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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Mate
![]() Join Date: Nov 2009
Posts: 51
Downloads: 29
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No, I was underway ahead 1/3
I just noticed on my most recent ambush that batts charge while stationary. It's Apr 7th 45 and I'm hunting for the Yamato.... Gary |
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#17 |
Machinist's Mate
![]() Join Date: Jun 2007
Location: Lorient
Posts: 121
Downloads: 27
Uploads: 0
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Any pointers on where this method might be? I've gotten the shaft on fuel mileage---500 miles short of Fremantle---with Perch and I'm not interested in replaying two weeks of patrol fiddling with the engine controls.
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Reinhard Dietz U-126 2. Unterseebootsflottille, Lorient |
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#18 |
Nub
![]() Join Date: Mar 2010
Posts: 2
Downloads: 3
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I was low on fuel once while in Asiatic fleet - it's getting harder since your base is getting further and further away.
So, I used all my fuel about 600nm from refuel port. Periscope depth, 1kth, got to 500nm that way. Now the fun part starts. It seems you can run electric engines at 1kth without power or gas to recharge the batteries as long as you have O2! Sure, it took me about 3 weeks to get back to that port and had to surface from time to time to prevent my crew from suffocating, but I saved myself a patrol if not a career. I'm running 1.4 with TM (1.7.x) + RSRDC |
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#19 |
Rear Admiral
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The biggest mistake people make is getting battery damage and not turning the battery charge off. The batteries get damaged they will never stop charging until you cut them off. This can kill your range by 50%.
If your tanks get damaged, you see the result of that right away with a message that you've lose however much fuel, but after that they don't leak. Not sure about stock, but most supermods like TMO have all the range and milage icons, just set your waypoints and you can get a range to end at current speed, ect...That way you can figure if you have enough fuel to speed up more than 10 knts. As stated, charging batteries uses a lot of fuel. You save nothing by running submerged, in fact, you waste a lot. If fuel is a concern only run submerged when needed. Ye, you can run 1kt all you want on the electrics, just surface when needed...we call that the crawl...most can't spend hours getting through it.... In the end...you run out of gas, you shouldn't be commanding a sub. Turn your boat over to the XO and take to your bunk in the fetel position... |
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#20 |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
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Not off the top of my head. Try using the search feature. It might take a while to figure out exactly what to search for, but you'll find it.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#21 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
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Hey everyone, here's how to get back to base in SH4 if you run out of fuel. I guess it could technically be called 'cheating', but so be it.
![]() 1. Save your current game, but be sure that your sub has at least a little bit of fuel or battery juice left. This is a must. If not, you are screwed. ![]() 2. Go to C:\Documents and Settings\*\My Documents\SH4\data\cfg\SaveGames\ 3. Open your just-saved game folder (the one where you ran out of fuel) 4. Now open the GameplaySettings.cfg in that folder 5. Edit the two highlighted orange lines below and set them to false: [Current] LimitedBatteries=false LimitedCompressedAir=true LimitedO2=true LimitedFuel=false RealisticRepairTime=true ManualTargetingSystem=false NoMapUpdate=false RealisticSensors=true DudTorpedoes=true RealisticReload=true NoEventCamera=true NoExternalView=false NoStabilizeView=false MPShowPlayerNames=true MPShowTorpedoes=true 6. Now restart SH4 and reload that save-game you just edited. You will now be able to get back to base either on batteries or diesels. After returning to base, save, and then edit the two lines again to say true. I hope this helps you all out. ![]() |
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#22 |
Machinist's Mate
![]() Join Date: Jun 2007
Location: Lorient
Posts: 121
Downloads: 27
Uploads: 0
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Hmm. I thought I edited the right file---the last by date saved---but the game didn't seem to care; still drained fuel. Made it home with the old 'quit charging the batteries' trick, though.
I'll keep this in mind, 'cause I'm sure I'll need it again. USS Drum operates from Pearl Harbor, so I'll be good and far away from home. Thanks!
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Reinhard Dietz U-126 2. Unterseebootsflottille, Lorient |
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#23 |
Bilge Rat
![]() Join Date: Mar 2010
Posts: 1
Downloads: 37
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This is lame. Why would the Dev put in a mission that is sooooo far away from any chance of refueling just ruins the game for me. I'm sure there were sub tenders or ships passing by that the real guys could get fuel from. But we are left to find ways to cheat by altering our game files to get fuel to make it home is upsetting for me. At least they could have simulated a fueling stop somewhere.
