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Old 04-25-11, 09:49 PM   #1
eers75
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The only way I know how to get home in your situation is to submerge and run on your electric engines for as long as you can then surface just to recharge them. Rinse and repeat. It will take much longer this way but if you dont have the fuel or arent near a port to refuel I believe this is the only realistic way of limping home.

Edit out of embarassment to just disregard this complete statement lol

Last edited by eers75; 04-26-11 at 08:19 AM.
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Old 04-25-11, 10:39 PM   #2
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Quote:
Originally Posted by eers75 View Post
The only way I know how to get home in your situation is to submerge and run on your electric engines for as long as you can then surface just to recharge them. Rinse and repeat. It will take much longer this way but if you dont have the fuel or arent near a port to refuel I believe this is the only realistic way of limping home.
Bad idea.

Recharging batteries runs the engines at ahead flank. It chews a massive amount of fuel.
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Old 04-25-11, 10:55 PM   #3
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with advice like this you are probably screwed.
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Old 04-25-11, 11:09 PM   #4
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Save your game,

Exit out of the game,

Go to your Documents folder, from the "Start" button at the bottom left,

Go to your SH4 folder,

Go to the cfg folder,

Double click on GameplaySettings.cfg

Where it says LimitedFuel=true, delete true, and type in false.

That will give you unlimited fuel so you can get back to base.

After you get back to base, from the office view click on the radio (I think it is) to readjust your options to limited fuel.
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Old 04-25-11, 11:09 PM   #5
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The newest version of TMO set standard speed to 15 kts, but 10kts is still the best speed for milage, slower than that you get less. Still, I think he adjusted and gave us much better fuel milage, but 10kts in TMO will about get you around the world now. You can check this as others said, using the range at this speed button. I don't think you have that in stock, but at 10 kts you should easily make 1800 miles. I can get from Midway to the Bungo on 1/4 tank.

Others are correct, using batteries will use up fuel. You have to run engines to charge batteries and engines use fuel, so you would rather use fuel for engines that go much faster.

Make sure your batteries aren't damaged, they will keep charging even when fully charged, if they're, click it so they stop charging.
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Old 04-25-11, 11:13 PM   #6
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In TMO, ahead standard is set to be the most fuel-efficient speed, as a rule of thumb. Generally this is around the 9-12 knot range for most subs.

In Stock, I honestly have no idea what the most efficient cruising speed is.

Best advice I can give it keep your speed on diesel engies at around 11 knots, as it is now, and when/if you fuel on that runs out, run on your batteries at 1 knot.

Batteries will last longer the lower your speed, if you set your speed manually to 1 knot (you get manual speed setting by switching meters, much like the depth gauge and rudder controls), you will get a lot more range out of your batteries before depleting them.

*EDIT* I just read Armistead's reply, and his is probably more accuarate for TMO 2.1, I still run 2.0. So my information is apparently somewhat out of date.
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Old 04-25-11, 11:53 PM   #7
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True but the running on batteries thing is a bad idea because he still wastes a huge amount of fuel and if he begans this at 1800nm he most certainly boosts the odds that he wont make it in fact he may guarantee that he does not make it.Doing the battery is pretty much cutting your fuel in half it only works when very near a port like one days travel submerged at 1-2kts away from what others who have pulled it off have said.Never mind guess that's what your saying.

The best bet is to go slowly on the surface and not dive at all unless he must and only then for a short period and just keep going until he runs out of fuel or makes it.I bet he makes it with 5% easily if he takes the don't dive advice.Or a Japanese plane from Wake could spot him and sink him if his luck is really bad.

We should start a pool I say he can make it by going slow and avoiding unneeded diving/use of batteries and he'll sail into port without having to use the short range battery trick either.I put one case of Pabst on it.
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Old 04-26-11, 06:24 AM   #8
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True but the running on batteries thing is a bad idea because he still wastes a huge amount of fuel and if he begans this at 1800nm he most certainly boosts the odds that he wont make it in fact he may guarantee that he does not make it.Doing the battery is pretty much cutting your fuel in half it only works when very near a port like one days travel submerged at 1-2kts away from what others who have pulled it off have said.Never mind guess that's what your saying.

