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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Jan 2012
Posts: 9
Downloads: 20
Uploads: 0
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omg nice Thx a lot
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#2 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
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Mido, everybody I know of that takes their boat beyond the testdepth, and passed the 450 mark, uses TMO. It has a 600ft depth guage you can click on. So if I want, I can click to take my balao boat to 600ft. trouble is though, the deeper you go, the tougher it is to get back up again. Even at 600ft, if I slow to 2kts, the boat slowly goes deeper passed 600ft. You have to increase speed to maintain depth, or rise to shallower depths, without blowing the tanks.
But not every boat can do that. The earlier boats had shallower test depths, so even going to 400ft with them can be iffy. I have taken the boats with a 250ft testdepth to 375, and a couple times to 400ft, but it gets a lttle nerve wracking. I did take a balao once to 700ft, but couldn't get her to rise, until I went to flank speed and blew the ballast tanks. Almost didn't come back from that once. Not sure what the game does, but once you start to hit those depths, the water is like glue. Almost going through gelatin.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#3 |
Engineer
![]() Join Date: Nov 2009
Location: Dominican Republic
Posts: 203
Downloads: 191
Uploads: 1
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Thanks Hylander, finally I figured out what changes to make in the relevant *.cfg files and my fleet boats can dive until they crush now. I really like RFB + RSRDC and if somebody could produce a mod which would allow you to dive down to 600 ft and more in a controlled way, that would be a big plus, also for TMO. It is historically not correct that the submarine would sink like a stone once past 500 ft of depth.
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#4 |
Watch
![]() Join Date: Dec 2010
Location: Jamestown, RI
Posts: 24
Downloads: 50
Uploads: 0
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Hylander ... I don't know if the continued falling at low speed was intended in the game, but in real world, it can be a result of losing "Dynamic Lift" .
That was the physics principal that allowed a Zeppelin to lift in the air without adding gas or letting ballast go. Sub in water works the same way (I think!?) Anyway, something to look up in WIKI Berniep2 |
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#5 |
Eternal Patrol
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Yes and no. I assume that "dynamic lift" involves moving forward at an angle that generates lift.
A sub in the water has to be balanced in a daily test dive. It was possible to come close to neutral bouyancy, but almost never perfectly. This is achieved by pumping water in the trim tanks until the boat is balanced as close to perfectly as possible. Once done you should be able to dive the next time without worrying. Problem is that by "the next time" you have expended fuel, making the boat lighter, people have eaten, which makes the boat lighter, if only by a few pounds. So on every dive you have to adjust for that. And now the clincher: every boat, every ship, no matter how "watertight", leaks. The more time you spend underwater the heavier the boat becomes. The only way to handle this is by moving quickly enough that the dive planes can respond, which makes you noisier, or by using the pumps to adjust the trim or pump some water overboard, which is also quite noisy. There is no compromise, the boat is never perfect, and you have to deal with it somehow, and that almost always involves making noise, which is what you don't want.
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“Never do anything you can't take back.” —Rocky Russo |
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#6 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() There is also the temperature and salinity of the water, causing the water at different depths to have a different density, and I almost forgot, there is hull deflection due to the pressure. |
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#7 | |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
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![]() Quote:
I'm no authority on the game phyics of SH4, but there was discussion of that issue back when the first mods allowed you go deeper than 600ft. Also having to increase speed the deeper you go to maintain control of the boat as it almost feels like the water gets physically denser the deeper you go and more speed is required to maintain trim. It weird is a ll I can say. It's a hardcode issue that can't be corrected from what I understood. Good to see you figured out how to make it for your boat to go passed the redline and survive.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#8 | |
Engineer
![]() Join Date: Nov 2009
Location: Dominican Republic
Posts: 203
Downloads: 191
Uploads: 1
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You just can't go too deep, it stops somewhere. I did not change the crush depth. |
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#9 |
Engineer
![]() Join Date: Nov 2009
Location: Dominican Republic
Posts: 203
Downloads: 191
Uploads: 1
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I wish that some of us "wannabe" modders would work a little more together. It is very difficult to get some really helpful information from others here on the board if you want to dive a little deeper into this file soup and figure out where to make changes. I am analyzing file by file at the moment with different hex editors and Silent 3ditor but have very limited time to do so because of RL commitments.
