![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 | |
Eternal Patrol
![]() |
![]() Quote:
Here are the numbers I promised. The first is a graph made for a naval wargames study back in 1929. Kongo should be in the same area as Repulse. ![]() This is an actual acceleration board from a WW2 aircraft carrier. Sorry I can't remember which one, but at the time I wasn't in a position to record where stuff I was downloading came from. ![]()
__________________
“Never do anything you can't take back.” —Rocky Russo |
|
![]() |
![]() |
![]() |
#2 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
|
![]()
this would really change the game. ships can't just accelerate to avoid torpedoes as well anymore and V&W destroyers (or the Japanese equivalent) can't come screaming in at 35 knots to ram you after traveling with a convoy at 7 knots.
__________________
Member of the Subsim Zombie Army |
![]() |
![]() |
![]() |
#3 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
|
|
![]() |
![]() |
#4 | ||
Frogman
![]() Join Date: Jan 2006
Posts: 300
Downloads: 353
Uploads: 13
|
![]() Quote:
That isn't exactly accurate. I have been able to get merchant ships to only make 5 to 6 knots in the 1st minute, and to get them so that they don't reach their top speed for up to 20 minutes by just changing the engine HP and engine RPM. As a suggestion, I would not use just the drag coefficients to cause the speed changes. You lead yourself open for weird things to happen in game.
__________________
Jim ![]() |
||
![]() |
![]() |
![]() |
#5 | |||
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
![]() |
|||
![]() |
![]() |
#6 |
Frogman
![]() Join Date: Jan 2006
Posts: 300
Downloads: 353
Uploads: 13
|
![]()
Webster,
That is what I am getting at. You have changed the drag coefficients unnecessarily. The advice I was given by Sam (swdw), who started the initial physics work for SH4, gave me was to adjust the engine HP until you get into the ballpark, then adjust the engine rpm to get what you want, otherwise if you just change the drag coefficients you are asking for the ship to do weird things ingame. He also said that because of the game engine was to try to set your timings with about 3 or 4 knots below top speed. The game engine actually slows down the rate of acceleration so that the ship doesn't overshoot its max speed. Another point of interest is trying to get the ships to use reverse engine speeds you almost have to box the ship in so that it cannot turn. I have tried to get it to use reverse speeds by putting a ship in its path, but it will turn to avoid the ship instead of using reversing speeds.
__________________
Jim ![]() |
![]() |
![]() |
![]() |
#7 | |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#8 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
i worry lowering rpm too much will cause ships that slow for evasive zig zag manuvers to get stuck doing 5 kts trying to regain speed. do you have a suggested number to start at? |
|
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|