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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
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![]() Join Date: Mar 2019
Posts: 27
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The Kilo sub battery charge time is very long, even with time acceleration. Is there any way to cheat and charge the battery in a much shorter time?
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#2 |
Girt by Sea
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I'm not sure of the answer - but for me, that's the fun of the challenge of longer missions - keeping an eye on the battery, planning ahead with where and when to snort etc.
Of course, travelling at 3 kts, you can get a lot of mileage out of one charge! ![]() Just my 2c ![]() Stew |
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#3 |
Lieutenant
![]() Join Date: Sep 2003
Location: Oeiras, PORTUGAL
Posts: 258
Downloads: 152
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On RA mod there's 4bytes for a discharge value and 4bytes for a charge value in the ShipControl.dll
The bigger these values the less time it takes to completely perform the related operation(charge/discharge the battery).
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#4 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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In vanilla DW kilo battery had very limited capacity - much less than real one
RA changed capacity so probably it takes much longer to charge them. For me current (RA) battery capacity is quite good for realistic game. In MP you can go full ahead much longer than 20 minutes. Theoreticaly in 2 hours MP game you haven't check battery level. But for long single player mission realistic battery capacity and realistic charge time makes game more immersive and challenging. |
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#5 |
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Thanks folks for the helpful info !
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#6 | |
Lieutenant
![]() Join Date: Sep 2003
Location: Oeiras, PORTUGAL
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![]() Quote:
So the million dollar question is: What is the "realistic battery capacity and realistic charge time" for a kilo for instance, or a Sauro?... Should a full discharge at full rate be faster than a full charge at full rate or vice-versa? These are relevant questions before making any modifications to the ShipControl.dll bytes that relate to battery charge/discharge rates.
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#7 |
Seasoned Skipper
![]() Join Date: Nov 2006
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For me it doesn't really matter because typical scenario takes 2 hours - too short for depleting all energy in normal style of game.
Btw In real new baterries have better capacity and parameters than old ones, so it's not easy to answer ![]() Level of batteries in scenario can be changed via script. It allows to make scenario with any level of battery charge. Also you can simulate by script sudden breakdown etc. |
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#8 |
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![]() Join Date: Mar 2019
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I have tested and it seems a full charge from 0 to 100% takes about half hour when running at 8x acceleration speed. In real time I think it is about 5 hours or so. That is a very long time staying put like a sitting duck.
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