I asked some questions here and only 2 persons answered them in a helpful way and that only by private messages. They wouldn't even post the answer here for everybody. Why not? If we "wannabe's" could get some more help from the "masters" of modding, hey, maybe we could create some nice mods too. |
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#10 |
Weps
![]() Join Date: Jan 2011
Posts: 359
Downloads: 61
Uploads: 0
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Ahoy fellas, I'm in the middle of a patrol southwest of honshu in the yellow sea. My lookouts spot a Large merchant heading my way at about 20 degrees AOB. Perfect, periscope depth, battle stations. Ok so this is going to be a chip shot for some easy tonnage right? wrong. I take my series of range/bearing readings at the allotted 3 minute intervals to get average speed estimate and course. Course 243, speed 5.5 knots, send to TDC, locked. I position my boat for a 70 degree impact angle, a couple fish set with impact fast, a couple magnetic slow. The only place I wanted this guy to go after 2 months of unsuccessful patrol was straight down. Four torps would more than do the job. torpedo gyro angle nearing zero, up periscope for one last range and bearing.... wait a second... 4000 yards??!! WHAA! This guy is literally right in front of me, I even pinged him at 1000 yards. ok so re-check range with tallest mast (merchant base height in RFB 2.0) on stadimeter, 2500???!! WTF!!?? double check ID, checks out, I got the right ship, a Large Merchant. OK so what is going on with this MOD! I quick ping, range 1100, bearing 350, AOB 95, torpedo gyro 004, I gotta shoot now! Spread shots 1 through 4 one degree interval. Fire 1-4! off to the races, 4 fish in the water and screaming home. Looking good, looking good, clunk, dud, clunk, dud, torp 3 miss, torp 4 miss. He begins evasive maneuver and spotlights center on my periscope
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#11 | |
Commander
![]() Join Date: Dec 2009
Location: Just east of the west coast.
Posts: 463
Downloads: 423
Uploads: 0
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I've been using Vickers TMO 1.9 3D interior overhaul in RFB\RSRD without any noticeable problems for several career patrols. It will give you two clickable depth gauges - good down to 600' - at the planesman station and in the conning tower. I've taken a Balo down to 550' in full control, she sank a foot in one hour while at silent running (1KT). I haven't tested it below 550' because I don't really want to know the crush-depth. With the unmodified NSS_*****.cfg, the red-line stays at the test depth, and crew call the out depth every 20' as far down as you want to go. The Below-Test-Depth icon also appears at the correct depth, but there's no verbal warning. Oh yeah, the interior looks great too. Has anyone reported problems with this mod in RFB?
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There are no great men, only great challenges that ordinary men are forced by circumstances to meet. -- Admiral William Halsey |
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#12 |
Grey Wolf
![]() Join Date: Nov 2010
Posts: 908
Downloads: 89
Uploads: 0
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I have observed that this mod has a nasty habit of CTD whenever you are in any time compression near an area that has a lot of contacts and the sound buffer clogs up because the watch crew wants to report them all at once. Is there a fix for this bug?
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#13 |
Commander
![]() Join Date: Dec 2009
Location: Just east of the west coast.
Posts: 463
Downloads: 423
Uploads: 0
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Intersting. I'll try to see if I can duplicate this problem on my rig with some of the canned missions - maybe also check out Truck.
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There are no great men, only great challenges that ordinary men are forced by circumstances to meet. -- Admiral William Halsey |
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#14 |
Lucky Jack
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What are you running the game on? Many units in your vicinity along with time compression really taxes the computer hardware.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#15 |
Grey Wolf
![]() Join Date: Nov 2010
Posts: 908
Downloads: 89
Uploads: 0
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