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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Subsim Overlord
Join Date: Jul 2007
Location: On the top of the world
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Depends on the boat. Gato will be best at 10 knots or so.
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#2 |
Rear Admiral
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Depends if your running a mod, or not.
If vanilla. 2/3rds or about 9 to 10 knots. If running a supermod, "ahead standard" might be the best long range speed. |
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#3 |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
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Depends on what you mean by "best".
It's one speed i you mean "get there in a reasonable amount of time", and another if mean "get there with lots of fuel left over". Click to set your speed at various points, and check to see how far you can go. Figure out what you want, either speed of fuel conservation, and travel at that speed.
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#4 |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
Posts: 321
Downloads: 462
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Can I trust what TMO's navigator says? By clicking on the Maximum range...I mean is it accurate? I saw that in 2/3 Standard Propulsion is the farthest mileage achieved...
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#5 |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
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I don't take it as gospel. But if you do it several times, you'll see several different ranges. Get a few of those ranges, and see where they fall in general. It's not perfect, but it's close enough. (And if you're counting on the navigator's report to get back home with half a gallon of diesel in the tank, you're probably not going to make it.)
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#6 |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
Posts: 321
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I'm currently with TMO 2.2. It does change the fuel figures doesn't it?
By the way, is there any indication in a file which reveals the fuel level in gallons /liters instead of percentage? |
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#7 | |
Rear Admiral
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And herein lays a problem with SH3, 4 and 5. Fuel usage doesn't scale so well. TMO was designed so you could go to your patrol areas at speeds the subs most accurately traveled in real life. In TMO ahead standard is the fastest economical speed for the fuel used. Yes you can putt putt around at 2/3rds, but you'd be taking advantage of a flaw in the game, and having two to three times the range you should have. Personally, im starting to wish i didn't adjust speeds to be realistic at ahead standard. Regardless of what I had intended, everyones going to go around at 2/3rds and exploit the flaw in design. So, what the hell, "all ahead harbor speed at 2/3rds for teh win!" |
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#8 |
Captain
![]() Join Date: Apr 2002
Location: Davie, FL Grid DM 23
Posts: 544
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#9 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
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I know what you mean. |
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#10 |
Bosun
![]() Join Date: Dec 2010
Posts: 66
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Programming/design flaws aside, it doesn't take much time to do some speed runs to determine fuel consumption rates at various speeds. And to do the same for battery usage. It's a good way to stay busy during the voyage out to your assignment.
The results are useful, not only for predicting patrol range, but also being able to answer questions like whether I have the charge to try, while submerged at flank speed, to intercept a target. And then how much will I have left if the escorts start hassling me and I have to stay under. I am currently pursuing the Midway task force, which I ran across while coming back from a patrol. I know how long I can go at flank speed before I have to give up and let them go. |
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#11 | |
Eternal Patrol
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Just my thinking, of course. ![]()
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#12 | |
Rear Admiral
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Well, I had a different rational behind the adjustment. I didn't have all boats cruising at 15 knots, only at what i could conjecture was "3 engine speed". Some patrol logs i have read indicate they cruised two and from their patrol areas at "3 engine speed". So what exactly is "3 engine speed"? It was awhile ago, but what i think i did was rationalize that 1/3rd was probably 1 engine. 2/3rds two engines, standard 3 engines, ahead full being 4 engines. At that point I think did a little math by taking the top speed of whatever boat i was looking at, and mulplied it by 0.75 (or 75% which i figured, was about 3 engines). I took that number and entered it into the range figures in the sim file. So instead of say, 11,000 @ 10 knots, i put 11,000 at 13.5 knots. Of course that "11,000" figure is also subject to conjecture and debate because a.) fuel ballasts (no hard numbers on that i could find as to capacity and range on this) b.) The game world is anywhere between 20 %to 30% larger then it is in real life So while i don't remember the exact figure for fuel i used, i know i took those two things into consideration. So add that larger fuel allowance, to say @13.5 knots, and that's pretty much what i did. The intent was to have fuel efficiency at speeds greater then the typical 10 knots that everyone uses. I think that figure is often used because that's that everybody uses on uboats. For fleet boats, i dont think the 10 knot figure is correct. Of course, you take my design there, and throttle it back to 2/3rs for long range cruising going too and from patrol area, and well, you get alot more then you should. |
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#13 | |
Stowaway
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Actually I think you nailed it. |
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#14 | |
A-ganger
![]() Join Date: Aug 2009
Posts: 75
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What I was always unsure of when I first started playing SH4 was how long to patrol - how many weeks at sea is reasonable, as you have the ability to refit and not end your patrol, so in theory you could just continue to stay on the ocean indefinitely (damage not taken into account and I have not tried it), but the fleet boat histories I found over at U-Boat.net are usually just under two months or there abouts at sea, and very interesting too. An example is this one:- http://uboat.net/allies/commanders/3165.html I am no expert - I like the challenge the game offers as well as help my maths skills (...) and TMO and RSRD are the best mods I have used for SH4. So thanks for your hard work... |
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#15 | |
Seaman
![]() Join Date: Dec 2008
Location: Las Vegas New Mexico USA
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