![]() ![]() Last edited by heliflyr; 03-20-10 at 04:41 PM. |
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#24 | |
Ace of the Deep
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#25 | |
Navy Seal
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Secondly, at first, when you are operating out of Pearl, there is just one forward base and that's Midway. USE IT! Anything west of Midway was a Japanese lake and there were no tenders or refueling stations that an American submarine could use. Putting them there would be unrealistic. Operate on the surface keeping the batteries fully charged. You submerge when you're forced to and stay under the minimum possible time. Travel at 9 knots on the surface unless you are in active pursuit or avoidance. Watch the damaged battery status and shut off the charge to save fuel when you get to the maximum charge the batteries will handle. You can complete any mission and return to Pearl with a half tank of fuel.
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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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#26 |
Rear Admiral
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Yep, I can go to Formosa from Midway on a little over 1/4 tank.
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#27 |
Grey Wolf
![]() Join Date: Aug 2005
Posts: 930
Downloads: 23
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Concur with RockinRobbin and Armistead.
In my efforts to be "realistic" (a debateable term I know), I monitor the fuel gauge like Scrooge counting his money, LOL. I follow my assigned orders and conduct my patrol in the assigned area. IF I am sidetracked, en route to or coming from, my patrol area, by a possible enemy contact the FIRST thing I do is look at my fuel gauge and make the command decision whether the chase is worth it. En route to my assigned area is not so problematic (although any goosechases will affect my time on-station) but coming home I'm much more conscious of my boat chugging down that precious fuel and sometimes discretion may be the better part of valour. I have yet to run out of fuel during a mission, even with a damaged boat. Part of your job as skipper is to get your boat and crew home ergo getting stranded in the middle of the Pacific is never an option. ![]() |
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#28 |
Grey Wolf
![]() Join Date: Sep 2009
Location: Egypt
Posts: 840
Downloads: 132
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here are my 2 cents:
On average, and I'm talking about the Porpoise, a 100 % full tank serves you about 23,850 km at 10~11kts speed = Ahead Slow, which is the standard for globe trekking and ferry ops. that means every 1% of fuel gives 238.5 kilometers of map. Note also that the boring auto recharge on surface needs rum, so you might as well assign a hotkey to standard propulsion, and when you surface, leave battery as is, unless you plan a port attack (where you'll need all the juice to get in, maneuver and trek within, evade and finally get out) also, 1 % of fuel gives 89.5 kilometers of map at 17~19kts = Flank speed, so doing maths, you're best having 8950 kilometers range at flank, maybe less becuz of recharging. One more thing, once the mission started, as a general rule, put an x on ur position, a circle and zoom out to a radius of 5960 km. this zone is the 25% zone, and if you operate within (meaning mission objectives dont exceed 5960 km around Perth or Pearl, you could gash the tank at flank for 75% and the rest is the ride ticket to home) Cheers
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#29 |
Officer
![]() Join Date: Sep 2005
Location: Reading, PA
Posts: 244
Downloads: 1
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I never much cared for how the Devs handled the fuel situation and engines. A fleet boat had four diesels and a small backup "donkey" diesel. Whenever you read about US boats, their using one, two, three, or four engines. Unfortunately, this is not an option in SH4, all 4 engines are on, all the time. Captain William J. Ruhe relates in his book "War in the Boats", that, while on patrol, they usually cruised at 15 knots on two engines.
As such, I just don't turn on the "limited fuel" option. But, I don't go racing around at flank speed all the time either. I do limit my sub to normal routine patrolling operations of a fleet boat and make all the pit stops I can. |
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#30 |
Grey Wolf
![]() Join Date: Sep 2009
Location: Egypt
Posts: 840
Downloads: 132
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furthermore,
if you use underwater propulsion, you can cover only 38 kilometers over 4 hours, 55 mins, at flank speed. What will happen afterwards, is that you are stuck with 2 % of power and cant move. so, [SPOILER] this is a cheat. You CAN surface passively by blowing ballast, stop the engine, and stand for 2 hrs and 19 mins, this should recharge your battery without affecting diesel fuel , although unrealistic, there you go. Although this is a bug, yet, you have to endure a tonne of pain to reach home base, but for 150 kilometers or less, I would do it for a rookie sub skipper.[\SPOILER] Cheers ![]()
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