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#1 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
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![]() Quote:
![]() Crash Speed has a lot to do with that. Default is 2 I am currently using .01+++ - less than 1% of default Next test will use .1+++ between 5%-10% of default |
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#2 | ||
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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![]() That seems to happen with the curious "unreversible sink".... |
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#3 | |||
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
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It is my thought that the unreversable sink is related to bulkhead and compartment damage. Which reminds me, I need to set my bulkheads back to type=wall and repeat some of these tests for a sanity check. |
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#4 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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![]() Nothing seems to works to avoid the unreversible sink... :hmm: |
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#5 | |||
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
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Same Gato as before, same settings Before : 401ft - after 3 hours .31 damage, 4h 34m crush Now: 401ft = after 3.5 hours .373276 Damage. Order PD recheck - same damage Cruise at PD 6 hours. Damage is now .424262 - 5% more damage. Order Surface, recharge. Order PD. Cruise 6 hours. Damage stable Cruise addition 4 hours. Damage stable. Order Surface, recharge. Order depth 149. After 2 hours no additional damage After 8 hours no additional damage. So it seems that once you start damage, it will continue until you surface. Once you do so, the sub should be somewhat servicable. Please note that this is 100% just hull damage that NEVER shows up anywhere except the save game, and that you never have any trouble keeping depth with 1/3 Ahead. In game the only clue you have is blinking lights and occasional minor graphical leaks. I am going to redo this test with my bulkheads set back to type=wall. I expect no major difference. Last edited by U-Bones; 04-12-07 at 09:43 PM. |
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#6 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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Repeated test with stock bulkheads. Test was almost dead on repeat, within 1%, except this time when I surfaced and reset the damage flags (?), I took light deck gun damage and hull was damaged from .418321 to .500452. I repeated the test from that point on with the same results as far as the hull damage goes - it was stabilized once I surfaced.
However, the deck gun damage just had to spread to both aa guns... that is a seperate and ugly feature that I sure hope is fixed in 1.2... OK next I am going to test the padded crash depth with faster crash speed. I am aiming for damage that is more sudden and serious, and closer to crash depth than test. I find it silly taking damage barely over test depth. |
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#7 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
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I do thank you for going through the trouble to make these good discoverys.
I had some damage with a graphical picture of a pipe water burst (but no sound??). I wonder about. I had damage that was fixed. So I went to surface and the water finally leak stopped. I guess it reset as you said. I was able to back to periscope depth without no more hull continue to show crush damage (steam, extra light blink, electrical spark but no sound), unti I went 200 feet then I got the death spiral. So that would explain it. If you have damage to pressure hull, even though it is fixed, you still get damage some until you surface to stop the further damage and it resets. Still learning your data results. ![]() |
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#8 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
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New Gato. 500HP.
I tried at desired crash x 1.45 (135 x 1.45 = 195m) for the padding I set crash speed to .0426 which was about the depth i expected to take damage (more importantly a little over double my previous number). I found I took no damage even at hours at 440ft, so I blew tanks. I tried desired crash x 1.33 (135 x 1.33 = 180m) for the padding I tried desired crash in feet/10000 as crash speed (.0442) 09:05 order 408 1/3 12:00 0% hull damage order 436ft 13:00 .022741 14:00 .090800 15:36 1.000000 Crash ----- reloaded 14:00 15:00 .247431 15:15 .359715 15:25 .565042 15:30 .565042 15:35 .565042 (immediate crash when resume) ----- reloaded 15:25 ordered surface std blow tanks 15:30 .612368 on surface std 15:30 ordered 100 1/3 18:30 .630399 20:00 .630399 Order PD 02:00 .630399 This seems maybe too gentle to me (edit:maybe not - just noticed 3.5h instead of 5.5h - tired and sloppy). Basically on the high side of the damage zone, it is taking 3.5 hours (not 5.5) to crush. Also the slower crash speed may be exploitable for quick trips to 600 and back... note the 10+ minutes without a damage pulse above. I do like that the damage starts around where it does though, the padding x1.33 is decent. Thoughts ? Last edited by U-Bones; 04-13-07 at 12:34 AM. |
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#9 | |
Rear Admiral
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it's late, im tired and rambeling. ![]() |
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#10 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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The intersting if this way can works is... if we can reduce the crash speed, to a balanced value, to give you time to reach the surface and repair the hulll. The matter is, after a good time of surface sailing, if you can dive another time without sink. This way can have a good and a bad point. The good is, may be we have a chance to avoid the "unreversable sink", the bad is the sub become so resistent to the "crush pressure" ![]() ![]() ![]() |
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#11 | ||
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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Compartment and equipment on the other hand, do all kinds of unexpected things, especially bulkheads. Bulkheads get referred to as "pressure hull damage" but they are simply components, supposedly interior walls, that act like they are exterior walls. They do not influence the hull HP as far as I can tell, but they do have a dramatic impact on displacement. They should isolate leaks to a single compartment, problem is when a compartment gets damaged, nearly -everything- in the compartment is toast - meaning no leak isolation. As far as I see, bulkheads are more of a problem than a cool addition. I hope this is one of the things they tweak in 1.2 Last edited by U-Bones; 04-13-07 at 07:07 AM. |
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#12 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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#13 |
Rear Admiral
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It might be worth understanding this bit in the equipment.upc file, in particualr the bulkhead:
Code:
;DamageDescription1= Taken_DamageType, - MinDamage - MaxDamage - MinMaintenance - MaxMaintenance - chancefactor - Message - Spawned_damage_HP - Spawned_damage_AP - Spawned_Damage_Type - EfficiencyReduction - repair_skill - repairtime_in_hours DamageDescription1= -------NULL,--------------0-----------,0.2,------------0,--------------1------------------,1,------Minor Leak--------,0,------------------0,--------------------NULL----------------,0,---------------------0.2,------------------0.2 DamageDescription2= -------NULL,--------------0.2,---------0.6,------------0,--------------1,------------------1,------Large hole,--------0,------------------0--------------------,NULL,--------------- 0,---------------------0.2,------------------0.5 DamageDescription3= -------NULL,--------------0.6,---------1,--------------0,--------------1,------------------1,------Wall breached,-----0,------------------0--------------------,NULL,----------------0,--------------------0.2,--------------------1 |
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