will be slower at lower bells. Once the ballast tanks are flooded, everything else depends on the planes and trim tanks. Crash dive tests were performed with the boat starting at standard bell ( cruising speed) Start clock after klaxon on dive or alarm on emergency dive. If you start it at different time you can introduce a 5-10 second variation. Underwater tests conducted at 2/3 bell Ascent/descent Start at 60 feet and dive to 250. Time as boat passes through 100-200ft so leveling off does not affect test Start at 250 feet and set depth to 60. Time as boat passes through 200-100ft so leveling off does not affect test At higher bells, the underwater time decreases. Based on generic info for fleet boats, turning on fleet boats was set to 1 deg sec submerged at 8 knots. Acceleration- close to historical Deceleration- game engine problem, coasts like it's greased- 6x historical values. Will take a LOT of work to try and fix, if it's fixable as game engine does not take into account prop drag so will save for later work. ************************************************** *** Additional changes- Engine bell speeds changed to reflect maritime "definition" of how a standard bell is derived. A standard bell is defined as the best cruising speed that gives good fuel economy while getting you there at a reasonable speed. 1/3 and 2/3 are fractions of a standard bell, not a flank bell. Ranges, Luke made some changes to the ranges. I threw in a couple of extras. Fleet boat no longer all have the same battery life. Endurance was improved as you progressed from the Porpoise to the Gato class. Please note that the boats are "roughed in" in this release. The S-boat is the fastest diver and turner. There are slight variations in the dive time of each class because the difference between the surfaced and submerged displacement varies with each class of boat, as does the ballast tank flood speeds. This will need to be fine tuned in the future.Some draft changes may occur (less than 6 inches). General rule of thumb I've found when playing with most changes related to physics modeling is the old 80/20 rule applies. It takes about 20% of the total time to get to about 80% of your goal and then 80% of the time is spent tweaking for that last 20% If you want to give this mod a try, go here: http://files.filefront.com/diverateR.../fileinfo.html Hope you find this enjoyable ![]()
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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; 04-18-08 at 09:20 PM. |
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