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Old 03-26-07, 12:27 PM   #16
CCIP
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Should not be a problem, there is only one value in the submarine .sim file, and it was always in miles (even in SHIII which was metric-only).

You can test it easily - if a gato sub can stay underwater for about 24 hours at 4 knots, then it's fine. In stock game it would run out of power in about 5-6 hours.
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Old 03-26-07, 01:26 PM   #17
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hi CCIP good work just D/Led you crush depth's and battary's mod's and notesed that you isnt entry for the two S-bouts. and there isnt an entry for the new S-41's that where in the patch.

sorry if i just p!ssed on your effats but just thort you should k now
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Old 03-26-07, 01:31 PM   #18
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S-42 is actually just a slight visual modification of the S-18 and shares all the same performance data (just like the Gar shares all performance data with the Tambor).

As for S-boats in general - as I mentioned in the request thread for this, I haven't been able to find any accurate data on the S-boats' submerged performance that is any different from what we get in game, so I left it alone for now. I get the sense that the S-boats are overmodeled (unlike the rest of the boats), but I can't prove it right now...
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Old 03-26-07, 01:43 PM   #19
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I found this link;

http://www.navy.mil/navydata/cno/n87.../forgotten.htm

which gives these stats for S class;

Length:
225 feet Beam:
21 feet Draft: 17 feet
Displacement: 960 tons surfaced
1,130 tons submerged
Surface Speed: 12-14 knots Submerged Speed:
10 knots Surface Endurance:
3,500 nm at 6.5 knots
Submerged Endurance:
20 hours at 5 knots

Complement:
4 officers; 39 enlisted men
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Old 03-26-07, 01:46 PM   #20
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Yea, that's what I found too. But it does sound a bit odd to me - consider the fact that a fleet boat can only do a top of 64 miles at 5 knots, and surely when all is considered - a fleet sub can't be that much more hydrodynamically inefficient, and certainly has a far more powerful battery. 100 miles at that speed is a lot, the German U-boats have about 1/3 of that underwater range. So it doesn't quite make sense to me.
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Old 03-26-07, 02:07 PM   #21
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It was probably the optimistic manufacturers claims and nothing like that in reality! Certainly seems a bit out of kilter with other subs stats.

I just tried your mod with an S class in the game. At 5 knots I got 23 hours before the battery was down to 10% which is a major improvement over vanilla. Thank you!

Slight downside was that it took 19 hours to charge it back up again. A Gato class took 4-6 hours to recharge. Is the recharge value a hardcoded figure based on battery drain time?
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Old 03-26-07, 02:18 PM   #22
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Actually the mod didn't touch the S-class, so that is purely stock behaviour :p

I did, however, find some things I could add to the S-class file even without changing the performance. For example the boat's electric motor is set at the same power as the fleet boats (2700hp) whereas it was actually just 1500hp. Also, the game sets its max speed at 9kt while all the specs I've seen suggest between 10 and 11kt max speed. Not big changes, I know, but perhaps worth adding in.

I'm going to go to the library and see if anything at all is there. The S-class boat isn't the most popular subject in WWII sub history, so it does tend to be a little ignored. (very happy it's in the game though).
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Old 03-26-07, 02:28 PM   #23
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You're kidding!? Haha!

Admittedly I haven't sailed in an S class before.. it was the P class that was giving me only 5-7 hours on battery.. I assumed the battery issue would affect all subs.

Which subs does your mod change?
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Old 03-26-07, 02:49 PM   #24
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Basically all of them besides the S-class! (they all fall under the category of fleet boats anyway).

They have identical underwater ranges between them (based on the 4-knot, 83-mile wartime figure), except the porpoise which has 25% less range, citing the original game logic and the reference from SHI manual that someone gave which said that Salmon class boats had a significantly larger battery than their predecessors (meaning Porpoise).
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Old 03-26-07, 03:00 PM   #25
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CCIP can this mod be installed via JSGME?

I installed it that way but testing the Gato and Porpoise class got the following results at 5kts;

Gato..
submerged - 6.03am
Battery@10% - 10.56am

Porpoise..
Submerged - 8.01am
Battery@10% - 10.59am

It doesn't seem to be working, am I doing something wrong?
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Old 03-26-07, 03:15 PM   #26
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Yes, it should be installed via JSGME

Sounds odd; worked for me no problem...
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Old 03-26-07, 03:48 PM   #27
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My mistake.. I copied the root folder into mods.. didn't notice the sub folder. Works now.

Just tested a Gato.. submerged at 12.02pm at 4kts.. battery down to 10% at 04.58am the next day.. so 17 hours battery use.. travelled 68nm. That would be 75nm using all the battery. 75nm is about 87 statute miles.. pretty damn good! Thanks CCIP!

I do wonder why I got so much out of the S class, and (as you hadn't altered it) why the devs gave it so much battery? Even with your mod it still out lasts the other subs.. in vanilla the difference is crazy!
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Old 03-26-07, 04:02 PM   #28
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It's easy, actually. The vanilla game's fleet boats use a fairly accurate max range set at 2kt (96 miles). However because 2kt is not a normal cruising speed, and because the game's calculated range decreases geometrically with speed, by the time you hit 4kt there's a serious range reduction. By simply changing the 'control' speed to 4kt and using an accurate range at that, you get the right result.

Then there's the S-class for which the devs used a 5kt base speed with 100nm range, using the same source that you quoted it seems.

The underwater range should generally be set at a normal slow cruise speed, otherwise things start getting wacky. SHIII (at least with mods) used about 3-3.5kt and the results were right.

I'd love to find an accurate 4kt range for the S-class now...
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Old 03-26-07, 04:28 PM   #29
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Thanks for the mod mate! My batteries were literally killing me
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Old 03-26-07, 04:28 PM   #30
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Hi,

I tried to install this mod ( big thanks to you ) and Generic mod Enabler say that the mod "Deph Charge shake 1.1" already changed and use several files ..

Can not use it at same time


Just in case it haven't been reported ..
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