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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Eternal Patrol
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#17 |
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#18 | |
Grey Wolf
![]() Join Date: Apr 2011
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Also from what I gather there are two "safety" tanks on a WW2 German sub. http://jtmcdaniel.com/diving.html It would seem that it would be super easy to add or remove air from the negative tank while stalking a convoy to maintain periscope depth.This would also explain why the compressed air tank is not very relevant in SH3.Would be kool to hear compressed air being blown every once in awhile while at periscope depth to simulate the negative tank being played with. Right now we have blow ballast....would be kool to have a blow emergency button say if flooding becomes severe. And Vodkaphile,you mention playing with the dive planes.This is excellent news as many times I am getting DC'ed and can't believe my helmsmen have set such a shallow dive angle.In SH4 there is option to maintain deep dive and would be excellent for SH3. Also,is it possible to improve the sound aspect of submerged escape gameplay in SH3.What I mean is first and very important is the sound meter stays green when you ping for depth under keel.Second is when getting depth charged it stays red when I feel that as soon as the explosions start happening it should stay green and for a good while after.Would make waiting for DC to go off and giving flank speed/turning for a few seconds to allow new position and depth change.This could be a request for the Hsie and Stiebler crew though..... |
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#19 |
Grey Wolf
![]() Join Date: Apr 2011
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And some more findings.Just now I went and placed the compressed air gauge in direct view via SHIFT F2.I then went to 25m depth and did blow ballast and normal surface the boat.It behaves erratically....
Blow ballast sometimes causes the CompressedA gauge to lower by 1 and 1/2 tick mark.Standard surface sometimes causes the CA gauge to lower by 1-1/2 tick marks also.Makes sense since they both blow the main tank out with air just at slower rates.Whats wrong is it sometimes lowers the gauge and sometimes doesn't. And if you blow ballast once and then blow it again it lowers the CA gauge all the way below the blue safety margin.This I believe is probably how much the CA should lower when filling the main ballast tanks with air.In the same way the devs simplified so many parts of sub management for gameplay reasons(to not not scare away most customers...understandable) the CA usage seems right now like an afterthought in gameplay. How about a button for a negative tank control.Right now my sub does not dive if I try to at slow engine speed setting.I use NYGM but have tweaked it so that it stays stable at periscope depth for 10 minutes at which point it starts to surface.But what would be kool is a button to tweak this slightly so that it sinks a bit faster when fill negative tank is pushed allowing the sub to dive a slight bit faster and then I can blow out the negative tank to keep the sub slightly bouyant.Its easily done by a tweak of the surfaced displacement percentage to the mass of sub.Doing it though requires brains in the coding department though. ![]() |
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#20 | |||
Eternal Patrol
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#21 | |
Grey Wolf
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#22 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
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Your ideas seem to fit quite nicely with your original description of 'true realism' as opposed to typical 'gameplay realism' which generally relies on artificial (AI cheating or spamming type) means to increase difficulty. Just between you and me I think there would be a real appetite for this type of mod as a lot of people would probably appreciate the enhanced controls for tasks that are currently taken for granted in a one button universe. Thanks for keeping us up-to-date with your progress. If there's one thing I've learned here it's that this community is a rich storehouse of talent with many members who are willing to help formulate (and implement) new ideas toward greater clarity and eventual realization. In other words, we're surrounded by good hands so I'd encourage you to stick with it and (if need be) ask for help along the way. Best of luck and keep up the good work! ![]() |
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#23 | |||
Eternal Patrol
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From your own link: Quote:
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ps When you do that trick of replying in bold inside someone else's quote you make it impossible to quote you again. I had to physically retype each of your replies before I could answer them.
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#24 | |
Grey Wolf
![]() Join Date: Apr 2011
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You win about a subs non-ability to hover as it seems people are hell bent on this not happening.Not a perfect hover but it can be done with no speed.Can we agree that the negative tanks were blown out after submerging to ensure positive buoyancy.I see alot of people saying that at low speeds the subs sink but thats not what I have been finding online.For safety reasons you want a positive buoyancy,just in case something happens to your compressed air supply. Yes blowing ballast means all in SH3 since its a simple model of a subs ballast system.It just models one tank.I have to disagree with you that it means blow all tanks in real life.Why would you want to rocket to surface to meet your maker when you can slowly use all the tanks you have at the subs disposal so that doesn't happen giving you time to stop the flooding. There should be a poll.....should ships sink or surface when at low speeds. |
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#25 | ||||
Eternal Patrol
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Aces Of The Deep modelled this very nicely. Even at slow speed if you set Silent Running sooner or later the LI would inform you "Sir, cannot maintain depth unless we run the pumps." Quote:
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I long ago advocated a random factor, in which the sub might start rising, might start sinking or might stay where it was, and you would never know. Unfortunately this doesn't seem possible within the game's structure.
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#26 |
Torpedoman
![]() Join Date: Mar 2005
Location: Louisiana, USA
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![]() lol I'm retarded sorry. You are correct, I was extremely tired and not thinking clearly.
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#27 | |
Grey Wolf
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![]() Of course its only a dream. ![]() |
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#28 | |
Pacific Aces Dev Team
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![]() Another nice feature that sadly we have been unable to recreate is the depth charges unbalancing the sub and sending it into an uncontrolled dive or rise. Effectively, a sub hovering is in balance in the water, and as anyone who has been near a small ship knows, you can actually move it with a push of your hand, even it weigths a few tons. So imagine what a depth charge exploding and displacing tons of water over/under her keel can do ... there were instances recorded of subs whose tail or nose was hovered above the surface in 45º angle by a depth charge, and the sudden move of all things inside plus the extreme angle, can easily send it in uncontrolled dive. Hopefully H.Sie finds a way to recreate that ![]()
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One day I will return to sea ... |
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#29 |
Grey Wolf
![]() Join Date: Apr 2011
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Just found a kool gameplay feature.This is with NYGM and its sinking unless at least ahead standard is used.Kinda too harsh IMO but I think thats because I have put my engine settings to realistic values and so ahead slow gives only one to two knots in calm seas.
Ok,say you are stalking a convoy,keep and eye out on your depth and every time it sinks a full meter blow ballast and instantly press maintain depth.It will blow some air into the main ballast amd youll rise about a meter.Now with realistic CA usage and stalking a convoy will be more realistic and fun ![]() I wonder if its possible to go into the commands.cfg and enter in one button press and it will do two things like first hit blow ballast and instantly hit maintain depth??? |
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#30 | |
Grey Wolf
![]() Join Date: Apr 2011
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