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Old 01-30-08, 01:45 PM   #1
Sailor Steve
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Shutting down the diesels is the very first thing that happens when the dive order is given.

Quote:
When the diving alarm is given, the following procedure is observed (items marked with all asterisk are executed at once without further orders)

*a. Stop all engines, shift to battery, set annunciators on "All ahead standard," open engine room doors and air locks.

*b. Close outboard and inboard engine exhaust valves, close hull ventilation supply and exhaust valves, close inboard engine air induction flappers, and close conning tower hatch.

*c. Open bow buoyancy vents and all main ballast tank vents, except the group or tank designated to be kept closed until pressure in the ship indicates that all hull openings have been closed.
*d. Rig out bow planes and place on FULL DIVE. Use stern planes to control the angle on the ship.

*e. Diving officer checks hull opening indicator light panel for condition of hull openings. Air is bled into the ship when green lights show all hull openings closed. Watertight integrity is assured when the internal air pressure remains constant.
http://www.maritime.org/fleetsub/chap18.htm#18A
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Old 01-30-08, 03:17 PM   #2
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Good info on the diving procedures etc. I'm not really trying to affect anything about the actual diving routine however. My problem is, my best candidate visually for my Pitch mod currently has one unfortunate side effect that I have not yet been able to get rid of - for the first few minutes after surfacing, the boat tends to rise and fall with the waves in a narrow band that just happens to be where it sinks down just barely lower (by only 2 or 3 feet it seems) than the cut-off depth where the game sends the crew below, and then back up to where they come back up top. The net effect is that the crew keeps disappearing and re-appearing 2 or 3 times a minute for the first few minutes.

The really frustrating part is that this only occurs right after surfacing - they stay up there just fine after a few minutes, once the boat picks up speed. If I could just drop the "crew goes below" depth by about 4-5 feet, without changing the boat's actual dynamics, it would solve this problem. As DTB points out, the surface draught value (which is the one I was referring to in my second post above) does affect this depth but it also screws up the boat's behavior too substantially to be a workable fix for this particular problem

It's really great that the devs gave us so many things to play around with - it's just too bad that so many of them seem to be multi-purpose things that affect several functions so it's hard to hone in on making the particular change (and only the particular change) that you really want to make.
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Old 01-30-08, 07:01 PM   #3
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The only way I can think of to get the deck crew below decks or back to topside at the correct time would be with a voice command, and not with the depth. This may not be possible.

Its times like this I wish I knew more about the inner workings of the sim.

Sorry I can't help you more Panthercules...
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Old 01-30-08, 10:57 PM   #4
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Ah, my misunderstanding. In SH3 you have crew who stay topside when you dive, and now SH4 crew hide at every little wave. Are they saying the Germans are better sailors?:rotfl:
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Old 01-31-08, 05:54 AM   #5
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panthercules,
What you are seeing is that it takes a while for the main ballast tanks to empty.

The dive ballast tanks are done very quickly and have no affect.
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Old 01-31-08, 09:37 PM   #6
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Quote:
Originally Posted by Der Teddy Bar
panthercules,
What you are seeing is that it takes a while for the main ballast tanks to empty.

The dive ballast tanks are done very quickly and have no affect.
I wondered about that, and even tried blowing ballast/emergency surfacing to see if that would simulate blowing the tanks drier and thus riding higher in the water earlier, but it never seemed to have any effect when I tried it in my tests.

I still wish there was a simple way to get the crew to stay up top a little deeper without side effects. I've come up with yet another Pitch combo that gives a pretty decent visual effect, BUT now for some reason the battery life fixes I had working just fine for all the subs before have gotten all screwed up again (at least for my Salmon test bed), even though I didn't touch anything recently in the pitch tweaks that should have screwed up the batteries.

One potentially good side effect though - something I have done in this round has radically shortened the battery recharge time for the Salmon (down from a normal 10 hours to something like 2 1/2 hours). That's not good news in itself, of course, but if I can figure out what caused that to happen to the Salmon, then maybe there's a chance it could be adaptable to shorten up the S-class recharge rate to something more reasonable.

I'm getting really tired of getting this close to a workable set of tweaks only to discover at the last minute that yet one more thing has been broken and I have to start all over again. And I'm just playing around with a tiny little part of the game. Certainly reinforces my admiration for folks like Dave and the teams working on huge stuff like ROW, RFB, TM and NSM - [still looking for "hats off" smiley]
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Old 02-01-08, 05:41 PM   #7
Der Teddy Bar
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All the following values are based on the Salmon.

ManBT_flood_speed = Main Ballast = the value of Submerged displacement – Surfaced displacement. This is the value associated with the submarine submerging. The entire deck comes awash i.e. about 7metres at around 75% of total volume.

ManBT_flood_speed of 20000 takes ~ 75 seconds per 500 units on a normal dive order.
ManBT_flood_speed of 20000 takes ~ 45 seconds per 500 units on a crash dive order.


DiveBT_flood_speed = Dive Ballast = 10% of the value of Submerged displacement – Surfaced displacement. This is the value most associated with the submarine changing depth.
DiveBT_flood_speed of 8000 takes ~ 43 seconds per 100 units on a normal dive order.

When the submarine under normal conditions is hovering at depth the Dive Ballast equals 50% of the total and the Main Ballast is 100%.

When ordering the submarine under normal conditions (and default values) to ascend from 95 metres to 17 metres on the initial order the Dive Ballast is set to be 25% of the total and the Main Ballast is 75% and as the ascent gets closer to the ordered depth the values change to the Dive Ballast equals 50% of the total and the Main Ballast is 100%.

When ordering the submarine under normal conditions (and default values) to decent from 17 metres to 95 metres on the initial order the Dive Ballast is set to be 100% of the total and the Main Ballast stays at 100% and as the decent gets closer to the ordered depth the values change to the Dive Ballast equals 50% of the total and the Main Ballast stays at 100%.

The submarine under normal conditions and at all stop with default values the decent speed is 31 metres per minute and the ascent speed is 37metres per minute.
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