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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Ah. Wondered cause I was an Aviation ASW tech and drank with quite a few bubbleheads at AUTEC training back in 1980.
![]() ![]() Front row 7th from left is me in 1981, USS America CV-66 As for the radio, like I said the only option I see is try that SD radar antenna mod, see if you can hack that Sensors_sub_US.sim file to work for the radio antenna. |
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#2 | |
Ace of the Deep
![]() Join Date: Feb 2004
Location: Colorado
Posts: 1,074
Downloads: 397
Uploads: 0
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__________________
![]() ![]() ![]() Run Silent, Run Deep, and Sink 'em All |
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#3 | |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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An update to my above post about the depths:
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__________________
USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#4 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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Ok think I've got this figured out now, and the news is kinda disappointing. I kept testing various mods to collect more data on when you are considered "submerged." I noticed that the depth at which you are kicked out of the bridge down to the control room coincides with your loss of comms. Initially I focused my efforts around searching for a node in the conning tower files, changing node positions and seeing no behavior change in game. Looked at everything related to ships draft, surfaced and submerged, nothing changed. Then I noticed that when the decks were awash in the mods I tested that's when you lost comms and were considered submerged. As a side note, that's also the depth in which you switch propulsion over. I tried out the GUPPY 3 mod and there was a change. The decks were awash, but nothing happened until the PUFFS receivers were underwater. Turns out the game uses the 3d model of the hull to determine when you are "submerged." I tested this out with the stock units starting with the S class. At 30ft I was marked submerged just as the parts pertaining to the radio loop antennas went underwater. Tried again with another class, the Balao this time. At 39ft it was the flagstaff back aft that stood the highest on the model. Not satisfied I tried again with a mod I'm working on. I cloned the 3d model in a 3d editor and separated the models but exporting them both. When brought into the game the result was a "submerged" depth of 130ft!
Now with all this information I'm going to see if I can't trick the game into thinking that periscope depth for one of my nuc boats will work, by placing a single vertex at a predetermined point.
__________________
USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#5 | |
Navy Seal
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Great work. I often shake my head at what the people who created this sim were thinking, irritates me to say the least. Thankful for the subsim community, saved this sim and 10 years out still a great thing. |
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