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#31 |
Sailor man
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As Galantin explained in "Take Her Deep!", it was only a small hindrence, and was usually consumed well before reaching any area of enemy activity. As the fuel was used, sea water would replace it, since the fuel wouldn't mix and would float on top anyway. So it didn't really do anything but make the boat sit a little lower, and any fuel inefficency caused by the increased drag from that would be well compensated by the extra fuel that was available that originally caused it. And dive times would actually be slower at first because the oil weighs less, thus less ballast, but it would soon be neglible as it became more and more seawater in the tanks.
Galantin did mention that once the extra fuel in the ballast tanks were consumed, the sub would repeatedly dive and surface, to flush out any trace amounts of oil that would leave a "tell-tale slick" when diving in a combat situation. So in that effect, it effect combat operations. No reason to add that into game though, before adding in diving at least once a day to adjust trim in the ballast tanks. That's more of a day-to-day thing missing than a one-time flushing. |
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#32 | ||
Lieutenant
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Frank "Torpex" Kulick Subsim Staff ![]() Last edited by Torpex752; 08-01-07 at 05:35 PM. |
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#33 | |
Lieutenant
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Frank "Torpex" Kulick Subsim Staff ![]() |
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#34 |
Rear Admiral
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Saltwater mixed into the diesel even in tiney amounts would absolutly wreck the engine. Ive seen a 750 HP diesel generator that inhaled some rain water and ended up siezing the engine. The cylinder walls looked like they were scrubbed with 80 grit sandpaper.
There is a gizmo called a fuel / water seperator on the fuel feed lines of the engines to try to avoid this catastrophie. In the above example generator the water was sucked through the wall vents, through the air filter, and into the engine. (the mechaincal engineer had undersized the intake louveres and there was too much air velocity literally sucking rain into the room). I imagine that air intakes for a subs engine has some sort of way of avoiding that. I belive the ballast tanks and fuel tanks had no interaction with one another. That being said a full fuel tank would most likely help to dive a tad faster but then again the ballast tanks would have to be ... uhh... emptier to keep the ship afloat. It has been known that at least in game that if the 'ballast tanks' are partially filled from either running decks awash or a recent dive the ship dives faster. |
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#35 | |
Torpedoman
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All kidding aside, great thread and great info. Mylander |
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#36 | |
Seasoned Skipper
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#37 | |
Lieutenant
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Frank "Torpex" Kulick Subsim Staff ![]() |
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#38 | |
Rear Admiral
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Probably have some damn good fuel/water seperators. I can imagine that in rough conditions the two might mix up to some degree. I can see filling the 'empty' tank with sea water to keep things balanced too makes sense. |
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#39 |
Sonar Guy
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Very nice fuel walk-through. Thanks for the effort.
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#40 |
Ace of the Deep
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I was just wondering in the .sim file of the sub, distance is shown as "miles". Now 1 nautical mile = 1.15 mile so does that mean for example in the .sim file lets say for the Gato class, 11,800 miles should in fact read 11,800 nautical miles therefore the setting should be 13,570 in the Gato.sim file :hmm:
Just wondering.
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#41 | |
Seasoned Skipper
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#42 | ||
Lieutenant
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On the nuke boats I was on, we had a waste oil collection tank that the bilges would get pumped to. It has a mixture of seawater & oil leaks from the bilges. We could pump it after so many hours of being pumped into, to allow it to seperate. We'd pump just the seawater out at sea, and in port the waste oil to a tanker on the pier. Frank "Torpex" Kulick Subsim Staff ![]() |
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#43 |
Planesman
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Try the following:
1) Get a glass or cup that you can see through so you can observe the effect. 2) Poor some salad or olive oil in the glass 3) Add some water 4) Observe the effect 5) Stir the mixture with a spoon 6) Observe how long it takes for the oil and water to be separated again 7) Poor the olive or salad oil back into the bottle 8) Drink the water Have fun! ![]()
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#44 |
Ace of the Deep
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I guess, what I am wondering is what is the best speed to use from and too area in different boats, using only the patched game and TM 1.4.
Now, how lazy is that? |
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#45 |
Commodore
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not sure if that has been already said.
There is always an optimum speed for every engine, so called "cruising speed". Cruising speed slightly differs but it seems to be between 10 and 11 knots for most boats. Try setting 10,5 knots and ask for maximum range. You can go about 20% further then at a speed of 8 knots (2/3). I always try to go on cruising speed over large distances. And then switch to slower speeds when patrolling. Thats the best way to save fuel. |
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