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Old 07-20-07, 05:13 AM   #1
Tobus
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WOW, that's one great test!

Screwy kind of physics the dev's have used on this one.
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Old 07-20-07, 05:39 AM   #2
FooFighters
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Wow.. this is really getting interesting..
Strange diving times devs
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Old 07-20-07, 05:49 AM   #3
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people here never cease to amaze me, flaws can´t hide anywhere
are the involved numbers tweakable?
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Old 07-20-07, 09:38 AM   #4
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It has been known for some time that if there is a short period of time between dives you will dive faster.

The assumptioin is that there is still 'water' in the ballast tanks so they dont have to 'fill' all the way.

The dive planes evidently are just eye candy. In the previous versions they dident even come down half the time and had no effect on dive times. Unfortunate but true.

The 'data' chart above is about what I expected to see.

You want to see some really diverse results throw a sugar boat into that data.
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Old 07-20-07, 09:46 AM   #5
simonb1612
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Default great research

thanks for running the tests. It seems strange that the devs would consider such things as amount of residual water in/on boat when calculating dive times but then ignore the fact that the earth is spherical when doing travel distances (see the thread about fuel efficient routes)
http://www.subsim.com/radioroom/showthread.php?t=118877
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Old 07-20-07, 10:13 AM   #6
JREX53
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Not all of the water is blown out of the ballast tanks when the sub first surfaces in RL. The subs I was on had a High Pressure blower to blow out the residual water in the ballast tanks. It does take about 20 minutes in RL to get all of the water out of the tanks. So this might have been factored into the game, but I don't know for sure.


edit: That should have said a "Low" Pressure blower, not "High" Pressure Blower.

Last edited by JREX53; 07-20-07 at 10:37 AM.
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Old 07-20-07, 10:21 AM   #7
SteamWake
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Quote:
Originally Posted by JREX53
Not all of the water is blown out of the ballast tanks when the sub first surfaces in RL. The subs I was on had a High Pressure blower to blow out the residual water in the ballast tanks. It does take about 20 minutes in RL to get all of the water out of the tanks. So this might have been factored into the game, but I don't know for sure.
Well keep in mind were talking about real life physics vs a computer 'model'.

My guess is that somewhere there is a set of values for the ballast tanks for the sake of example lets say 0 = empty 100 = full.

When you broach the surface they are probably somewhere around 60 and decreases over time to emulate 'draining'.

Just a guess.
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Old 07-20-07, 09:34 PM   #8
-Pv-
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"...every time hit the dive key blow crush depth it'll rise to crush depth..."

Try diving from deck awash (22ft at the keel and diesels still running) and you'll have the supports under water in about 15 seconds. This is the profile I use for all my surface attacks as well as defending against aircraft.
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Old 07-20-07, 10:08 AM   #9
nomad_delta
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Quote:
Originally Posted by SteamWake
It has been known for some time that if there is a short period of time between dives you will dive faster.

The assumptioin is that there is still 'water' in the ballast tanks so they dont have to 'fill' all the way..
I didn't, but I sure wish I'd known that before I started testing. It would have saved me a whole lot of time & banging my head against the wall trying to figure out what I was doing wrong when my numbers weren't making any sense at all.

It does make total sense, now, though. The devs even bothered to include the "water draining out of the sub" animation which lasts exactly as long as the effect on dive times dos, and the dive times even change gradually as the water drains out. I think that's pretty awesome.

Does anyone know if there is a 'more correct' term to describe the ballast tanks being full of water or not than what I've used above? I didn't know what to call it.

Quote:
Originally Posted by SteamWake
The dive planes evidently are just eye candy. In the previous versions they dident even come down half the time and had no effect on dive times. Unfortunate but true.
They're not quite just eye-candy, as they do seem to have an effect in some of the tests, just always the correct effect (as Tambor said, depending on the circumstances it can even be backwards) and not as much of an effect as I would think they should.

Quote:
Originally Posted by SteamWake
The 'data' chart above is about what I expected to see.
You want to see some really diverse results throw a sugar boat into that data
I plan to, actually; Now that I've got my methodology down it shouldn't take quite so long to run the tests, and I'm hoping we'll have a clearer picture (for better or worse) once I've added the data for the other subs.

As soon as I'm done I'll put a a new chart with all the info.

nomad_delta
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Old 07-20-07, 10:10 AM   #10
nomad_delta
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Quote:
Originally Posted by kv29
people here never cease to amaze me, flaws can´t hide anywhere
are the involved numbers tweakable?
As soon as I'm done testing, I'm going to find out. :p

nomad_delta
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