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#1 |
Frogman
![]() Join Date: Oct 2009
Location: SW Florida
Posts: 288
Downloads: 105
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I was reading the Fleet Type Submarine Manual and in Chapter 7, Page 83 it describes procedures for using carbon dioxide absorbent to extend submerged time. I found this very interesting and i was wondering if there is any way to mod this into SH4?
Granted, we won't be slitting matresses and spreading the powder, but a button on the orders bar that had a limited number of uses and when pushed would remove a % of the CO2 from the boat would be useful for those times when you really need to stay under just a little longer. So is this possible? Any ideas what files would need to be edited? I really shouldn't read, it makes me think and gets me into trouble every time. ![]() Here is a link to what i am talking about... http://www.maritime.org/fleetsub/chap7.htm |
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#2 |
Soundman
![]() Join Date: Dec 2007
Posts: 142
Downloads: 109
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It may be modeled in the CO2 accumulation rate already. Dunno.
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#3 |
Navy Seal
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Well, YOU just wasted an hour of my time!
![]() ![]() ![]() ![]() Note that you need a chart to read the table of operating conditions and note that in typical military fashion, the key table, which must be understood first, comes after the otherwise incomprehensible table of operating conditions. Imagine! A way to kill your whole crew not needing to involve enemy escorts and wasteful use of depth charges and naval artillery shells! ![]()
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#4 |
Soundman
![]() Join Date: Dec 2007
Posts: 142
Downloads: 109
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Aye, I've done that a time or two on purpose, just to see what would happen. It's the same sick curiosity that led me to starve my Sims to death back in the day. Perhaps the instantaneous CO2 equalization once you reach the surface is unrealistic. But the real question I have is, how long can a sub stay submerged under normal working conditions before CO2 accumulation reaches hazardous levels (3% according to the first article)?
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#5 | |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
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__________________
USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#6 |
Frogman
![]() Join Date: Oct 2009
Location: SW Florida
Posts: 288
Downloads: 105
Uploads: 0
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I've pushed the CO2 levels right to the limit, but i haven't killed anyone yet!
![]() The CO2 Absorbant seemed like it could come in handly when sneaking into a Harbor for a Photo Recon mission. I have had to find the deepest place in the harbor and hide while waiting for traffic to come or go more than once and a few times CO2 became enough of an issue that i had to creep out of the Harbor along the bottom and surface to clear the air. ![]() I did some digging in the files last night, but i couldn't find anything so i think ETR3(SS) is right about it not being able to be modded. ![]() As for RRs question about all the valves and blowers, theres an old saying in the flightsim community... "Never let a Pilot build the sim, He won't stop until he builds the entire airplane." I bet the same is true of subsims. ![]() I wonder if our computers could handle it if everything worked? No Idea, but i would love it! Especially if i could pick up that Jap Pilot that bombed my sub, take him off the coast of Australia and feed him to the Great Whites! ![]() |
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#7 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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![]() http://www.subsim.com/radioroom/showthread.php?t=153853 |
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#8 |
Frogman
![]() Join Date: Oct 2009
Location: SW Florida
Posts: 288
Downloads: 105
Uploads: 0
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I know, I have been drooling over that engine room for quite awhile now.
Amazing Detail! I hope when its released someone can find a way to apply it to all subs like the U-Boat Captains Cabin has been added in TMO. I know its not the correct engine room, but any engine room is better than none! |
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