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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Jun 2006
Location: Norway
Posts: 4,224
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:rotfl:Someone rates a simple question 1 Star?!
I guess the clock stays where it is then.
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#2 | |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
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![]() Quote:
http://www.subsim.com/radioroom/show...&postcount=237 As for the batteries, I've played around a lot with them trying to get Redwine's previous fix to work with patch 1.3, but so far no real luck - see this thread for some discussion: http://www.subsim.com/radioroom/showthread.php?t=121824 At 2 knots, you should be able to go about 90 nm and stay down about 45 hours (at least in the later model boats), but so far I haven't been able to get very close to that. Now that I've learned a little more about using S3D instead of the minitweaker, I may give it another try at some point. Also, I finally just found a copy of TM 1.2 to D/L, so I'm going to try using some sub files from that version as suggested toward the end of that thread to see if that will do the trick. [EDIT] - well, that was a bust - tried the TM 1.2 files, and got only 12-13 hours battery life at 2 knots in my Salmon class boat - clearly not working ![]()
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![]() Last edited by panthercules; 10-15-07 at 12:13 AM. |
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#3 |
Silent Hunter
![]() Join Date: Jun 2006
Location: Norway
Posts: 4,224
Downloads: 14
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Thank you, panther. That takes care of the clock. I guess I`ll just have to wait a bit longer for the batteries.
(PS: Don`t give up! ![]()
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#4 |
Lucky Jack
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On the batteries, at flank you should get about 1/2 hour out of them. That is fairly realistic. Can go all day at 3 knts with the batteries if needed. Pretty close to realistic.
Fuel, not the most realistic but if you watch your speed fuel should not be an issue. I motor to my patrol area at 10 ktns. Once there I conduct the patrol at 7 knts. Flank for the end rounds. Running your fuel in the manner usually allows your 4-5 different assigned areas within your patrol and you should have plenty of fuel to get home. Usually 25% by the time you hit port. The pop up clock, yep, move it off screen or do what I do as I do use the clock, move it half off the screen. IHMO it should be a bit smaller. As far as the 4 torps etc. I believe that TM uses NSM, not sure. Personally and with the help of Leo I removed some of the files in NSM to ships sink faster and really, 2-3 torps should take care of the merchant. More often than not, 2-3 torps did the trick. Not 4 torps and 50 shots from the deck gun. The files left behind still provide the reaction of torpedo hits such as the vessel lifting out of the water or rolling over before it sinks. I do not recall what files I moved out. PM Leo, he knows what files these were.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#5 |
Silent Hunter
![]() Join Date: Jun 2006
Location: Norway
Posts: 4,224
Downloads: 14
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Thanks, AVG!
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#6 |
The Old Man
![]() Join Date: Apr 2005
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Well, the best I have been able to get the batteries, despite a lot of additional attempts, is still between 27 and 30 hours (from 100% to 10%) at 2 knots. That's still about 15 hours too short, but I haven't been able to find anything to tweak using either minitweaker or S3D that makes any real difference. Even tried playing around with the submerged drag, hoping the boat might go farther with the same propulsion if the drag was reduced, but no such luck
![]() I did notice that if you drop to 1 knot you can stretch your batteries out to at least 43+ hours (oxygen hit 10% at that point, with batteries still at about 25%) - but of course you'll only go half as far in that time, which could be material if you're trying to extricate yourself from certain enemy waters before you surface. I've about run out of ideas (and time) again, so I'm gonna have to shelve this effort and get back to it later unless (hopefully) somebody beats me to a fix. ![]() One last possibility I may look into if I can find any old posts about it - I noticed that my green bar wasn't quite 100% in the engine room (it was close though, maybe 90%, so I'm not sure how much improvement could be expected) - I'm wondering if maybe there's some way to give the engine room crew a quality/experience/efficiency/morale or other such boost to improve submerged range like you can improve deck gun loading time? Anybody tried that already?
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#7 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
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![]() Quote:
Some things are getting carried over in the save file's from the start of the save file and refuse to show up as a change without a full delete of the save file then add the changes to the game then start the game up and let it build a new save file and WALA every thing works the way you set it for. Something changed the way the game read's things with the 1.3 patch and when and how it comes into effect. |
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