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#9 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
Downloads: 5
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Regardless of the theory, the slower you travel on the surface, the faster the recharge time in the game.
Here's the results I made and posted using patch 1.2 in April: Endurance test results. Installed game had no diesel, power, battery, or crew mods. No mods to any submarine model or components. Platforms: (I) 1942 Porpoise leaving Midway using a saved game on my 3rd patrol. I've been carefully building up my crew skill (assuming those graphs and numbers aren't totally meaningless.) Eng Room Crew Efficiencies- I=.93, II=.94, III=.98 Weather: 5m/s dir 44 Sub Heading 250 (II) 1944 Balao Leaving Midway using one of the default patrol missions. Eng Room Crew Efficiencies- I=.88, II=.88, III.88 Weather: 5m/s dir 0 Sub Heading 270 Procedure: On Surface set depth to 70 ft 1/3 speed "Ahead Slow" 11 knots. Passing 50 ft set speed to 1/3. Upon reaching 70 ft, mark the time, mark the map, and set speed 2 knots (both text and voice confirm 2 knots.) Cruise at set depth/speed using 1024 TC until battery reaches 2% or Oxygen warning of 95% CO2 (whichever comes first.) Results using Porpoise: 2% batt, 95% CO2 = 76.95nm, 48 hours Results using Balao: 4% batt, 95% CO2 = 91.4nm, 48 hours Continued until battery reached 3% and 98% CO2 (Crew death at 99% CO2) Distance = 95.1nm Procedure for battery charge time: Surfaced at battery depletion times described above. Mark time from charge lcon changing to bright until icon changes to dark automatically. Recharge times: Porpoise- Speed set to 1/3 on surface = :49 min Porpoise- Seed set to Full on surface = 2hr:47 min Balao (based on 4%Batt/95%CO2) Speed set to 1/3 = 1hr:16 min Speed set to full = 2hr:18 min Ran same tests using Silent Running. No difference. This setting apprently only affects noise/detection/repair and does not affect CO2 generation or machinery/power savings. -Pv- |
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