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Old 02-22-22, 12:43 PM   #4
KaleunMarco
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Join Date: Sep 2007
Location: Gone to Texas. No More Kleptocratic Government for me!
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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...
Quote:
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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