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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Germany
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I dont know if you have considered this till now, but maybe check out the aerodynamics and what happens with airplanes. For example the screw issue is quite similar if not the same with a helicopter.
While water as a fluid behaves differently in some aspects then air I think that some principles should be the same and thus it might be worth trying out some formulas for aerodynamics on your sub. |
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#47 | |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
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With subs it's different. Everything is secret. There are no simulation of this detail (I mean public). |
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#48 |
The Old Man
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As for the bank effect .. after some tuning I came up with this subjective 'rules' (everything said concerns my sim, not reality):
1) Screw effect can be felt .. but it is not an issue except for flank speed, and even so you can ignore it, it will just bank you a bit. 2) Banking effect of the planes can almost do a roll but not really, at flank speed. However it is sufficient to counter all other banking effects except for high-speed corkscrew. 3) Corkscrew ? That's that funky think what sub does at high speed turns. Side flow banks it, banked rudder pushes sub down. At flank speed this can happen in seconds and you are past crush depth. I tuned it so that at 10 kts it is not really possible. Maximum rudder is possible. There are some minor banks but slow and easily to counteract with planes. At flank you better turn gently. It is possible to loose control. At least you are diving, turning, banking, not knowing what to do first. Engine stop, rudder center is first things to do. Correct pitch with planes, bank will correct itself. Emergency blow if needed. 4) Hydrostatic vs. hydrodynamic .. except for surfacing straight up with sub turned upside down there is no problem to keep sail up. At some extreme conditions the hydrodynamic effect can be felt anyway (and it's also responsible for the corkscrew). Like this the sub is controllable and stable at most speeds, little wild at the flank. Anyway to keep bank zero requires constant attention. Last edited by Dr.Sid; 12-03-07 at 02:43 PM. |
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#49 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
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Here is the live simulation with these bank effects http://roger.questions.cz/other/sim2.zip
Check the readme for new controls. Last edited by Dr.Sid; 12-03-07 at 04:17 PM. |
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#50 |
Navy Seal
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One little bug. When using the arrow keys to turn the right arrow makes you turn left and the left arrow makes you turn right. I was at flank and hit full rudder and didn't see much roll.
Oh I can send Akula model if you want. |
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#51 |
Navy Seal
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Here's a good simulator
http://www.jhuapl.edu/websub/ Some other helpful stuff http://robotics.ee.uwa.edu.au/auv/su...l/physics.html |
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#52 |
The Old Man
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Send whatever you have
![]() To get some decent bank: Press 0 for flank speed. Wait till speed hits 30. Ignore slight bank to the right due to screw reaction. Press ']' for full rudder right. It should perform something like barrel roll. Now this isn't realistic from many points of view. You would loose the air from balast tanks when upside down. Screw and planes would not work above the water (I don't test it now). Are you sure you have the sim2.zip version ? |
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#53 |
Navy Seal
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definately getting right is negative and left positive.
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#54 |
Navy Seal
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well clicked the link but the file sis still sim.zip not sim2.zip
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#55 | |
Electrician's Mate
![]() Join Date: Feb 2007
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This link seems to be it, the other is wrong(words are right, link is wrong). http://roger.questions.cz/other/sim2.zip |
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#56 |
Ace of the Deep
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May I ask is there somewhere a write up of what the overall project plan is?
Are you developing a physics model of a modern sub for the sake of it? Are you planning to connect physics model with realistic controls for the surfaces, tanks, and power plant? Is there an AI on the way with scenarios and game play? Is this just for personal fun or to prove that a public effort can go beyond SC/DW? (as I know that you have had your criticism of Sonalysts ... people always says it is easy criticize the works of others ... a lot harder to go do a better job yourself) Thanks.
__________________
War games, not wars! --- Only a small few profit from war (that should not stand)! |
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#57 | |
The Old Man
![]() Join Date: Jul 2005
Location: Canada
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#58 |
Navy Seal
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Yep working great, did a loop the loop
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#59 |
The Old Man
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1) May I ask is there somewhere a write up of what the overall project plan is?
I'm aiming toward the ultimate subsim. Non-profit. Based on live feedbeck. There is no write up since it's all quite unclear and open. Something like DW first .. something more later. 2) Are you developing a physics model of a modern sub for the sake of it? Yes, exactly. This is just actual phase. Not final version of physics, just something which will allow next steps. 3) Are you planning to connect physics model with realistic controls for the surfaces, tanks, and power plant? Not sure if I understand the question. Let's say I find DW approach to sub controls little simple. There should be more controls. Autocrew too, sure. But if you want to drive it manually, you should be able. Planes, tanks, power plant, you name it. 4) Is there an AI on the way with scenarios and game play? Yes. Long time to go anyway. 5) Is this just for personal fun or to prove that a public effort can go beyond SC/DW? (as I know that you have had your criticism of Sonalysts ... people always says it is easy criticize the works of others ... a lot harder to go do a better job yourself) Well .. I'm kinda programmer. I like programming. I like 3d graphics. I like aircrafts and now even subs. I always wanted to have some engine for simulations. To program things in simulation. Now everything got together. I have experience enough for 3D, simulation, I even have scripting language. So I just finally do what I always wanted. And since I really had some proud statements, why not make it submarine simulation first, and whatever else simulation later ? The basics are all the same. That's the main reason. The second reason is I'd like to play some new modern subsim, as hardcore as possible. Don't we all ? :rotfl: I don't have much troubles with Sonalyst. I understand their approach. They do it for money. I don't. They can't provide support, even small and slow. I can (small and slow I mean ![]() |
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#60 | |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
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As for the loop .. the questions remains .. is this realistic or not ? Hope some bubbleheads see this soon. ![]() |
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