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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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![]() Quote:
google translation, sorry.xD Really? I think not. I think you're wrong. Enter the game (SH5) and hear a Liberty Cargo to 9 knots and another at 6 knots. 9 knots = 36 rpm 6 knots = 28 rpm * These values are consistent with the SH3 table. ... which makes us think that "sh5" are an RPM internal system, but with bugs. My question is if anyone knows where these values can be modified to fit the reality of the game. |
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#2 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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I don't believe that the RPM's have an effect on speed, use External view to watch a Liberty Ship's propeller, it spins at a impossibly slow speed.
I used the Goblin Editor app to view the speed, and the Liberty ships propeller spins at somewhere between 30 and 45 RPM, I cannot remember it exactly. The Real Liberty ships un-geared engine spins at 76 RPM when at maximum speed. And the C2SB1 Hull Large Merchant/s propeller spins at about 30 RPM in SH5, and it cruises at 12 knots (?) But in real life this ship could move at about 19 knots, I have been editing these values myself to make them look more realistic because these values are very hard to find. I usually set ships propeller speed to around 200, just to make it look better. I do not believe that the sounds are synchronized with the actual speed. |
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#3 |
Navy Seal
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Good work Macardigan
![]() I will look forward to seeing your results ![]() |
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#4 | |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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![]() Quote:
hi, trevally. I'm almost finished calculating the speed (rpm) of the vessels. I have discarded some vessels that keep them (RPM) at different speeds. Example: 4, 5, 6, 7, 8, 9, 10, 11, 12, 13 knots always 47 rpm. advancement: -Cimmaron Class tanker: "max. speed: 12 knots | 6 knots - 29 rpm 7 knots - 31 rpm 8 knots - 34 " 9 knots - 37 " 10 knts - 39 " 11 knts - 41 " 12 knts - 44 " |
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#5 |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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V13dweller
Historical data of real life do not matter to find the "rpm". What matters is that in the game go synchronized. is sufficient if it can be used to calculate the speed of ships. In the "C2-s-b1 hul large merchant", up an average of 2 rpm for each knot. 6 knots - 26 rpm 7 knots - 28 rpm 8 knots - 30 rpm Although for me is real and I'm putting in the editor the same ship 12 times at 12 different speeds and hearing by the hydro. much work. man. xDDD "sorry, google translation" Can you help with the goblin? How do I edit the speed? Last edited by Macardigan; 04-08-13 at 09:05 AM. |
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#6 |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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I'm making a table of "rpm" of ships. I need to know the propeller sounds that are associated with each boat. Know where is the place where every sound is associated to each ship?
For example: Liberty Cargo -----> Liberty propeller. Medium Merchant ------> Cargo propeller. cimmaron class tanker ----. liberty propeller????¿?¿ In which file is this partnership? searched on: ... data \ Roster \ British \ ... etc. .. ... data \ is \ ... -data \ sound \ ... but can not find. |
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#7 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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If you open Goblin editor app, go to Open, find the ship you want, then merge the .GR2 with the .SIM and the click on the Unit commander tab, the you get another window, it should have all the options like Propulsion (The one you want)
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