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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |||
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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You should have full control of both screws with even one engine. Quote:
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![]() Fleet boats are true diesel-electrics. There is no physical connection between the diesels, and the shafts. tater |
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#2 | ||
Medic
![]() Join Date: Oct 2007
Posts: 162
Downloads: 20
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#3 |
Nub
![]() Join Date: May 2005
Location: Liverpool, England
Posts: 2
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It's one engine on each side which is destroyed, but it looks like I've had it and will be loading a previous save
![]() I hope I saved it when I started heading back to base, otherwise I'll loose all the tonnage I sank. Thanks for the help anyway. EDIT: Just read the post you linked to rrmelend. Seems like I'm a victim of the game design flaw/bug. Ah well, I'll just learn to avoid getting shot at then! |
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#4 | ||
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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The chances of losing all 4 diesels due to DC damage seem to be nil (in RL) IMO.
I might work on making it impossible to damage them except with shell fire. |
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Those quotes are from a Fleet Boat manual. The screws are turned by the main MOTORS. Motors are electric. The main diesels are described as such. They are 100% electric propulsion.
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#8 | |
Lucky Jack
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There was one, USS Archer-Fish. Although the diesels did not quit, there was a electrical fire that cut off the electric to the motors. This in effect killed the diesels. They did rig up the 5th smaller motor and were able to make it to port. So yep, pretty darn hard to make 4 engines that are in separate rooms go ca-blooy.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#9 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I think I can post this as a mod, it's working decently well so far, I have yet to see any diesel losses that were not the entire engineering compartment failing (sunk boat level DC attack).
The downside (fo me) is that it will need to have a version for every mod that messes with zones.cfg. |
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#10 | ||
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
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As for the rest....interesting to see the cutaway drawings. I knew how the power in US WWII fleet boats worked, but hadn't seen a good set of pics like that (so thanks, Tater!). I imagine this was just another case of trying to shoehorn SH4 into SH3 with time constraints. Power generation and management was one area of total deviation between U-boats and fleet boats, so the result is something that doesn't 'fit' for fleet boats. Radar is another thing that suffered in this regard, too. Cheers |
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#11 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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The novel late war u-boats always get credit for their great advances, but the fleet boats were really quite a forward thinking design IMO.
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#12 |
Lieutenant
![]() Join Date: Jun 2005
Posts: 260
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What you can do to at least get home:
Go to user/mydocuments/sh4/cfg Go to UPCInitial/Gameplaysettings and change unlimited batteries to false Then back up and go to saved games/current saved game(00009 or whatever it is)/gameplaysettings and again change it from true to false and your back in business, cruising back to base under water. |
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#13 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
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is that right ? I always thought that there was a transfer case onto
the shafts where by the diesels could turn the shaft or the Motor/Generator and through the same transfer case the electric motors could be put on the shaft when the diesels were offline or also added in for an extra emergency knot or two even with the diesels engaged.? (its not a challenge tater just a question) M |
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