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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Engineer
![]() Join Date: Mar 2017
Posts: 208
Downloads: 56
Uploads: 0
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This is extremely helpful. I will set up my mini mod as per your suggestion. I don't mess with 3D files or textures, as appearance isn't my main concern and as I find tweaking values much more interesting and rewarding
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#2 |
Engineer
![]() Join Date: Mar 2017
Posts: 208
Downloads: 56
Uploads: 0
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Is Webster still active? Maybe he could chime in with his understanding of how the game models charging / fuel consumption and efficiency decreases at non-optimal speeds.
Any pointers to real-life
are also welcome. |
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#3 |
Engineer
![]() Join Date: Mar 2017
Posts: 208
Downloads: 56
Uploads: 0
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https://pigboats.com/subs/s-boats.html Mostly pictures
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#4 | |
Engineer
![]() Join Date: Mar 2017
Posts: 208
Downloads: 56
Uploads: 0
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https://maritime.org/doc/subsinpacific.htm#pg4
According to this source: Quote:
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#5 | |
Stowaway
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as for your question, well now thats the can of worms i ran into with them, i literally surrendered after fighting it modding and testing for weeks and had to settle for the changes i got which were at least better then nothing and had them no longer acting as super boats the s-boat game files are so utterly fubar that my mod was the best i could do and its not even half way to where it should be if the fuel range and battery charge ranges are changed any more then i did then i found it would default to super subs that never run out of fuel or batteries and damage was equally as much a struggle i think it would be easier to start over and draw up brand new files for the s-boats because the ones in the game, in my opinion, are unfixable and impossible to even find what values they use since the ones in the s-boats files certainly get little or no results to changes you make. its been so long i cant even remember but you should be able to add my mod without it having any affect on the sound at all, my mod only changes the s-boat file folders worst case open my mod and see what values i used for the s-boat and then copy the s-boat files from FOTRS to your desktop to mod them and then change those s-boat files to match the ones in my mod and then you have made it FOTRS compatible you can read more about it then i can even remember about it here https://www.subsim.com/radioroom/sho...d.php?t=157608 Last edited by Webster; 07-27-19 at 11:31 PM. |
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#6 | |
Engineer
![]() Join Date: Mar 2017
Posts: 208
Downloads: 56
Uploads: 0
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Optimistically I went and plugged in historical data and of course was deeply disappointed. I then went and used your settings and tested and found the problems you mentioned, but I was also unable to obtain better results by tweaking your settings. Here are things that I did find:
Your suggestion to start out from scratch has a lot of merit. Maybe you can help me understand a few things:
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#7 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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About 5 years ago when I gave up on this;
https://www.subsim.com/radioroom/sho...d.php?t=211380 Answer to the Whiskey Tango Foxtrot questions is complicated and involves some speculation. 1. Silent Hunter 3 programmers quit. 2. Silent Hunter 4 programmers used SH3 as a base for SH4, with no clue which file did what, which is why half the program is unused and partially used files. One example is the speeds and depths in the .sim and .cfg files for the subs, actual max speeds and max depth in the .sim file is used, numbers for those in the .cfg file are ignored. Percentage of speed in the .cfg file, along with periscope depth and others are used. "crash depth" in the .sim file actually means CRUSH depth, crash depth in the .cfg is the depth the sub will level off when crash dive is ordered. "max" depth in the .cfg file sets the depth of the red needle on the deep depth gauge, has no effect on the actual max depth. 3. Silent3ditor was programmed by a guy (skwas) who didn't work for Ubisoft, and some of his notes were guesses. For the ranges, he's right about surfaced speed vs range, wrong about the submerged speed/range. He's right more often than he's wrong, but taking his notes on what does what as gospel will sometimes lead you astray. When all else fails, we experiment. After reading this I spent a few hours fiddling with the S-18 (normally I'm a Sargo driver), latest is; Submerged Miles=22 Knots=5 With that I get about 60 miles at 2 knots down to 10% battery, with an 8 1/2 hour recharge time. That's with stock settings on the diesel engines power, I found that tinkering with the horsepower reduces recharge time, but also turns the sub into a dragster with ridiculous acceleration. In short, the S class was an afterthought and uses different a physics model than the fleet boats, so we're still tinkering with how it works. Nobody knows for sure. |
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#8 | |
Stowaway
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i completely gave up and just decided to take the best possible results i could get and i think my mod is about as good as you can get with the s-boat files. thats why i think the only possible solution to get files that respond to the settings you choose is to take an existing sub that is the "least broken" and convert it into a brand new s-boat file for the game, short of that i see no solution which is why i just gave up and settled for what i had. as you mod the game you will find many other files in this game are just as frustrating and near impossible to mod |
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#9 |
Swabbie
![]() Join Date: Sep 2019
Location: Esquimalt, BC, Canada
Posts: 13
Downloads: 21
Uploads: 0
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I'm happy to see some S Boat love.
I've enjoyed it more in FOTRSU more than TMO or RFB and infinitely more than stock. If this thread sparks some attention to the S Class for the next update to FOTRSU I'm happy. ![]() |
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#10 |
Engineer
![]() Join Date: Mar 2017
Posts: 208
Downloads: 56
Uploads: 0
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I haven't given up yet. I'm just involved in too many projects. I want to thank the previous two posters suggesting a complete rewrite of the s-boat .sim files from scratch.
That's something I want to try. I'm also trying to find out more about the executable and whether something can be done through binary patching that exe. |
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