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Old 02-22-22, 08:24 AM   #1
Zero Niner
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Default Does speed setting affect battery charging speed?

Would my batteries recharge faster if, say, I were to travel "Ahead Slow" compared to "Ahead Full"?
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Old 02-22-22, 08:32 AM   #2
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In theory, the less engine used for propulsion would allow more for charging, but the game does not work like that, so "no, no difference". I have had multiple instances of shooting at a convoy, and being held down by the escorts depth-charging me while the convoy eventually re-groups and moves on. After the escorts little effort and my slipping away, surfacing and doing Ahead Flank to catch the convoy again - in which situation, the batteries in real life would NOT have recharged at all, but in the game, they recharge fully. Lather, Rinse, Repeat...
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Old 02-22-22, 09:29 AM   #3
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Quote:
Originally Posted by propbeanie View Post
In theory, the less engine used for propulsion would allow more for charging, but the game does not work like that, so "no, no difference". I have had multiple instances of shooting at a convoy, and being held down by the escorts depth-charging me while the convoy eventually re-groups and moves on. After the escorts little effort and my slipping away, surfacing and doing Ahead Flank to catch the convoy again - in which situation, the batteries in real life would NOT have recharged at all, but in the game, they recharge fully. Lather, Rinse, Repeat...

Is it different in FOTRS? I can confirm in TMO, it takes much longer time to recharge when running above ahead 2/3 (10 knots) , 1/3 charges slightly faster, above 2/3 takes much longer and burns a lot of fuel. Seems like stock was same way, been s o long since ran stock though, not sure.
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Old 02-22-22, 12:43 PM   #4
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Quote:
Originally Posted by propbeanie View Post
In theory, the less engine used for propulsion would allow more for charging, but the game does not work like that, so "no, no difference". I have had multiple instances of shooting at a convoy, and being held down by the escorts depth-charging me while the convoy eventually re-groups and moves on. After the escorts little effort and my slipping away, surfacing and doing Ahead Flank to catch the convoy again - in which situation, the batteries in real life would NOT have recharged at all, but in the game, they recharge fully. Lather, Rinse, Repeat...
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Originally Posted by Bubblehead1980 View Post
Is it different in FOTRS? I can confirm in TMO, it takes much longer time to recharge when running above ahead 2/3 (10 knots) , 1/3 charges slightly faster, above 2/3 takes much longer and burns a lot of fuel. Seems like stock was same way, been s o long since ran stock though, not sure.
have either of you performed any testing of recharging batteries by varying the Engine Power and Engine RPM values in the Subtype.sim files?
i think that there may be some variance in recharging with different values in those two parms.
for instance, if i compare a single set of engine parms for your two mod-sets for say, the S-18.
TMO_BH
Engine power is 1200 and RPM is 500.
FOTRSU
Engine power is 2500 and RPM is 280.
does one model recharge faster/better than the other?
i think another factor is the skill level of the crew but i can only SWAG which skill would be the determining factor(s).
a fourth factor would be capacity, which is determined by range and speed in the same dotSIM file.

if you have done some testing/modeling, what were the results?
if you have not, would you be interested in delving into that? if yes, we can collaborate offline and set up some parameters for testing.
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Old 02-22-22, 01:07 PM   #5
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CapnScurvy and myself tested this extensively several years ago in Stock and FotRSU during the 'beta' day, and found no discernable difference between standing still and moving, fast or slow. Generally speaking, there is a difference with rpm, but the faster you go, the faster the batts charge, to a point. But, the "most fuel efficient" setting for diesel use is also the most efficient setting for battery charge, although going Ahead Flank results in a faster charge, with a diminishing return as you go above the most fuel efficient engine rpm. We did not test TMO. We have the subs set to get a good fuel economy (too good), and yet not have a super-short re-charge time, with the only way to improve that is with a "battery expert", which is one of the few active Special Abilities in FotRSU, with the "Medic" being another.
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Old 02-22-22, 05:26 PM   #6
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Quote:
Originally Posted by KaleunMarco View Post
have either of you performed any testing of recharging batteries by varying the Engine Power and Engine RPM values in the Subtype.sim files?
i think that there may be some variance in recharging with different values in those two parms.
for instance, if i compare a single set of engine parms for your two mod-sets for say, the S-18.
TMO_BH
Engine power is 1200 and RPM is 500.
FOTRSU
Engine power is 2500 and RPM is 280.
does one model recharge faster/better than the other?
i think another factor is the skill level of the crew but i can only SWAG which skill would be the determining factor(s).
a fourth factor would be capacity, which is determined by range and speed in the same dotSIM file.

if you have done some testing/modeling, what were the results?
if you have not, would you be interested in delving into that? if yes, we can collaborate offline and set up some parameters for testing.
I am sure the variances between two mods has something to do with how range/speed/power/batteries etc all interact.

In TMO, I have noticed small differences in battery charges times, especially between the S boats, Narwhal, and fleet boats. The older fleet boats like Salmon, Sargo and more modern ones such as Gato, I have noticed no difference. One thing Ducimus instituted as a fix for battery recharge times, which were excessive in all models, was the "Battery Fix" special ability, which is standard for all subs default crews. This crew member



I have no plans to adjust speeds, ranges, etc in TMO as they are close to perfect as can get, submerged and surfaced. I did some brief testing back when was developing mod, just to confirm some things, but I am quite happy with how Ducimus worked things out. I recall when he was working on this for one of the versions, amount of work, testing, tweaking, something I glad he did because not something I would have wanted to do lol. I would have if needed, but glad do not. . Surfaced rangesl, takes into account the ballast tank modifications used during war to give extra fuel. Given that along with battery limitations etc work fine and is historically accurate (within limitations of the sim of course), will leave it as it, spend efforts on other aspects of mod.

Last edited by Bubblehead1980; 02-22-22 at 08:17 PM.
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Old 02-22-22, 07:28 PM   #7
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Quote:
Originally Posted by Bubblehead1980 View Post
One thing Ducimus instituted as a fix for battery recharge times, which were excessive in all models, was the "Battery Fix" special ability, which is standard for all subs default crews. This crew member
do you remember the name of Ducimus' fix?
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