SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-07-09, 11:48 AM   #1
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Quote:
Originally Posted by jmardlin
They wouldn't be because reversing engines even at back emergency only uses about 2/3's ships power. So stopping distances should be slightly longer. But not by much because the screws are much more efficient running backwards because of less turbulence in the water.
Drag helps as well. Reversing the engines to stop the ship should make a big difference.

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
Sailor Steve is offline   Reply With Quote
Old 03-07-09, 11:59 AM   #2
gimpy117
Ocean Warrior
 
Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
Default

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
gimpy117 is offline   Reply With Quote
Old 03-07-09, 12:27 PM   #3
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by gimpy117
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.
well there is a hard coded issue where all ships get a free jump to 0-5 kts in 10-15 seconds and from 5 kts up you can actually control what they do, so they still can move out of the way on you but a bow shot should clip them in the rudders unless your too far away. but this is still better than stock where they go 0-5 kts in 2 or 3 seconds.
  Reply With Quote
Old 03-07-09, 09:12 PM   #4
JREX53
Frogman
 
Join Date: Jan 2006
Posts: 300
Downloads: 353
Uploads: 13
Default

Quote:
Originally Posted by WEBSTER
Quote:
Originally Posted by gimpy117
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.
well there is a hard coded issue where all ships get a free jump to 0-5 kts in 10-15 seconds and from 5 kts up you can actually control what they do, so they still can move out of the way on you but a bow shot should clip them in the rudders unless your too far away. but this is still better than stock where they go 0-5 kts in 2 or 3 seconds.
Webster,

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

JREX53 is offline   Reply With Quote
Old 03-07-09, 10:34 PM   #5
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by JREX53
Quote:
Originally Posted by WEBSTER
Quote:
Originally Posted by gimpy117
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.
well there is a hard coded issue where all ships get a free jump to 0-5 kts in 10-15 seconds and from 5 kts up you can actually control what they do, so they still can move out of the way on you but a bow shot should clip them in the rudders unless your too far away. but this is still better than stock where they go 0-5 kts in 2 or 3 seconds.
Webster,

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.
i havent messed with rpms yet...
  Reply With Quote
Old 03-07-09, 10:59 PM   #6
JREX53
Frogman
 
Join Date: Jan 2006
Posts: 300
Downloads: 353
Uploads: 13
Default

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

JREX53 is offline   Reply With Quote
Old 03-08-09, 02:41 AM   #7
vanjast
Sea Lord
 
Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
Default

Quote:
Originally Posted by JREX53
Webster,
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.
I've noticed shooting a torpedo at the ship causes it to 'put on the brakes'. If you fire all torps at 5 sec intervals in front of the ship it might work.
vanjast is offline   Reply With Quote
Old 03-08-09, 03:04 PM   #8
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by JREX53
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.
.
the drag coeficients were used from PT's advice and i threw those values i used away and settled on new values.

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?
  Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:18 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.