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07-08-13, 09:59 AM | #2281 |
Black Magic
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For electric engines this is how the game calculates theoretical maximum speed for given bell:
XMM registers can be thought of floating point registers for this discussion My sub was a VIIC. I asked for a forward bell (ahead slow - 1). I was submerged thus using electric engines. Engine ratios patch disabled. XMM0 set to 0.0 load 1.0 into XMM2 load value into XMM1 dealing with current engine type in use (for electrics this is 3.913995) multiply XMM1 by ordered bell (engine ratio asked for) load XMM1 into XMM0 add XMM2 to XMM0 divide XMM0 by engine type in use value (for electrics this is 559500.0) multiply XMM0 by engine type in use value (for electrics this is 7432.328) multiply XMM0 by XMM1 multiply XMM0 by XMM1 raise XMM0 to the power of 0.3333333 (XMM0^0.333333) multiply XMM0 by engine type in use value (for electrics this was 30.99133) XMM0 contains theoretical maximum speed for ordered bell (for this it was 7.56) for that engine (done for each engine) Actual speed attained ~ 1.5 knots I'll post a reverse bell on electrics in next post Last edited by TheDarkWraith; 07-08-13 at 10:19 AM. |
07-08-13, 10:17 AM | #2282 |
Black Magic
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Reverse bell on electrics. Dead back slow - 1:
XMM0 set to 0.0 load 1.0 into XMM2 load value into XMM1 dealing with current engine type in use (for electrics this is 3.913995) multiply XMM1 by ordered bell (engine ratio asked for) load -1.0 into XMM3 load XMM1 into XMM0 change sign of XMM0 add XMM2 to XMM0 divide XMM0 by engine type in use value (for electrics this is 559500.0) multiply XMM0 by engine type in use value (for electrics this is 7432.328) multiply XMM0 by XMM1 multiply XMM0 by XMM1 raise XMM0 to the power of 0.3333333 (XMM0^0.333333) multiply XMM0 by engine type in use value (for electrics this was 30.99133) multiply XMM0 by -1.0 XMM0 contains theoretical maximum speed for ordered bell (for this it was 7.56) for that engine (done for each engine) Actual speed attained ~ 1.5 knots |
07-08-13, 10:24 AM | #2283 | |
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07-08-13, 10:43 AM | #2284 |
Black Magic
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07-08-13, 10:46 AM | #2285 |
Black Magic
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v1.0.126.0 released. See post #1
Starting with v1.0.126.0 Revised the Engine ratios patch to fix bug of AI sub's battery capacity being incorrectly reported to the game |
07-08-13, 10:49 AM | #2286 |
Count Dracula
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__________________
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07-08-13, 10:53 AM | #2287 |
Black Magic
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For diesel engines this is how the game calculates theoretical maximum speed for given bell:
XMM registers can be thought of floating point registers for this discussion My sub was a VIIC. I asked for a forward bell (ahead slow - 1). I was surfaced thus using diesel engines. Engine ratios patch disabled. XMM0 set to 0.0 load 1.0 into XMM2 load value into XMM1 dealing with current engine type in use (for diesels this is 8.857989) multiply XMM1 by ordered bell (engine ratio asked for) load XMM1 into XMM0 add XMM2 to XMM0 divide XMM0 by engine type in use value (for diesels this is 2387200.0) multiply XMM0 by engine type in use value (for diesels this is 3086.243) multiply XMM0 by XMM1 multiply XMM0 by XMM1 raise XMM0 to the power of 0.3333333 (XMM0^0.333333) multiply XMM0 by engine type in use value (for diesels this was 30.99133) XMM0 contains theoretical maximum speed for ordered bell (for this it was 11.26) for that engine (done for each engine) Actual speed attained ~ 3.25 knots Maybe the value in XMM0 is not theoretical maximum speed but rather RPM EDIT: can't be RPM because I went to external cam and the props are turning way faster than 11 RPM... Last edited by TheDarkWraith; 07-08-13 at 11:05 AM. |
07-08-13, 12:14 PM | #2288 | |
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So here's the graph of the functions you have just described:
As you can see, their curves are pretty similar, and they resemble a "flattened" sigmoid. I have some doubts about the last diesel constant you have stated though: Quote:
Something to note about the other constants: (3,913995+1)*7432,328*(3,913995)^2/559500≈(8,857989+1)*3086,243*(8,857989)^2/2387200≈1 Constants apart, what is weird about those routines is the absence of max_speed sim file setting as a parameter, and the big difference between the XMM0 values returned by them and actual speeds attained |
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07-08-13, 01:41 PM | #2289 | |
Black Magic
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Quote:
You have to remember that I gave the function that does this calculation it's name. I have no clue whether the name I gave it corresponds to it's true meaning or is just a wild guess. I do know that it works with the engine ratio selected and the final value is used in the engines to determine speed of the sub. I haven't traced down where the actual max speed of the unit (as defined in .dat file) is used yet. When I do it will probably unlock the remaining mysteries about how speed is calculated. |
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07-08-13, 05:50 PM | #2290 | |
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I see. Let us know if you stumble upon any juicy piece of information re. this subject |
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07-08-13, 07:25 PM | #2291 | |
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On a side note, I have noticed that among the special damage zone types, there are "Radio" and "Command Deck" categories. I wonder if at least one of them can be connected with destructible radio equipments (i.e. when they are destroyed, their parent unit isn't able to comm with other units or airfield), though I suspect that they are only meant for use with playable units. You have opened a Pandora's box here... In short: what about reviving the old idea of U-boat equipments suffering random damage from misuse / prolonged use? |
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07-08-13, 07:51 PM | #2292 |
Swabbie
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Thank you, TDW sir
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07-08-13, 08:05 PM | #2293 | |
Black Magic
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I've thought about checking for zones related to Radio and Command Deck and seeing if they are damaged or destroyed in regards to being able to radio for help. If they were damaged or destroyed then obviously unit can't radio for help Random damage from misuse/prolonged use is on my list. Haven't located the damages yet... I just realized while playing a campaign that my radio operator radioed for assistance when I spotted a ship. A friendly airbase was nearby so they dispatched aircraft. The aircraft destroyed my target before I had a chance to attack it. Not sure if I like my radio operator radioing for assistance without being asked Thoughts? |
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07-08-13, 08:24 PM | #2294 | ||||
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07-08-13, 08:45 PM | #2295 |
Black Magic
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I don't have the ability to radio for assistance tied to zones at all. I just might have to add it This would make strategic placement of deck gun shells paramount
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