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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Dev: Crush Depth Studios
Join Date: May 2016
Location: Brea, CA
Posts: 59
Downloads: 7
Uploads: 0
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Wow, thank you guys for all of the support! My wife thinks I am a nut being so passionately intrigued by U-boats; I just don't know what it is about them that captures the imagination so fervently.
Anyhow, I just posted about the power-train model I am building along with a test control panel. The post is here Basically, the powerplant can be run in multiple modes:
The model allows you to manually engage/disengage the clutches. This allows you to be a proper engineering chief if your heart desires (no more simple speed requests!). Here is a screenshot of the little drive-train panel which is clickable to achieve the aforementioned modes. Any ideas you guys have in terms of art direction, functionality, etc... is welcome! ![]() And yes, if you want to automate the task and just use the engine order telegraph system and pass on the duties to your trusted AI chief, you may do so and focus on whatever other duties your heart desires. Last edited by celeronpm; 05-24-16 at 06:24 PM. |
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#2 | |
Swabbie
![]() Join Date: Dec 2013
Posts: 12
Downloads: 8
Uploads: 0
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#3 | |
Swabbie
![]() Join Date: Apr 2016
Location: Bavaria, Germany
Posts: 13
Downloads: 8
Uploads: 0
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#4 |
Dev: Crush Depth Studios
Join Date: May 2016
Location: Brea, CA
Posts: 59
Downloads: 7
Uploads: 0
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I am also ensuring the engine / motor rpms match the proper one per spec given the requested Telegraph speed when the ai is doing the work. Same goes for the propellers, they dynamic thrust in the water will achieve the realistic speed given the rpm. Finally, the diesels were so robust they could run with one piston removed (the rod and piston could just be removed). You'd loose 200hp but the diesel would still turn. I am going to simulate this in the damage model so you can still limp along even in dire circumstances.
Also, the electric motors can be run in serial or parallel mode, and the batteries can be configured in serial and parallel as well. The electric motors were made of two units a piece, so if one was broken, you can run the unit in parallel configuration and still get 50% power. These boats were pretty damn resilient and I want the propulsion system to realistically mimic that fact. So, you could run one side on a broken diesel with a piston missing and the other on a half limping electric motor. Hope this makes it really challenging and fun for those looking for that depth. These aspects are almost fully complete, I will post another blog entry with a video in a day or two when it's ready for testing. The UI panel has received a little polish. The look/feel is more a blueprint style now, which I think should work well going forward. ![]()
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www.CrushDepth.com Last edited by celeronpm; 05-26-16 at 09:55 AM. |
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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for me it'll be a Dynamic Campaign if you please
![]() fair winds and following seas ! Great project you have there as I loved DCS, I crashed a few times before I was able to take off... and never yet managed a landing but loved the sim ! keltos |
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#6 |
Dev: Crush Depth Studios
Join Date: May 2016
Location: Brea, CA
Posts: 59
Downloads: 7
Uploads: 0
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http://www.uboatsim.com/2016/05/27/physics-model/
Here are some screenshots from the underlying physics calculations. See blog post above for more info on how they are calculated if you are interested. ![]() ![]()
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www.CrushDepth.com |
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#7 |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
Downloads: 44
Uploads: 0
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There's something ya don't see everyday nice work
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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Tags |
indie game, simulator |
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