The best bet is to go slowly on the surface and not dive at all unless he must and only then for a short period and just keep going until he runs out of fuel or makes it.I bet he makes it with 5% easily if he takes the don't dive advice.Or a Japanese plane from Wake could spot him and sink him if his luck is really bad.

We should start a pool I say he can make it by going slow and avoiding unneeded diving/use of batteries and he'll sail into port without having to use the short range battery trick either.I put one case of Pabst on it.
Ah, I wasn't clear. I didn't mean that he should run on batteries or top off batteries. That's a waste of fuel in this situation.

What I was saying is try to cruise at best efficiency with the diesel engines, and when THOSE run out of fuel, try to squeeze the most out of whatever battery charge is left.
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Old 04-26-11, 07:59 AM   #9
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Submerging is not an option

Should've mentioned I'm running TMO 2.1 and in the USS Iowa.

I was at the Southern tip of Iwo Jima out Pearl

My rough estimates put Darwin, rather than Midway, to be closest - so I'm more than half way there now

I considered starting and stopping the engines to allow for drift but acceleration consumes gas.

I've sank well over 200,000 tons of merchant shipping by raiding 2 large ports, so I really want to get home. If I make it to Darwin, I should be okay for the run back to Pearl, stopping at all ports for refit on the way.

I haven't taken much damage - only some flooding and that has been pumped out

Does the game model weight? I considered firing off my remaining ammunition to cut it down
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Old 04-26-11, 09:47 AM   #10
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Quote:
Originally Posted by Thrair View Post
Ah, I wasn't clear. I didn't mean that he should run on batteries or top off batteries. That's a waste of fuel in this situation.

What I was saying is try to cruise at best efficiency with the diesel engines, and when THOSE run out of fuel, try to squeeze the most out of whatever battery charge is left.

We call that the Pacific two step...
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Old 04-26-11, 09:04 AM   #11
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Quote:
Originally Posted by Stealhead View Post
We should start a pool I say he can make it by going slow and avoiding unneeded diving/use of batteries and he'll sail into port without having to use the short range battery trick either.I put one case of Pabst on it.
Pool? avoiding diving? There is no point in have a pool if you cannot dive into it. (IGD's corollary to Murphy's law.)
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Old 04-26-11, 09:33 AM   #12
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Oh I did not know that you where in a battleship.Anyway I dont think you'll have a problem with TMO2.1 then it is pretty much impossible to run out o fuel honestly unless you take serious tank damage. Too bad there is not a way to accurately simulate the fuel/ballast mods they did to many boats they did give boost to range/allowed the boat to cruise at a higher speed to station but they did not give the massive boost that TMO 2.1 gives you.

I ran around 3250 nms once form off Okinawa to Midaway in TMO 1.9 which had more realistic fuel ranges I had 30% fuel and got to midway with 5% left and I went ahead Standard (about 10-11 kts in a GATO with TMO1.9) half of the way.
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Old 04-26-11, 12:34 AM   #13
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Quote:
Originally Posted by Thrair View Post
In TMO, ahead standard is set to be the most fuel-efficient speed, as a rule of thumb. Generally this is around the 9-12 knot range for most subs.

In Stock, I honestly have no idea what the most efficient cruising speed is.

Best advice I can give it keep your speed on diesel engies at around 11 knots, as it is now, and when/if you fuel on that runs out, run on your batteries at 1 knot.

Batteries will last longer the lower your speed, if you set your speed manually to 1 knot (you get manual speed setting by switching meters, much like the depth gauge and rudder controls), you will get a lot more range out of your batteries before depleting them.

*EDIT* I just read Armistead's reply, and his is probably more accuarate for TMO 2.1, I still run 2.0. So my information is apparently somewhat out of date.
Duci thought we were getting bored going at the standard speed, 10kts in TMO2, so he adjusted it. I think now the 15kts standard speed gives you the same milage as 10kts did in TMO2.0. Still, 10 kts will double your milage
if you need it.

The downside is damage to your engines will cost you some fuel.

Since stock, 9-10kts has always been the best speed for milage, less or more takes more fuel.

Sometimes I'll take two of the special ability guys that crank out an extra 1.5 knots. If you activate both at the same time you can hit 23kts.
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